Leader
Akhelian Kings are the war leaders of the Idoneth enclaves. Mounted atop fierce and intelligent Deepmares, these inspiring commanders fight at the forefront of every battle, urging their Phalanxes forward as they wield their blades with deadly skill.
Bladed Polearm |
| Bladed Polearm | 2" | 3 | 3+ | 2+ | -2 | 2 |
Greatsword |
| Greatsword | 1" | 5 | 3+ | 3+ | -1 | 2 |
Falchion |
| Falchion | 1" | 3 | 3+ | 3+ | - | 1 |
Fangs and Talons |
| Fangs and Talons | 2" | 3 | 3+ | 3+ | -1 | D3 |
Lashing Tails |
| Lashing Tails | 2" | 3 | 3+ | 3+ | - | 2 |
Unit Size: 1 Points: 220
Battlefield Role: Leader
Base size: 60mm
Notes: Single
An Akhelian King is armed with 1 of the following weapon options: Bladed Polearm and Falchion; or Greatsword and Falchion.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Royal Council
MOUNT: This unit’s Deepmare is armed with Fangs and Talons, and Lashing Tails.
Akhelian Paragon: Each Akhelian King is a shining example of his caste, a master of battle whom all other Akhelians strive to emulate in battle.
Add 1 to
hit rolls for attacks made with melee weapons by friendly
AKHELIAN units (excluding
mounts) wholly within 9" of this unit.
Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Wave Rider: When an Akhelian King charges the foe, their polearm hits with the power of a crashing wave.
This unit’s Bladed Polearm has a Rend characteristic of -3 and a Damage characteristic of 3 if this unit made a
charge move in the same turn.
Lord of Tides: The warriors of the Idoneth will attack with unrelenting fury at the command of an Akhelian King.
Once per battle, at the end of your
charge phase, you can pick up to D3 different friendly
IDONETH DEEPKIN units wholly within 12" of any friendly units with this ability. If you do so, until the end of that turn, the units you picked are affected by the High Tide ability from the
Tides of Death table in addition to any other abilities from the Tides of Death table they are affected by.
ORDER, IDONETH DEEPKIN, AELF, HERO, DEEPMARE, AKHELIAN, AKHELIAN KING |
Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle. Master duellists skilled with all manner of esoteric weapons and accompanied by a vicious snapjaw eel, they scythe through their foes with contemptuous ease.
Esoteric Weapons |
| Esoteric Weapons | 1" | 5 | 3+ | 3+ | -1 | 2 |
Vicious Bite |
| Vicious Bite | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Akhelian Thrallmaster is armed with Esoteric Weapons.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Namarti Corps
COMPANION: This unit is accompanied by a Snapjaw Eel armed with a Vicious Bite.
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.
At the start of the
combat phase, you must pick 1 of the following fighting stances for this unit to use. Each effect lasts until the end of that phase.
Way of the Depths: You can re-roll
hit rolls of 1 for attacks made with melee weapons by this unit and friendly
NAMARTI units wholly within 12" of this unit.
Way of the Riptide: If the unmodified hit roll for an attack made with a melee weapon by this unit or a friendly
NAMARTI unit wholly within 12" of this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
Way of the Vortex: Subtract 1 from
wound rolls for attacks that target this unit and friendly
NAMARTI units wholly within 12" of this unit.
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, HERO, AKHELIAN THRALLMASTER |
An Eidolon of Mathlann is a mystical conjuration that embodies a long-forgotten god. When summoned in its aspect of the sea, this entity can call upon the magic of the ocean to heal allies or send enemies fleeing in terror.
Blasts of Abyssal Energy |
| Blasts of Abyssal Energy | 12" | D3 | 3+ | 3+ | -2 | 2 |
Psi-trident |
| Psi-trident | 2" | 3 | 3+ | 3+ | -2 | 2 |
Deep-sea Sceptre |
| Deep-sea Sceptre | 1" | 2 | 3+ | 4+ | -1 | 1 |
Sharp Fangs |
| Sharp Fangs | 3" | 2D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 290
Battlefield Role: Leader
Base size: 100mm
Notes: Single
An Eidolon of Mathlann, Aspect of the Sea, is armed with Blasts of Abyssal Energy, a Psi-trident and a Deep-sea Sceptre.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
COMPANION: This unit is accompanied by a Stormshoal that attacks with its Sharp Fangs.
Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
This unit has a
ward of 5+.
Dormant Energies: The Isharann aspect of an Eidolon of Mathlann seethes with suppressed energies that it can draw upon at need.
You can re-roll
casting,
dispelling and
unbinding rolls for this unit.
If this unit successfully casts any spells in your
hero phase, you can
heal up to D3 wounds allocated to this unit at the end of that phase.
Tranquillity of the Abyss: An Eidolon in its aspect of the sea radiates an aura of unnatural tranquillity, calming any fears nearby Idoneth may harbour.
Friendly
IDONETH DEEPKIN units wholly within 18" of this unit have a Bravery characteristic of 10.
Cloying Sea Mists: The Eidolon brings forth cloying sea mists that heal Idoneth Deepkin and send foes into a mystic slumber from which they will never awake.
Cloying Sea Mists is a spell that has a
casting value of 6 and range of 12". If cast, pick 1 friendly
IDONETH DEEPKIN unit, or 1 enemy unit, within range and visible to the caster. If you picked a friendly
IDONETH DEEPKIN unit,
heal up to D3 wounds allocated to that unit. If you picked an enemy unit, that unit suffers D3
mortal wounds.
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.
Tsunami of Terror is a
spell that has a
casting value of 7 and range of 18". If cast, pick up to 3 enemy units within range and visible to the caster. Subtract 1 from
save rolls for attacks made with melee weapons that target that unit until your next
hero phase.
ORDER, IDONETH DEEPKIN, AELF, HERO, TOTEM, WIZARD, EIDOLON, ASPECT OF THE SEA |
In its aspect of the storm, an Eidolon of Mathlann is the vengeance of the Idoneth made manifest, a living tempest that surges upwards before crashing upon the foe with tidal-wave force.
Spear of Repressed Fury |
| Spear of Repressed Fury | 2" | 4 | 3+ | 2+ | -2 | 2 |
Crulhook |
| Crulhook | 1" | 4 | 3+ | 2+ | -1 | 2 |
Sharp Fangs |
| Sharp Fangs | 3" | 2D6 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 280
Battlefield Role: Leader
Base size: 100mm
Notes: Single
An Eidolon of Mathlann, Aspect of the Storm, is armed with a Spear of Repressed Fury and a Crulhook.
COMPANION: This unit is accompanied by a Stormshoal that attacks with its Sharp Fangs.
Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
This unit has a
ward of 5+.
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 but soulless corpses.
You can
heal up to D3
wounds allocated to this unit after it makes a
charge move.
Add 1 to the Attacks and Damage characteristics of this unit’s Spear of Repressed Fury if it made a charge move in the same turn.
This unit can
retreat and still
charge in the same turn.
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.
Add 1 to
wound rolls for attacks made with melee weapons by friendly
IDONETH DEEPKIN units (excluding
mounts) that are wholly within 12" of any friendly units with this ability.
Pulled Into the Depths: The viciously barbed Crulhook can ensnare unfortunate foes.
At the start of the
combat phase, you can pick 1 enemy
HERO with a Wounds characteristic of 8 or less that is within 3" of this unit. Add 1 to
hit and
wound rolls for attacks made by this unit that target that
HERO in that phase.
ORDER, IDONETH DEEPKIN, AELF, HERO, TOTEM, EIDOLON, ASPECT OF THE STORM |
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.
Talúnsickle and Soulnet |
| Talúnsickle and Soulnet | 2" | 3 | 3+ | 3+ | -2 | 2 |
Envenomed Bite |
| Envenomed Bite | 3" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Elathain Ill-fated and
Elathain’s Soulraid units must be taken as a set. Although taken as a set, each is a separate unit.
Elathain Ill-fated is armed with a Taliinsickle and Soulnet.
COMPANION: This unit is accompanied by a Darktrench Eel armed with an Envenomed Bite.
Envenomed Bite: The hollow fangs of Elathain’s Darktrench Eel can inject a deadly toxin into those whose flesh they pierce.
If the unmodified
hit roll for an attack made with this unit’s Envenomed Bite is 6, that attack inflicts 1
mortal wound on the target and the
attack sequence ends (do not make a wound or
save roll).
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.
At the end of the
battleshock phase, you can pick 1 friendly
NAMARTI unit wholly within 18" of this unit and return up to D3
slain models to that unit. You can return up to 3 slain models to that unit instead if any enemy models were slain by attacks made with this unit’s Talúnsickle and Soulnet in the same turn. The same unit cannot be affected by the Lurelight ability more than once per turn.
Soulnet: A soulnet can be used to ensnare a victim, ensuring they cannot escape their doom at the hands of the Soulrender.
Once per battle, at the end of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a
mount and is within 3" of this unit, and roll 2D6. If the roll is greater than that enemy model’s Wounds characteristic, it is slain.
Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
ORDER, IDONETH DEEPKIN, AELF, IONRACH, ISHARANN, HERO, SOULRENDER, ELATHAIN ILL-FATED |
Unlike the rest of their Isharann kin, Soulrenders fight face to face with their foes, reaping spirit-matter with every swing of their scythe-like talúnhooks. In battle, they can channel their mystical powers to revive fallen Namarti.
Talúnhook |
| Talúnhook | 2" | 4 | 3+ | 3+ | -1 | 2 |
Serrated Bill |
| Serrated Bill | 3" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Isharann Soulrender is armed with a Talúnhook.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Namarti Corps
COMPANION: This unit is accompanied by a Rakerdart armed with a Serrated Bill.
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.
At the end of the
battleshock phase, you can pick 1 friendly
NAMARTI unit wholly within 18" of this unit and return up to D3
slain models to that unit. You can return up to 3 slain models to that unit instead if any enemy models were slain by attacks made with this unit’s Talúnhook in the same turn. The same unit cannot be affected by the Lurelight ability more than once per turn.
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.
Once per battle, at the end of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a
mount and is within 3" of this unit, and roll 2D6. If the roll is greater than that enemy model’s Wounds characteristic, it is slain.
Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
ORDER, IDONETH DEEPKIN, AELF, HERO, ISHARANN, SOULRENDER |
Soulscryers 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.
Spiked Jaws |
| Spiked Jaws | 12" | 8 | 2+ | 4+ | -1 | 1 |
Finger-claw |
| Finger-claw | 1" | 3 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Isharann Soulscryer is armed with a Finger-claw.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Royal Council
COMPANION: This unit is accompanied by a shoal of Scryfish armed with Spiked Jaws.
Finder of Ways: Soulscryers are the Idoneth’s navigators, helping them divine hidden paths through the realmseas.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is travelling the ethersea as a
reserve unit. If you do so, when you would set up a different
IDONETH DEEPKIN unit during deployment, you can say that it is joining this unit travelling the ethersea as a reserve unit. Up to 2 units can join this unit in this way. At the end of your
movement phase, you can set up this unit wholly within 6" of the battlefield edge and more than 9" from all enemy units. If you do so, set up all of the units that joined this unit wholly within 9" of this unit and more than 9" from all enemy units.
Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
ORDER, IDONETH DEEPKIN, AELF, HERO, PRIEST, ISHARANN, SOULSCRYER |
Isharann Tidecasters are the Idoneth’s most potent frontline wizards, capable of directing the surging currents of the ethersea in order to alter the momentum of battle or to steal the very breath from their foes.
Pelagic Staff |
| Pelagic Staff | 1" | 2 | 4+ | 3+ | -1 | 2 |
Vicious Bite |
| Vicious Bite | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Isharann Tidecaster is armed with a Pelagic Staff.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Royal Council
COMPANION: This unit is accompanied by a Spirit Guardian armed with a Vicious Bite.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
Master of the Ethersea: Adding their arcane mastery to Isharann rituals, a Tidecaster can manipulate the ethersea like no other.
If any units with this ability are part of your army, you can pick 2 different
Isharann rituals to influence the ethersea during the battle instead of 1.
Riptide: Staring fixedly at a group of foes, the Tidecaster creates a sudden vacuum in the ethersea that robs her victims of their breath. Those who do not drown where they stand are left disoriented and gasping for air.
Riptide is a spell that has a
casting value of 7 and range of 18". If cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. In addition, subtract 1 from
hit rolls for attacks made by that unit until your next
hero phase.
ORDER, IDONETH DEEPKIN, AELF, HERO, WIZARD, ISHARANN, TIDECASTER |
Lotann is the Warden of the Soul Ledgers, whose task it is to oversee the reaping of spirit-essences across the enclaves. Such is the force of Lotann’s willpower that nearby Idoneth fight with redoubled determination in his presence.
Bone Quill |
| Bone Quill | 1" | 1 | 3+ | 4+ | - | 1 |
Tentacles and Hand Weapons |
| Tentacles and Hand Weapons | 3" | 8 | 3+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique
Lotann, Warden of the Soul Ledgers, is armed with a Bone Quill.
COMPANION: This unit is accompanied by an Ochtar Familiar armed with Tentacles and Hand Weapons.
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 fulfil their quota of spirit-essence.
Add 1 to
wound rolls for attacks made with melee weapons by friendly
IDONETH DEEPKIN units wholly within 12" of this unit.
Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a
ward of 5+.
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 power the rituals of the Isharann.
Once per battle, if this unit is on the battlefield at the start of your
hero phase, you can pick 1 ritual from the
Isharann Rituals table and 1 friendly
IDONETH DEEPKIN unit wholly within 12" of this unit. Until your next hero phase, the unit you picked is affected by that ritual in addition to any others it is affected by, even if the
Tides of Death ability required for that ritual does not apply.
ORDER, IDONETH DEEPKIN, IONRACH, AELF, HERO, ISHARANN, SOUL WARDEN, LOTANN |
Volturnos is the last of the Cythai, a warrior whose cunning and prowess are legendary. Riding to battle atop Uasall, Prince of Deepmares, the High King carves a path through the foe, inspiring the Idoneth to ever greater deeds.
The Astra Solus |
| The Astra Solus | 1" | 4 | 3+ | 3+ | -2 | 3 |
Fangs and Talons |
| Fangs and Talons | 2" | 3 | 3+ | 3+ | -1 | D3 |
Lashing Tails |
| Lashing Tails | 2" | 3 | 3+ | 3+ | - | 2 |
Unit Size: 1 Points: 220
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique
Volturnos, High King of the Deep is a single model. In one hand he wields the Astra Solus, while the other holds the Cealith, the High King’s Shield. He rides a mighty Deepmare, Uasall, that savages his enemies with its Fanged Jawand Talons, and batters them with its Lashing Tails.
WARMASTER: If this unit is included in an Idoneth Deepkin army, it is treated as a
general even if it is not the model picked to be the army’s general.
MOUNT: This unit’s Deepmare, Uasall, is armed with Fangs and Talons, and Lashing Tails.
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.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 3+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
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.
Add 1 to
hit rolls for attacks made with melee weapons by friendly
AKHELIAN units (excluding
mounts) wholly within 12" of this unit.
Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Supreme Lord of Tides: At the High King’s command, his warriors will attack with unrelenting fury if the tide is high.
Once per battle, at the start of the
combat phase, you can pick up to 3 different friendly
IDONETH DEEPKIN units that are affected by the High Tide ability from the
Tides of Death table and are wholly within 12" of this unit. Add 1 to the Attacks characteristic of melee weapons used by the units you picked until the end of that phase.
ORDER, IDONETH DEEPKIN, IONRACH, AELF, HERO, DEEPMARE, AKHELIAN, AKHELIAN KING, VOLTURNOS |
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 soulmagic in Ulgu’s depths.
Cyreni’s Staff |
| Cyreni’s Staff | 1" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Cyreni of the Abyss and
Cyreni’s Razors units must be taken as a set. Although taken as a set, each is a separate unit.
Cyreni of the Abyss is armed with Cyreni's Staff.
WIZARD: This unit can attempt to
cast 1
spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Momentary Vortex: Slamming her staff into the ground, Cyreni calls upon her control of the seas to create a swirling vortex that encompasses the enemy.
Once per battle, at the start of your opponent’s
charge phase, you can say that Cyreni will attempt to summon a vortex. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 4+, roll 1 fewer dice when making a
charge roll for that unit in this phase, to a minimum of 1 dice.
Tide of Steeds: With a word and gesture, Cyreni summons an elemental tide that surges across the battlefield, bearing her and her companions aloft.
Tide of Steeds is a
spell that has a
casting value of 6 and a range of 12". If successfully cast, you can pick 1 friendly
CYRENI’S RAZORS unit wholly within range and visible to the caster. First, remove this unit from the battlefield, and set it up again on the battlefield more than 9" from all enemy units. Then, if you picked a friendly
CYRENI’S RAZORS unit, remove that unit from the battlefield and set it up again on the battlefield within 1" of this unit and more than 9" from all enemy units. Units set up using this ability cannot move in the next
movement phase.
ORDER, IDONETH DEEPKIN, AELF, IONRACH, HERO, WIZARD, ISHARANN, TIDECASTER, CYRENI OF THE ABYSS |
Battleline
Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest - fear these finned menaces.
Razorshell Harpoon Launcher |
| Razorshell Harpoon Launcher | 24" | 4 | 3+ | 3+ | -1 | D3 |
Retarius Net Launcher |
| Retarius Net Launcher | 18" | 1 | 3+ | 3+ | - | 3 |
Barbed Hooks and Blades |
| Barbed Hooks and Blades | 1" | 6 | 3+ | 3+ | -1 | 1 |
Ferocious Bite |
| Ferocious Bite | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 3 units of 1
Points: 450
Battlefield Role: Battleline
Base size: 90 x 52mmNotes: Single. Can only be included in a
Fuethán army. These models must be taken as a set referred to as a Bloodthirsty Shiver. Although taken as a set, each is a separate unit.
Each model in an Akhelian Allopexes unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades; or Retarius Net Launcher, Barbed Hooks and Blades. All models in the unit must be armed with the same weapon option.
MOUNT: This unit’s Allopexes are each armed with a Ferocious Bite.
CHAMPION: If this unit has 2 or more models, 1 model in this unit can be an Alpha Allopex. Add 1 to
hit rolls for attacks made with that model’s melee weapons.
Bloodthirsty Predators: Allopexes are drawn towards the scent of freshly spilt blood.
Add 1 to the Attacks characteristic of this unit’s Ferocious Bites if it is within 6" of any enemy models that have any wounds or
mortal wounds allocated to them or if it is within 6" of any enemy units that have had any models slain in that turn.
Entangled: A Retarius net entangles its victims even if it does not tear them to shreds right away.
If an attack made with this unit’s Retarius Net Launchers scores a hit, the target unit cannot make
pile-in moves in that turn.
A Merciless Shiver: Allopexes attack in coordinated waves in order to overwhelm their foe.
If this unit has 2 or more models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1".
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN ALLOPEXES |
Armed with silent-firing whisperbows, Namarti Reavers are the fast-moving scouts and archers of the Idoneth Deepkin Phalanxes. Despite their eerie and disturbing lack of eyes, they are uncannily accurate, using senses other than sight to pinpoint their targets.
Whisperbow |
| Whisperbow | 18" | 2 | 3+ | 3+ | -1 | 1 |
Keening Blade |
| Keening Blade | 1" | 1 | 3+ | 3+ | - | 1 |
Unit Size: 10 Points: 160
Battlefield Role: Battleline
Base size: 32mm
Each model in a Namarti Reavers unit is armed with a Keening Blade and Whisperbow.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Namarti Corps
CHAMPION: 1 model in this unit can be an Icon Bearer. Add 1 to the Attacks characteristic of that model’s melee weapons.
Ripples in the Ethersea: Despite their lack of eyesight, Namarti Reavers aim by sensing changes in pressure within the ethersea, tracing electromagnetic pulses in the same manner as many of the predators that stalk the pitch-black waters of the depths.
Add 1 to
hit rolls for attacks made with missile weapons by this unit if the target is within 9" of the attacking model.
ORDER, IDONETH DEEPKIN, AELF, NAMARTI, NAMARTI REAVERS |
The core infantry of the Idoneth Deepkin, Namarti Thralls advance into battle brandishing vast two-handed weapons known as lanmari. Despite their blindness and the heft of their blades, they whirl and chop with aelven grace.
Lanmari Blade |
| Lanmari Blade | 2" | 2 | 3+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Base size: 32mm
Each model in a Namarti Thralls unit is armed with a Lanmari Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Namarti Corps
CHAMPION: 1 model in this unit can be an Icon Bearer. Add 1 to the Attacks characteristic of that model’s melee weapons.
Sweeping Blows: Lanmari blades 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.
When this unit is picked to fight, you can say that it will use its Sweeping Blows ability. If you do so, pick 1 of the following:
- Until the end of the phase, add 1 to the Attacks characteristic of this unit’s Lanmari Blades but it can only target units that have a Wounds characteristic of 1.
- Until the end of the phase, add 1 to the Damage characteristic of this unit’s Lanmari Blades but it can only target units with a Wounds characteristic of 3 or more.
ORDER, IDONETH DEEPKIN, AELF, NAMARTI, NAMARTI THRALLS |
None
Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest - fear these finned menaces.
Razorshell Harpoon Launcher |
| Razorshell Harpoon Launcher | 24" | 4 | 3+ | 3+ | -1 | D3 |
Retarius Net Launcher |
| Retarius Net Launcher | 18" | 1 | 3+ | 3+ | - | 3 |
Barbed Hooks and Blades |
| Barbed Hooks and Blades | 1" | 6 | 3+ | 3+ | -1 | 1 |
Ferocious Bite |
| Ferocious Bite | 1" | 3 | 3+ | 3+ | -2 | 2 |
Unit Size: 1
Points: 150
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline in a
Fuethán army.
Each model in an Akhelian Allopexes unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades; or Retarius Net Launcher, Barbed Hooks and Blades. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Akhelian Corps
MOUNT: This unit’s Allopexes are each armed with a Ferocious Bite.
CHAMPION: If this unit has 2 or more models, 1 model in this unit can be an Alpha Allopex. Add 1 to
hit rolls for attacks made with that model’s melee weapons.
Bloodthirsty Predators: Allopexes are drawn towards the scent of freshly spilt blood.
Add 1 to the Attacks characteristic of this unit’s Ferocious Bites if it is within 6" of any enemy models that have any wounds or
mortal wounds allocated to them or if it is within 6" of any enemy units that have had any models slain in that turn.
Entangled: A Retarius net entangles its victims even if it does not tear them to shreds right away.
If an attack made with this unit’s Retarius Net Launchers scores a hit, the target unit cannot make
pile-in moves in that turn.
A Merciless Shiver: Allopexes attack in coordinated waves in order to overwhelm their foe.
If this unit has 2 or more models, it is
coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1".
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN ALLOPEXES |
Ishlaen Guard are masters of the blade and redoubtable bodyguards, capable of deflecting incoming strikes with their sparking galv-shields even as they carve the foe apart with their flashing helsabres.
Helsabre |
| Helsabre | 1" | 3 | 3+ | 3+ | -1 | 1 |
Fangs and Lashing Tail |
| Fangs and Lashing Tail | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 160
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN KING
Each model in an Akhelian Ishlaen Guard unit is armed with a Helsabre.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Akhelian Corps
MOUNT: This unit’s Fangmora Eels are each armed with Fangs and a Lashing Tail.
CHAMPION: 1 model in this unit can be a Lochian Prince. Add 1 to the Attacks characteristic of that model’s Helsabre.
STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 3 models in this unit can be a Musician. Add 1 to
charge rolls for this unit if it includes any Musicians.
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.
Ignore
modifiers (positive and negative) to
save rolls for attacks that target this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it charged in the same turn.
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN GUARD, ISHLAEN GUARD |
Swift and hard-hitting, Morrsarr Guard are aggressive shock cavalry. Driven by the fearsome speed of the Fangmora Eel, the lowered voltspears of the Akhelians strike with lethal impact, unleashing a shockwave of electrical energy.
Voltspear |
| Voltspear | 1" | 2 | 3+ | 3+ | - | 1 |
Fangs and Lashing Tail |
| Fangs and Lashing Tail | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 160
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN KING
This warscroll can be used in the following warscroll battalions:
•
Akhelian Corps
Each model in an Akhelian Morrsarr Guard unit is armed with a Voltspear.
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.
Once per battle, after this unit makes a
charge move, you can say this unit will unleash its biovoltaic energy. If you do so, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the number of models in this unit. For each 4+, that enemy unit suffers 1
mortal wound. For each 6+, that enemy unit suffers D3 mortal wounds instead. Add 1 to the roll if the number of models in that enemy unit is greater than the number of models in this unit.
Wave Riders: When Morrsarr Guard charge the foe, their spears hit with the power of a crashing wave.
This unit’s Voltspears have a Rend characteristic of -2 and a Damage characteristic of 2 if this unit made a
charge move in the same turn.
MOUNT: This unit’s Fangmora Eels are each armed with Fangs and a Lashing Tail.
CHAMPION: 1 model in this unit can be a Lochian Prince. Add 1 to the Attacks characteristic of that model’s Voltspear.
STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 3 models in this unit can be a Musician. Add 1 to charge rolls for this unit if it includes any Musicians.
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN GUARD, MORRSARR GUARD |
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.
Riptide Harpoon |
| Riptide Harpoon | 9" | 1 | 3+ | 3+ | - | 2 |
Helsabre |
| Helsabre | 1" | 3 | 3+ | 3+ | - | 1 |
Riptide Harpoon |
| Riptide Harpoon | 2" | 1 | 3+ | 3+ | - | 2 |
Crushing Claws |
| Crushing Claws | 1" | 2 | 4+ | 2+ | -1 | 1 |
Nasty Bite |
| Nasty Bite | 1" | 4 | 3+ | 5+ | - | 1 |
Unit Size: 4
Points: 180
Battlefield Role: None
|
Fuirann, Tammael, Duinclaw | 32mm |
Spinefin | 25mm |
Notes: Single, Unique.
Elathain Ill-fated and Elathain’s Soulraid units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Elathain’s Soulraid are Fuirann, Tammael, Duinclaw and Spinefin. Fuirann is armed with a Helsabre and Shield. Tammael is armed with a Riptide Harpoon. Duinclaw is armed with Crushing Claws. Spinefin is armed with a Nasty Bite.
Fuirann’s Shield: Fuirann expertly defends herself with the ornate shield she carries on her left arm.
Fuirann has a
ward of 6+.
ORDER, IDONETH DEEPKIN, AELF, IONRACH, AKHELIAN, NAMARTI, ELATHAIN’S SOULRAID |
Cyreni’s guards are handpicked 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.
Lanmari Weapons |
| Lanmari Weapons | 2" | 3 | 3+ | 3+ | -1 | 1 |
Cephanyr’s Tentacles |
| Cephanyr’s Tentacles | 2" | 6 | 4+ | 3+ | - | 2 |
Unit Size: 3
Points: 180
Battlefield Role: None
|
Cephanyr | 40mm |
Renglaith and Alathyrr | 32mm |
Notes: Single, Unique.
Cyreni of the Abyss and Cyreni’s Razors units must be taken as a set. Although taken as a set, each is a separate unit.
The models in Cyreni's Razors are Renglaith, Alathyrr and Cephanyr. Renglaith and Alathyrr are each armed with Lanmari Weapons. Cephanyr is armed with Cephanyr's Tentacles.
Lurking Presence: Masked in creeping mists, Cephanyr is cast in looming shadows.
While this unit includes Cephanyr, the first wound or
mortal wound caused to this unit in each phase is negated.
Phase Ink: Cephanyr emits a cloud of ink, as black as the abyss, that shrouds the enemy and sows confusion.
While this unit includes Cephanyr, at the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, the
strike-last effect applies to that unit until the end of the phase.
ORDER, IDONETH DEEPKIN, AELF, IONRACH, CYRENI'S RAZORS |
Behemoth
A monstrous undersea titan, the Leviadon is covered in thick scales and protected by an impenetrable shell. In addition to its powerful jaws and bladed fins, it carries a hard-bitten crew and twin harpoon launchers, making it a veritable living fortress.
Razorshell Harpoon Launchers |
| Razorshell Harpoon Launchers | 24" | 8 | 3+ | 3+ | -1 | D3 |
Twin-pronged Spear and Razorshell Harpoons |
| Twin-pronged Spear and Razorshell Harpoons | 1" | 6 | 3+ | 3+ | -1 | 1 |
Massive Scythed Fins |
| Massive Scythed Fins | 2" | 4 | 2+ | 3+ | -1 | |
Crushing Jaws |
| Crushing Jaws | 1" | 2 | | 2+ | -2 | 3 |
0-8 | 2+ | 4 | 2+ |
9-11 | 3+ | 3 | 3+ |
12-14 | 4+ | 2 | 4+ |
15+ | 5+ | 1 | 5+ |
Unit Size: 1
Points: 400
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Nautilar army.
An Akhelian Leviadon is armed with Razorshell Harpoon Launchers.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Akhelian Corps
MOUNT: This unit’s Leviadon is armed with Massive Scythed Fins and Crushing Jaws.
CREW: This unit’s Leviadon has an aelf crew who are armed with a Twin-pronged Spear and Razorshell Harpoons.
Crushing Charge: When a Leviadon charges into battle, it crushes the foe with its sheer mass.
If you carry out a Stomp
monstrous rampage with this unit and the enemy unit you picked has a Wounds characteristic of 1, that enemy unit suffers D6
mortal wounds on a 2+ instead of D3.
Jaws of Death: When a Leviadon is able to clamp down its jaws firmly upon its prey, they are almost impossible to prise open.
If the unmodified
hit roll for an attack made with this unit’s Crushing Jaws is 6, that attack inflicts 3
mortal wounds on the target and the
attack sequence ends (do not make a
wound or
save roll).
If the unmodified hit roll for an attack made with this unit’s Crushing Jaws is 6 and the target is a
MONSTER, that attack inflicts 6 mortal wounds on the target instead of 3 and the attack sequence ends (do not make a wound or save roll).
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, while at the same time making the foe easier for Namarti warriors to detect.
Add 1 to
save rolls for attacks that target friendly
IDONETH DEEPKIN units that have a Wounds characteristic of 8 or less that are wholly within 12" of any friendly
LEVIADONS. In addition, add 1 to
hit rolls for attacks made by friendly
NAMARTI units that target an enemy unit wholly within 12" of any friendly
LEVIADONS.
ORDER, IDONETH DEEPKIN, AELF, MONSTER, TOTEM, AKHELIAN, LEVIADON |
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Faction Terrain Feature
| | |
| A Gloomtide Shipwreck is a supernatural manifestation in the ethersea, a barnacle-encrusted ruin swarming with vicious deep-sea creatures that provides nearby Idoneth with cover from which to launch their attacks. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first. This faction terrain feature consists of 2 scenery pieces. When you set it up, you can set up the 2 scenery pieces touching, or you can set them up more than 3" from each other. If you set them up touching, they form 1 large Gloomtide Shipwreck. If you set them up more than 3" from each other, they form 2 small Gloomtide Shipwrecks that are separate faction terrain features.
DEFENSIBLE: If this terrain feature was set up as a small Gloomtide Shipwreck, it is a defensible terrain feature that can be garrisoned by up to 5 Idoneth Deepkin models with a Wounds characteristic of 5 or less that do not have mounts (with the exception of companions). If this terrain feature was set up as a large Gloomtide Shipwreck, it is a defensible terrain feature that can be garrisoned by up to 10 Idoneth Deepkin models with a Wounds characteristic of 5 or less that do not have mounts (with the exception of companions).
Guardians of the Deep: Shoals of small sea creatures infest this wreck, instinctively swarming out to shield Idoneth Deepkin that are nearby. IDONETH DEEPKIN units that do not have a mount have a ward of 5+ while they are wholly within 6" of this terrain feature. If a unit that does not have the IDONETH DEEPKIN keyword is within 3" of this terrain feature, this ability has no effect. | |
| | |
Warscroll Battalion
| | |
| Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. | |
| | |
| | |
| Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. | |
| | |
| | |
| Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. | |
| | |
Regiment of Renown
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with 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. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. Unit Size: - Points: 340 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.
Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective. | |
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| 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. Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+. | |
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| Unit Size: - Points: 540 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.
Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.
Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage. | |
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