Idoneth Deepkin – Warscrolls


Cavalry Hero


IDONETH DEEPKIN WARSCROLL
Akhelian King
12"
7
3+
2
The Idoneth are a people to whom warfare is a way of life, and none amongst them personify this as gloriously as the Akhelian Kings. These mighty warriors command the enclaves’ phalanxes in battle, utilising the martial skills and strategic mastery they developed during their years of military training. Reading the currents of the battlefield in an instant, they direct their warriors to outmanoeuvre and rout the foe. The title of Akhelian King or Queen is not granted as a hereditary right; instead, it is earned through hard fighting and dedicated service to one’s enclave. If death does not claim them, they will eventually be granted regal status and command an Akhelian phalanx of their own. To the pragmatic Deepkin, such an arduous path to leadership is the best way to ensure that birthright does not elevate the weak over the strong. Akhelian Kings ride into battle upon Deepmares, sea-beasts whose talons can punch through metal. From atop their mount, an Akhelian King fights with either a bladed polearm or a greatsword known as an astra trom.
IDONETH DEEPKIN WARSCROLL
Akhelian King
MELEE WEAPONS
AtkHitWndRndDmg
Akhelian Royal Weapons [Charge (+1 Damage)]
Akhelian Royal Weapons
Charge (+1 Damage)
53+4+12
Deepmare’s Fangs, Talons and Lashing Tails [Companion]
Deepmare’s Fangs, Talons and Lashing Tails
Companion
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Akhelian Raidmaster or Isharann Emissary, Any IDONETH DEEPKIN

Any Charge Phase
WAVE RIDER: When an Akhelian King charges the foe, they hit with the power of a crashing wave.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+:

  • Inflict an amount of mortal damage on the target equal to the roll.
  • Add 1 to the Rend characteristic of this unit’s Akhelian Royal Weapons for attacks that target that enemy unit for the rest of the turn.

Reaction: You declared a FIGHT ability for this unit
AKHELIAN PARAGON: Each Akhelian King is a shining example of their caste, a master of battle whom all other Akhelians strive to emulate in battle.

Effect: Pick a friendly non-HERO AKHELIAN CAVALRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

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


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

Infantry Hero


IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
6"
5
5+
2
Some members of the martial Akhelian class chafe under the traditions of Idoneth society and yearn for the freedom of the realmseas. Others find themselves cast out by their own kind, often for speaking out against the Idoneth’s soul-based caste system. Many of these pariahs become Thrallmasters – the raider-captains of the Idoneth military. Tasked with venturing out into the realms at the head of a Namarti host, they seek out fresh soul-matter for the enclaves. Thanks to their extensive voyaging, Thrallmasters become experts at reading the ocean currents. They often tattoo themselves with priceless tidal maps illegible to other Idoneth. Most greatly enjoy using this painstakingly gathered intelligence as leverage against higher-ranked Akhelians, who must grit their teeth and deal with a Thrallmaster if they are to reach the best raiding grounds. By necessity, Thrallmasters learn to use multiple combat techniques. They can alter their stance and weapon in a moment, wielding the vaisurr bident to skewer larger foes or switching to twin helsabres to slice a bloody path through massed ranks, and they rigorously train their Namarti charges in these same fighting styles. Many make use of bonded Snapjaw Eels to defend themselves, for when these creatures sink their fangs into the foe, they are near impossible to remove.
IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
MELEE WEAPONS
AtkHitWndRndDmg
Snapjaw’s Vicious Bite [Companion]
Snapjaw’s Vicious Bite
Companion
24+4+-1
Esoteric Weapons
Esoteric Weapons53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any NAMARTI
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.

Any Combat Phase
AKHELIAN FIGHTING STANCE: Thrallmasters carry a personal armoury to suit the fighting stances needed to best any form of foe. They rigorously train their Namarti warriors to support each attack style at a moment’s notice.

Effect: Pick 1 of the following effects to apply to this unit and any friendly NAMARTI units wholly within 12" of this unit for the rest of the turn.

Way of the Riptide: Those units’ melee weapons have Crit (2 Hits).

Way of the Vortex: Subtract 1 from wound rolls for attacks that target those units.

Reaction: You declared a FIGHT ability for this unit
THRALLMASTER: Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle.

Effect: Pick a friendly Namarti Thralls unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN


IDONETH DEEPKIN WARSCROLL
Isharann Soulrender
6"
5
3+
2
Soulrenders are only too keen to take to the frontlines of battle, for that is where they find the greatest accumulation of souls. To these taciturn beings goes the most important task of any Idoneth raid. Each Soulrender’s helm bears a lurelight, an eldritch lantern that draws forth the souls of the recently slain so that they might be harvested. In times of dire need, the lurelight’s magic can even channel this spirit-matter into the broken bodies of wounded Namarti, knitting together their injuries so that they might fight on. Once back in their undersea strongholds, the souls will be transferred, with those of the Idoneth enshrined in the chorrileums and others made ready to be seeded within newborn Namarti. However, until they return to their enclave and deposit their priceless bounty, the Soulrenders must fight tooth and nail to protect it. They do so with a vicious polearm known as a talúnhook, snaring their enemies from afar and forcing them to their knees so that they might be more easily dispatched. To aid their hunting, each Soulrender employs a Rakerdart, a bond-beast that glides at its master’s feet, ready to stab prey with its sharp bill to ensure none can escape.
IDONETH DEEPKIN WARSCROLL
Isharann Soulrender
MELEE WEAPONS
AtkHitWndRndDmg
Rakerdart’s Serrated Bill [Companion]
Rakerdart’s Serrated Bill
Companion
34+4+11
Talúnhook
Talúnhook43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any NAMARTI
Notes: This HERO can join an eligible regiment as an Isharann Emissary.

End of Any Turn
LURELIGHT: Isharann Soulrenders possess a mystical lure that is used to draw unto them the souls of slain opponents so that they can be captured. Should the Soulrender act quickly enough, the stolen essence can be repurposed to resurrect fallen Namarti mid-battle.

Declare: Pick up to 3 different friendly NAMARTI units wholly within 12" of this unit to be the targets. You cannot pick the same unit to be the target of this ability more than once per turn. Make a lurelight roll of D3 for each target unit.

Effect: On a 2+, return a number of slain models to the target unit equal to the roll.

Once Per Battle, Any Combat Phase
HANGMAN’S KNOT: The noose on a talúnhook can be used to ensnare a victim, ensuring they cannot escape their doom at the hands of the Soulrender.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll 2D6. If the roll exceeds the target’s Health characteristic, it is automatically destroyed.

KEYWORDS
HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN


IDONETH DEEPKIN WARSCROLL
Isharann Soulscryer
6"
5
5+
2
Soulscryers are mysterious and reclusive even by the standards of the spellweaving Isharann caste. They spend most of their existence deep in meditation, seeking out the richest conglomerations of spiritual energy across the realms. To do so, they employ the cyfar compass – a magical device invented by the Cythai that can trace potent clusters of life energy across vast distances. Utilising such a relic, a Soulscryer can literally gaze upon a being’s animus, judging its potency by the strength of its incandescent glow. This proves most useful on those occasions that the Isharann take to the battlefield, for a Soulscryer can always identify those souls most worthy of reaping. Soulscryers also work their strange magics to navigate the utter darkness of the deep places. Their eldritch senses allow them to guide other Idoneth along hidden paths in the realms’ oceans and rivers so that they can strike the foe from unexpected angles. Though they are not natural combatants, Soulscryers are more than capable of defending themselves. They turn their soul-knowledge and their mastery of deep-sea magic to their advantage, able to inflict chilling damage with a single, concentrated touch. Many are also accompanied by a shoal of Scryfish, creatures that vigorously attack foes with their spiked jaws.
IDONETH DEEPKIN WARSCROLL
Isharann Soulscryer
RANGED WEAPONS
RngAtkHitWndRndDmg
Scryfish Shoal [Shoot in Combat, Companion]
Scryfish Shoal
Shoot in Combat, Companion
10"85+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Abyssal Touch
Abyssal Touch33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any NAMARTI
Notes: This HERO can join an eligible regiment as an Isharann Emissary.

Your Movement Phase
FINDER OF WAYS: Soulscryers are the Idoneth’s navigators, helping them divine hidden paths through the realmseas.

Declare: Pick a friendly IDONETH DEEPKIN unit that is travelling the ethersea to be the target.

Effect: Set up the target wholly within 12" of this unit and more than 7" from all enemy units.

Once Per Turn (Army), Your Hero Phase
CYFAR COMPASS: Using a cyfar compass, a Soulscryer identifies the souls most worthy of reaping.

Declare: Pick an enemy HERO within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for combat attacks made by friendly IDONETH DEEPKIN units that target that unit for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN


IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
6"
5
5+
2
The Isharann are born with a talent for harnessing arcane forces and are vital to soul-raiding and their people’s war efforts. The Tidecasters are masters of ethersea manipulation, able to summon this phantasmal tide that allows their comrades to move and breathe as if they were in their own natural environment. Enemies fighting amidst the ethersea feel as if they are drowning on land, their movements becoming sluggish and their strikes reduced to clumsy swings. This is hardly the extent of a Tidecaster’s powers. Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm. Furthermore, Tidecasters act as conduits for the repressed anguish of their race, an echo of their traumatic past that can be weaponised and unleashed upon the foe to sap their will to fight. Crushing waves of despair, black whirlpools of hopelessness or raging maelstroms of horror that shatter the minds of the foe: all are powerful tools in the hands of a Tidecaster. Those stricken by such enchantments are left helpless as they choke and writhe, and those lucky few who escape quickly find themselves torn to shreds by the Tidecaster’s guardian Ethershark.
IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
MELEE WEAPONS
AtkHitWndRndDmg
Pelagic Staff
Pelagic Staff33+4+1D3
Ethershark’s Vicious Bite [Companion]
Ethershark’s Vicious Bite
Companion
24+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any NAMARTI

Once Per Turn (Army), Your Hero Phase
MASTER OF THE ETHERSEA: A Tidecaster can manipulate the ethersea like no other.

Declare: Make an Isharann ritual roll of D6.

Effect: On a 3+, pick 1 of the following effects to apply until the start of your next turn:

Creeping Mist: Friendly IDONETH DEEPKIN units cannot be targeted by shooting attacks unless the attacking model is within 12" of them.

Surging Stream: Add 1 to run rolls and charge rolls for friendly IDONETH DEEPKIN units.

Spiteful Riptide: Each time an enemy unit uses a RETREAT ability, after the effect of that ability has been resolved, inflict D3 mortal damage on that unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN


IDONETH DEEPKIN WARSCROLL
Lotann
Warden of the Soul Ledgers
6"
5
5+
2
The Soul Wardens are some of the most revered within Idoneth society, for it is their sacred duty to maintain the chorrileums – the crystalline reefs in which the essences of long-dead aelves are kept safe from the eyes of hungry gods. Chosen for their analytical minds and reverence for their ancestors, the Soul Wardens tend to these beautiful structures, keeping a careful eye on the spirits interred within and employing them when necessary for the betterment of their enclave. Lotann of the Ionrach is the most famed of these solemn chroniclers. Holding the title of Warden of the Soul Ledgers, Lotann has marched to war alongside all of the enclaves in his time, cataloguing every spirit they harvested and each that escaped their grasp. Few understand the true purpose of Lotann’s exhausting work, though some whisper that it is his crushing duty to record every act of predation carried out by the Deepkin so that they might one day atone for their deeds. Eschewing the more physical aspects of battle as crude distraction, Lotann employs a multi-limbed, highly intelligent Ochtar familiar to protect him from foes that move in close. The Ochtar is capable of aiding him in his counting whilst keeping enemies at a safe distance with a serrated blade and spiked cudgel.
IDONETH DEEPKIN WARSCROLL
Lotann
Warden of the Soul Ledgers
MELEE WEAPONS
AtkHitWndRndDmg
Ochtar’s Tentacles and Weapons [Companion]
Ochtar’s Tentacles and Weapons
Companion
84+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN
Notes: This HERO can join an eligible regiment as an Isharann Emissary.

Passive
CATALOGUE OF SOULS: The Soul Wardens keep records of the souls that are harvested by the phalanxes. Their presence in a battle encourages Idoneth warriors to fight all the harder, reminding them of the plight that awaits their race should they fail to meet their quota of spirit-essence.

Effect: Add 3 to the control scores of friendly IDONETH DEEPKINunits while they are wholly within 12" of this unit.

Passive
FOUNT OF WILLPOWER: Such is Lotann’s obsessive commitment to his duty that his willpower bleeds out into the ethersea, a potent magical force that can be drawn upon to empower his fellow Isharann.

Effect: Add 1 to casting rolls for friendly ISHARANN units while they are wholly within 12" of this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN

Monster Hero


IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Sea
10"
12
3+
5
In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near. In the aspect of the sea, an Eidolon of Mathlann is more controlled, yet its becalmed demeanour in no way suggests it possesses a lesser degree of power. With a sweep of its deep-sea sceptre, an Eidolon in this form can release golden energies into the currents of the ethersea to rejuvenate the Idoneth’s wounded. However, the Eidolon can also turn its power to far deadlier purposes. With but a gesture, it can cause nearby foes to feel the horror of the endless sea. Suddenly, these unfortunate souls know what it is to be cast adrift with nothing beneath them but leagues of cold, dark water. This renders them paralysed in the throes of what they believe is their own death whilst the Idoneth move in to make this illusion a reality.
IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Sea
RANGED WEAPONS
RngAtkHitWndRndDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy12"33+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Stormshoal’s Fangs [Companion]
Stormshoal’s Fangs
Companion
64+4+-1
Psi-trident and Deep‑sea Sceptre
Psi-trident and Deep‑sea Sceptre53+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any IDONETH DEEPKIN

Passive
DORMANT ENERGIES: The Isharann aspect of an Eidolon of Mathlann seethes with suppressed energies that it can draw upon at need.

Effect: Add 1 to casting rolls for this unit.

Your Hero Phase
8
TSUNAMI OF TERROR: With a wave of its sceptre, the Eidolon sends forth invisible waves of fear that cause even the bravest of opponents to cower.

Declare: Pick up to 3 different visible enemy units within 12" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Subtract 1 from save rolls for combat attacks that target those units until the start of your next turn.
KEYWORDSSPELL

Once Per Turn (Army), Any Charge Phase
VENGEFUL WAVES: When threatened, the Eidolon causes the ethersea to crash around it, overwhelming its enemies.

Declare: If this unit has not charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TRANQUILLITY OF THE ABYSS: Eidolon in its aspect of the sea radiates an aura of unnatural tranquillity, calming any fears that nearby Idoneth may harbour.

Effect: Ignore negative modifiers to the control scores of friendly IDONETH DEEPKIN units while they are wholly within 12" of this unit.

KEYWORDS
HERO, MONSTER, WIZARD (2), FLY, WARD (5+)
ORDER, IDONETH DEEPKIN, AELF, EIDOLON


IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Storm
10"
12
3+
5
In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near. When an Eidolon of Mathlann is summoned in the aspect of the storm, it appears swelling like a tidal wave before crashing into the foe. Here is the power of the sea as destroyer, a manifestation of anger that has been pent up for so long that its release is unstoppable. In this form, the Eidolon’s mere presence is enough to fill nearby Idoneth with a fierce urge to bring ruin to their enemies. Its spear of repressed fury crackles with power. This phantom weapon is composed wholly of soul-energy, its blade honed by countless years of suppressed battle-lust. In its other hand, the Eidolon wields a barbed crulhook, with which it snares foes before dragging them into the deeps.
IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Storm
MELEE WEAPONS
AtkHitWndRndDmg
Stormshoal’s Fangs [Companion]
Stormshoal’s Fangs
Companion
64+4+-1
Spear of Repressed Fury and Crulhook [Charge (+1 Damage)]
Spear of Repressed Fury and Crulhook
Charge (+1 Damage)
63+2+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any IDONETH DEEPKIN

Passive
DRENCH WITH HATE: The mere presence of an Eidolon in its warrior aspect is enough to imbue nearby Idoneth with a fierce and bitter hate.

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

Passive
CRASHING UPON THE FOE: The Eidolon surges up into the sky before crashing down like a tidal wave, reforming to dive again and again until nothing is left of the enemy.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

Once Per Turn (Army), Any Charge Phase
PULLED INTO THE DEPTHS: The viciously barbed crulhook can ensnare unfortunate foes.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
ORDER, IDONETH DEEPKIN, AELF, EIDOLON

Cavalry


IDONETH DEEPKIN WARSCROLL
Akhelian Allopex
12"
8
4+
2
Sleek and powerfully built, an Allopex can outpace most other denizens of the oceans. It can scent the merest drop of blood from many leagues away, and when hungry, it will consume almost anything it comes across. Only through magic are the Idoneth able to bind Allopexes to handlers, for the beasts’ urge to kill is irrepressible, and only trained Akhelians known as Embailors are skilled enough to steer them. The combination of Embailor and beast is highly effective in battle, and Akhelian commanders have learnt to use the Allopex’s speed and ferocity to great effect in soul-raids. For long-range offensive capability, each Akhelian Allopex bears a harpoon launcher, effectively turning the creature into a highly manoeuvrable weapon platform. Sometimes called the ‘whispering death’ after the sound it makes, the harpoon launcher can be loaded with two kinds of ammunition, each designed to slay different types of enemy. Razorshell harpoons can be loaded and fired in quick succession and are particularly effective against monstrous targets. Retarius nets, meanwhile, are woven from Hyshian sun-siren hair so strong and fine that those entangled in them are torn apart in their struggle to free themselves.
IDONETH DEEPKIN WARSCROLL
Akhelian Allopex
RANGED WEAPONS
RngAtkHitWndRndDmg
Razorshell Harpoon [Anti-MONSTER (+1 Rend)]
Razorshell Harpoon
Anti-MONSTER (+1 Rend)
18"23+2+13
Retarius Net Launcher [Anti-CAVALRY (+1 Rend)]
Retarius Net Launcher
Anti-CAVALRY (+1 Rend)
18"23+2+13
MELEE WEAPONS
AtkHitWndRndDmg
Allopex’s Ferocious Bite [Anti-MONSTER (+1 Rend), Companion]
Allopex’s Ferocious Bite
Anti-MONSTER (+1 Rend), Companion
34+2+22
Barbed Hooks and Blades
Barbed Hooks and Blades43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
Can be reinforced: No

This unit is armed with Barbed Hooks and Blades, Allopex’s Ferocious Bite and 1 of the following options:
  • Razorshell Harpoon
  • Retarius Net Launcher

Passive
BLOODTHIRSTY PREDATORS: Allopexes are drawn towards the scent of freshly spilt blood.

Effect: Add 1 to the Attacks characteristic of this unit’s Allopex’s Ferocious Bite while it is within 6" of any damaged enemy units or while it is within 6" of any enemy units that had any models slain in the same turn.

Any Shooting Phase
ENSNARED: The Akhelians are experts at ensnaring their prey with a well-placed harpoon or Retarius net.

Declare: Pick an enemy MONSTER or CAVALRY unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
CAVALRY, FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN


IDONETH DEEPKIN WARSCROLL
Akhelian Ishlaen Guard
14"
4
4+
1
The Akhelian Guard are the elite cavalry of the Idoneth armies. Mounted atop Fangmora Eels, these warriors fight in a loose formation ideal for rapid assaults and sudden retreats. Unlike their Namarti kin, they are born with full souls, granting them longer lifespans and higher ranks within the Idoneth hosts. Their Fangmora mounts are graceful and agile, able to twist along rocky seabeds and through gaps in an enemy spear-wall. Moreover, they are infamously bloodthirsty, tearing through prey with their bone-crunching fangs and delivering wicked whip-crack blows with their tails. Most impressive of all is their ability to generate an electric charge that can stun even large targets, leaving them ripe for devouring. Ishlaen Guard favour a curved sword known as a helsabre. These elegant serrated blades are light enough to allow the wielder to deliver a flurry of strikes before disengaging from combat and can harness the bioelectricity of the Fangmoras. The Ishlaen channel this force into their galv-shields, where it manifests as an energy field that turns aside enemy blows. Thanks to this protective aura, the Ishlaen are often assigned as the bodyguards of Akhelian Kings or other high-ranking Idoneth, directing their Fangmoras towards the closest advancing threats and laying them low with sweeps of their helsabres.
IDONETH DEEPKIN WARSCROLL
Akhelian Ishlaen Guard
MELEE WEAPONS
AtkHitWndRndDmg
Helsabre [Anti-INFANTRY (+1 Rend)]
Helsabre
Anti-INFANTRY (+1 Rend)
33+4+11
Fangmora’s Fangs and Lashing Tail [Companion]
Fangmora’s Fangs and Lashing Tail
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Any Combat Phase
BIOVOLTAIC BARRIER: The biovoltaic energy produced by Fangmora Eels is channelled by Ishlaen Guard into a crackling luminescent energy field that protects them from harm.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target unit’s weapons for the rest of the turn.

Passive
GALV-SHIELDS: Thanks to their protective aura, the Ishlaen have greater staying power in prolonged combat than their spear-armed kin.

Effect: This unit has WARD (5+) if it charged in the same turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN


IDONETH DEEPKIN WARSCROLL
Akhelian Morrsarr Guard
14"
4
4+
1
The Akhelian Guard are the elite cavalry of the Idoneth armies. Mounted atop Fangmora Eels, these warriors fight in a loose formation ideal for rapid assaults and sudden retreats. Unlike their Namarti kin, they are born with full souls, granting them longer lifespans and higher ranks within the Idoneth hosts. Their Fangmora mounts are graceful and agile, able to twist along rocky seabeds and through gaps in an enemy spear-wall. Moreover, they are infamously bloodthirsty, tearing through prey with their bone-crunching fangs and delivering wicked whip-crack blows with their tails. Most impressive of all is their ability to generate an electric charge that can stun even large targets, leaving them ripe for devouring. Armed with voltspears and galv-shields, the Morrsarr Guard function as heavy shock cavalry, their fearsome weapons channelling the powerful electrical energy given off by the Fangmoras. This shockwave is loosed moments before the Morrsarr crash into the enemy, blasting the front ranks even as the Akhelians’ spears strike home. The Morrsarr are more than capable of engaging in extended melee, but their real strength is in that initial, overwhelming charge. Idoneth war stories tell of formations of Morrsarr Guard so large that the brightness of their combined voltaic blasts left the entire enemy army blinded and reeling.
IDONETH DEEPKIN WARSCROLL
Akhelian Morrsarr Guard
MELEE WEAPONS
AtkHitWndRndDmg
Voltspear [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Voltspear
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
23+4+11
Fangmora’s Fangs and Lashing Tail [Companion]
Fangmora’s Fangs and Lashing Tail
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
BIOVOLTAIC BLAST: The biovoltaic energy produced by Fangmora Eels is stored by Morrsarr Guard, ready to be discharged as a bolt of energy when the time is right.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target, then roll a number of dice equal to the number of models in this unit.

Effect: For each 4-5, inflict 1 mortal damage on the target. For each 6+, inflict D3 mortal damage on the target. Add 1 to each roll if there are more models in the target unit than this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN

Infantry


IDONETH DEEPKIN WARSCROLL
Namarti Reavers
7"
1
5+
1
Namarti Reavers are the archers of the Idoneth armies. It is their duty to race ahead of the main phalanx to seek out and harry the foe with a continuous rain of pinpoint arrow fire. It is the Reavers who identify the strengths and weaknesses in the enemy’s battleline, performing swift strikes of opportunity before relaying any intelligence they have gathered to their Akhelian commanders. Reavers are trained to fight on the move, advancing over the roughest terrain even as they loose shots with their deadly whisperbows. This allows them to outmanoeuvre the enemy’s advance troops while simultaneously bleeding them. Should an opponent engage them in close combat, Reavers will draw curved daggers and fight with great skill, but whenever possible, they will stay at a distance and make use of their superior marksmanship. It might be imagined that a lack of eyes would hinder an archer, but the Namarti can sense infinitesimal changes in pressure within the ethersea and electromagnetic pulses that reveal the presence of living beings. A Reaver’s field of perception is not as far-reaching as that of eyesight, however, so they must remain within a certain distance of their targets in order to make full use of their abilities.
IDONETH DEEPKIN WARSCROLL
Namarti Reavers
RANGED WEAPONS
RngAtkHitWndRndDmg
Whisperbow [Crit (Auto-wound)]
Whisperbow
Crit (Auto-wound)
12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Keening Blade
Keening Blade13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
STRIKE ON THE MOVE: Namarti Reavers are experts at running out from cover to unleash a hail of deadly arrows.

Effect: This unit can use SHOOT abilities even if it used a RUN or RETREAT ability in the same turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, IDONETH DEEPKIN, AELF, NAMARTI


IDONETH DEEPKIN WARSCROLL
Namarti Thralls
6"
1
5+
1
The Namarti are the lowest and most populous caste in Idoneth Deepkin society. Theirs is a life of toil and warfare, for they form the bulk of the Idoneth’s armies as well as serving as the labourers who build the enclaves’ ever growing undersea empires. When the Idoneth march to war, it is the Namarti Thralls who make up their frontline infantry. Possessing the natural grace and swiftness of aelvenkind, Thralls surge forward to meet the enemy, accepting the brunt of the fighting in order to create openings for their hard-hitting Akhelian masters to exploit. To witness the Namarti in battle is an unsettling sight to non Idoneth. They have no eyes, possessing instead a thin veil of membranous skin across each socket. Despite this, Thralls wield their blades – known as lanmari – with dexterous skill, switching fluidly between multiple fighting styles. Indeed, in the often impenetrable darkness surrounding their oceanic homes, sight is of little use anyway, and the Namarti must learn to master other faculties in order to survive. Many of these sensory adaptations only serve to enhance their efficiency as killers on the battlefield.
IDONETH DEEPKIN WARSCROLL
Namarti Thralls
MELEE WEAPONS
AtkHitWndRndDmg
Lanmari [Anti-INFANTRY (+1 Rend)]
Lanmari
Anti-INFANTRY (+1 Rend)
23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes

Passive
SWEEPING BLOWS: Lanmari can cut through weaker opponents as an Allopex cuts through a shoal of Scryfish, or they can be used to inflict grievous wounds on larger enemies.

Effect: Add 1 to the Damage characteristic of this unit’s Lanmari for attacks that target enemy MONSTERS.

KEYWORDS
INFANTRY, CHAMPION
ORDER, IDONETH DEEPKIN, AELF, NAMARTI


IDONETH DEEPKIN WARSCROLL
Cyreni’s Razors
6"
2
5+
1
A true master of the abyss, Cyreni leads her guards through the most inhospitable of places in search of precious soulstuff. She wields the power of a Tidecaster with crushing pressure and an icy chill, having trained in the art of soul-magic in Ulgu’s depths. Cyreni’s guards are hand-picked from the most skilled of the Namarti warrior caste. Clad in thick armour, their wicked serrated glaives can tear the guts out of their foes. Alongside them swims Cephanyr, a creature of the deep capable of sensing soulstuff from great distances.
IDONETH DEEPKIN WARSCROLL
Cyreni’s Razors
MELEE WEAPONS
AtkHitWndRndDmg
Cephanyr’s Tentacles [Companion]
Cephanyr’s Tentacles
Companion
64+3+-1
Lanmari Weapons
Lanmari Weapons23+4+11
BATTLE PROFILE

Unit Size: 4      Points: 120
MODELBASE SIZE
Cephanyr40mm
Renglaith and Alathyrr32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Cyreni of the Abyss (champion, armed with Lanmari Weapons)
  • Alathyrr (armed with Lanmari Weapons)
  • Renglaith (armed with Lanmari Weapons)
  • Cephanyr (armed with Cephanyr’s Tentacles)


Any Combat Phase
PHASE INK: Cephanyr emits a cloud of ink as black as the abyss that shrouds the enemy and sows confusion.

Declare: If this unit’s Cephanyr is on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Passive
CYRENI OF THE ABYSS: As a Tidecaster, Cyreni can draw upon the swirling currents of the ethersea in battle.

Effect: While this unit’s Cyreni of the Abyss is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, NAMARTI


IDONETH DEEPKIN WARSCROLL
Elathain’s Soulraid
6"
2
5+
1
Elathain was dubbed the Ill-fated for failing to harvest the essence of Ghur’s Silent People. Yet the Soulrender remains dedicated as ever, wielding the grim tools of his trade to claim a bounty of spirits. Elathain’s companions are a disparate lot, the Akhelian knight Fuirann battling alongside the Namarti Tammael and the bond-beasts Duinclaw and Spinefin. Together, however, they fight as one to claim souls for their enclave.
IDONETH DEEPKIN WARSCROLL
Elathain’s Soulraid
RANGED WEAPONS
RngAtkHitWndRndDmg
Riptide Harpoon [Shoot in Combat]
Riptide Harpoon
Shoot in Combat
8"13+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Soulraid Weapons
Soulraid Weapons23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 80
MODELBASE SIZE
Fuirann, Tammael, Duinclaw32mm
Spinefin25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Soulraid Weapons. The models in this unit are:
  • Elathain Ill-fated (champion)
  • Tammael (also armed with a Riptide Harpoon)
  • Fuirann
  • Duinclaw
  • Spinefin


End of Any Turn
ELATHAIN’S LURELIGHT: Like all Isharann Soulrenders, Elathain possesses a mystical lure that can trap the souls of slain opponents so that they can be used to resurrect fallen allies.

Effect: Roll a D3. On a 2+, return a number of slain models to this unit equal to the roll.

Any Combat Phase
SOULNET: A soulnet can be used to ensnare a victim, ensuring they cannot escape their doom at the hands of the Soulrender.

Declare: If this unit’s Elathain Ill-fated is on the battlefield, pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, NAMARTI

Monster


IDONETH DEEPKIN WARSCROLL
Akhelian Leviadon
10"
16
3+
5
Leviadons are immense, ill-tempered behemoths known for smashing a path through anything in their way. Hundreds of ships have been cracked in two by one of these shelled giants tearing through their hulls. Recognising the terrific power of the Leviadons, the Idoneth prize their use as mobile fortresses and linebreakers. So gargantuan and powerful is a Leviadon that only those reared by the Idoneth from infancy can be used in battle, for to tame one in the wild would surely be a death sentence. Protected by a nigh-impenetrable shell, the Leviadon is nearly impervious to missiles. Its natural destructive power is enhanced by a pair of pivotable harpoon launchers that are capable of a rapid rate of fire, thanks to the skill of their Akhelian operators. As if several inches of chitin did not offer enough protection, a Leviadon’s crew includes a Namarti void drummer who pounds out a relentless rhythm, sending forth concentric ripples of distortion that refract light in strange ways around the creature. Enemy troops find such patterns disruptive, making it difficult to aim at the approaching Leviadon or, indeed, any nearby Idoneth.
IDONETH DEEPKIN WARSCROLL
Akhelian Leviadon
RANGED WEAPONS
RngAtkHitWndRndDmg
Razorshell Harpoon Launchers [Anti-MONSTER (+1 Rend)]
Razorshell Harpoon Launchers
Anti-MONSTER (+1 Rend)
18"43+2+13
MELEE WEAPONS
AtkHitWndRndDmg
Leviadon’s Scythed Fins and Crushing Jaws [Crit (Mortal), Companion]
Leviadon’s Scythed Fins and Crushing Jaws
Crit (Mortal), Companion
74+2+23
Crew’s Spears and Harpoons
Crew’s Spears and Harpoons43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 480
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Leviadon’s Scythed Fins and Crushing Jaws is 5.

Passive
VOID DRUM: A void drummer rides on the back of every Akhelian Leviadon. The mesmerising rhythm that they beat out sends rippling currents through the air, distorting the outlines of the drummer’s comrades and making them hard to see.

Effect: Friendly IDONETH DEEPKIN units have WARD (5+) while they are wholly within 6" of this unit.

Once Per Turn (Army), Any Charge Phase
CRUSHING CHARGE: When a Leviadon charges into battle, it crushes the foe with its sheer mass.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit within 1" of it to be the target.

Effect: Roll a dice. Add 1 to the roll if the target unit has more than 10 models. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (5+)
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN

Faction Terrain


IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
-
7
4+
0
When the Idoneth Deepkin go to war, they bring their supernatural sea with them. Ethereal creatures, fish and corals flicker into existence, while features of the seabed appear all over the battlefield. A Gloomtide Shipwreck is a manifestation within this ethersea, a wreck of spectral wood that is the avatar of a myriad sunken vessels given form. This barnacle-encrusted ruin swarms with vicious deep-sea denizens, their shoals providing nearby Idoneth with cover from which to launch their attacks. Some wrecks drift into being naturally upon the ethersea’s currents. Other times, an Isharann mage might use their lilting magics to coax one into arriving with the ethereal tide. To the Deepkin, the appearance of a Gloomtide Shipwreck during battle is seen as a sign of good fortune because of the haven it provides for attacking Idoneth. Enemies that veer too close to this eerie wreck quickly find themselves assaulted by the predatory sea creatures that use it as their lair, the marine animals recognising the floundering presence of foes as a threat to their territory. The most skilled of Isharann mages will deliberately incite carnivorous fish to harass and distract enemies, lending a measure of cover to those Idoneth nearby so they may launch pinpoint attacks with impunity.
IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable, Obscuring

Deployment Phase
RISE FROM THE DEPTHS: Ancient wreckages adrift in the great currents of the ethersea provide a haven for Idoneth.

Effect: Set up this faction terrain either as 1 terrain feature consisting of 2 scenery pieces (that must be set up within 3" of each other) or as 2 separate terrain features. Set up each terrain feature wholly within friendly territory and more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.

If this faction terrain is set up as 1 terrain feature consisting of 2 scenery pieces, it has a Health characteristic of 14 instead of 7.
KEYWORDSDEPLOY TERRAIN

Passive
GUARDIANS OF THE DEEP: Shoals of small sea creatures infest this wreck, instinctively swarming out to shield Idoneth Deepkin that are nearby.

Effect: Add 1 to save rolls for friendly IDONETH DEEPKIN INFANTRY and CAVALRY units while they are wholly within 6" of this terrain feature.

KEYWORDS
FACTION TERRAIN
ORDER, IDONETH DEEPKIN

Regiment of Renown


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Gossamid Archers
  • 1 Arch-Revenant

BATTLE PROFILE

Points: 260

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION

BATTLE PROFILE

Points: 340



REGIMENT OF RENOWN
Norgrimm’s Rune Throng
Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 350

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Saviours of Cinderfall
The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 270

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 250

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 180

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
The Lost-Song Spirits
Natives of the morbid isle of Decrepita, the Sylvaneth of the Lost-Song Forest have become deafened to the spirit-song. They hear only the mournful cries of wayward souls, which has driven them to cruelty and madness. Followed by the chilling fogs of their homeland, these Outcasts follow the dead and the half-souled, hoping to vent their own bitterness.
REGIMENT OF RENOWN
The Lost-Song Spirits
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 430

Once Per Turn (Army), Enemy Hero Phase
ENDLESS WANDERING: The spirits of the Lost-Song Forest are ever in motion, desperately seeking the ancestral harmonies denied to them.

Declare: Pick a unit in this Regiment of Renown that is not in combat to use this ability.

Effect: That unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
OMINOUS FOG: A thick fog follows the Lost- Song Spirits, making them difficult to identify until it is too late.

Effect: Units in this Regiment of Renown are not visible to enemy units more than 12" from them while they are wholly within 9" of the Treelord in this Regiment of Renown.


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 400

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
Those HEROES can join an eligible regiment as a Isharann Emissary.

Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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).

The non-HERO CAVALRY and AKHELIAN keywords are used in the following Idoneth Deepkin warscrolls:

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

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!
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).
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.
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.

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.

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

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

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

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Idoneth Deepkin warscrolls:

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
Obscuring
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • 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.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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