Idoneth Deepkin – Volturnos, High King of the Deep

This warscroll does not meet the selection criteria (see Settings tab).
IDONETH DEEPKIN WARSCROLL
Volturnos
High King of the Deep
12"
8
3+
2
Volturnos is the greatest warrior of the Idoneth, famed throughout the enclaves for his unrivalled skill. He is the last living Cythai, that aelven race from which the Idoneth descended. It was from Teclis that he received first hand the ‘eolas’, the great gift of learning and magic that the god bestowed upon his newly created aelves. Perhaps it was this gift of enlightenment that allowed Volturnos to sense Teclis’s increasing revulsion at that which he had wrought. Volturnos survived Teclis’s wrath and fled Hysh with his comrades. In doing so, he forever made himself a pariah to his former god and a hero amongst the majority of his people. Volturnos has proved himself a grand commander, uniting the fractious enclaves in the face of several grave threats. Though not all Idoneth consider him their ruler, there is no Akhelian or Isharann who does not feel a stirring wave of pride upon witnessing the High King take to battle atop Uasall, a prince amongst Deepmares. The lack of one eye does not seem to diminish Volturnos’s prowess in the least. Wielding the Astra Solus, his legendary blade, the High King cuts down any foe foolish enough to challenge him.
IDONETH DEEPKIN WARSCROLL
Volturnos
High King of the Deep
MELEE WEAPONS
AtkHitWndRndDmg
Uasall’s Fangs, Talons and Lashing Tails [Companion]
Uasall’s Fangs, Talons and Lashing Tails
Companion
44+3+12
The Astra Solus [Charge (+1 Damage)]
The Astra Solus
Charge (+1 Damage)
62+3+22
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Akhelian Raidmaster or Isharann Emissary, Any IDONETH DEEPKIN

Once Per Battle, Any Combat Phase
SUPREME LORD OF TIDES: At the High King’s command, his warriors will attack with unrelenting fury.

Declare: Pick up to 3 other friendly IDONETH DEEPKIN units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

Passive
FIRST AMONG AKHELIANS: Volturnos is the greatest Akhelian King to have ever lived. His supreme skill and vast experience serve as an inspiration to all members of the Idoneth’s warrior caste.

Effect: Add 1 to hit rolls for combat attacks made by other friendly AKHELIAN units while they are wholly within 12" of this unit.

Passive
CEALITH, THE HIGH KING’S SHIELD: Cealith is said to have been crafted by Teclis himself. However it was created, the mystical aura it projects guards the bearer against malign magics.

Effect: This unit has WARD (3+) against mortal damage inflicted by SPELL abilities, PRAYER abilities or abilities used by Manifestations.

KEYWORDS
WARMASTER, UNIQUE, HERO, CAVALRY, FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN

The UNIQUE keyword is used in the following Idoneth Deepkin warscrolls:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
This HERO can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
This HERO can join an eligible regiment as a Isharann Emissary.

Infantry Hero

The CAVALRY keyword is used in the following Idoneth Deepkin warscrolls:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
© Vyacheslav Maltsev 2013-2024