Idoneth Deepkin – Warscrolls


Cavalry Hero


IDONETH DEEPKIN WARSCROLL
Akhelian King
12"
7
3+
2
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.
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.

Once Per Turn (Army), Any Combat Phase
CREST OF THE WAVE: Riding the momentum of the ethersea, the Akhelian King leads a glorious charge to shatter the enemy ranks.

Effect: If this unit charged this turn, add 1 to the Rend characteristic of melee weapons used by other friendly IDONETH DEEPKIN units for attacks that target enemy units in combat with this unit.

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 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.
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+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Akhelian Raidmaster or Isharann Emissary, Any IDONETH DEEPKIN

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.

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.

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.

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

Infantry Hero


IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
6"
5
5+
2
Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle. Master duellists skilled with all manner of exotic weaponry, they scythe through their foes with contemptuous ease.
IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
MELEE WEAPONS
AtkHitWndRndDmg
Esoteric Weapons
Esoteric Weapons63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 32mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.

Passive
AKHELIAN INSIGHTS: Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle. Master duellists skilled with all manner of exotic weaponry, they scythe through their foes with contemptuous ease.

Effect: Melee weapons used by friendly NAMARTI units have Crit (2 Hits) while they are wholly within 12" of this unit.

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
Ikon of the Sea
7"
6
4+
2
Channelling the unfathomable calm and foreboding immensity of the deepest waters, Ikons of the Sea surge into battle alongside their Idoneth kin, overwhelming the enemy with their unwavering focus and terrifying momentum. To witness such martial perfection is an inspiration to any Idoneth warrior.
IDONETH DEEPKIN WARSCROLL
Ikon of the Sea
MELEE WEAPONS
AtkHitWndRndDmg
Tidal Glaive [Charge (+1 Damage)]
Tidal Glaive
Charge (+1 Damage)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.

Passive
RAPID APPROACH: Moving with liquid speed and uncanny agility, the Ikon is on its foes before they have a chance to react.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

Once Per Turn (Army), Your Charge Phase
THE SURGING SEA: The Ikon’s aura of calm yet fearsome power sweeps up nearby Idoneth, carrying them into battle like a racing current.

Declare: Pick this unit and up to 1 friendly IDONETH DEEPKIN unit within this unit’s combat range to be the targets.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the targets, to a maximum of 3.

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


IDONETH DEEPKIN WARSCROLL
Ikon of the Storm
7"
6
4+
2
Ikons of the Storm aim to embody the destructive force of a raging ocean. Wielding twin blades, they hurl themselves into battle, heedless of any personal danger as they carve their enemies apart. Foes are helpless in the face of the Ikon’s whirling maelstrom of steel, and those with a mind to flee are cut down before they can take a single step.
IDONETH DEEPKIN WARSCROLL
Ikon of the Storm
MELEE WEAPONS
AtkHitWndRndDmg
Maelstrom Blades
Maelstrom Blades73+4+12
BATTLE PROFILE

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

Passive
WHIRLPOOL’S FURY: An Ikon of the Storm is a vortex of rage, overwhelming enemies and inspiring their kin to fight ever harder.

Effect: Enemy units cannot use RETREAT abilities while they are in combat with this unit.

Friendly units that use a RETREAT ability while they are wholly within 12" of this unit can still use SHOOT and/or CHARGE abilities later in the turn.
No mortal damage is inicted on friendly IDONETH DEEPKIN units by RETREAT abilities while they are wholly within 12" of this unit.

Once Per Battle, Any Combat Phase
STORM OF BLADES: Channelling the frothing violence of a maelstrom, the Ikon of the Storm lashes out again and again.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

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


IDONETH DEEPKIN WARSCROLL
Isharann Soulrender
6"
5
3+
2
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.
IDONETH DEEPKIN WARSCROLL
Isharann Soulrender
MELEE WEAPONS
AtkHitWndRndDmg
Talúnhook
Talúnhook43+4+12
Rakerdart’s Serrated Bill [Companion]
Rakerdart’s Serrated Bill
Companion
34+4+11
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.

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.

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.

Effect: Make a lurelight roll of D3 for each target unit. On a 2+, return a number of slain models to the target unit equal to the roll.

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


IDONETH DEEPKIN WARSCROLL
Isharann Soulscryer
6"
5
5+
2
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.
IDONETH DEEPKIN WARSCROLL
Isharann Soulscryer
MELEE WEAPONS
AtkHitWndRndDmg
Abyssal Touch
Abyssal Touch43+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.

Reaction: You declared the ‘Unpredictable Tide’ ability or the ‘Steed of Tides’ ability
FINDER OF WAYS: Soulscryers are the Idoneth’s navigators, helping them divine hidden paths through the realmseas.

Effect: Instead of setting up the targets as described in the ability used, set them up on the battlefield wholly within 12" of this unit and more than 7" from all enemy units.

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


IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
6"
5
5+
2
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.
IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
MELEE WEAPONS
AtkHitWndRndDmg
Pelagic Staff
Pelagic Staff43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
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
Lotann is the Warden of the Soul Ledgers, whose task it is to oversee the reaping of spirit-essences across the enclaves. A skilled arcanist in his own right, Lotann channels the gestalt memories of the Idoneth to empower his kin.
IDONETH DEEPKIN WARSCROLL
Lotann
Warden of the Soul Ledgers
MELEE WEAPONS
AtkHitWndRndDmg
Meloch’s Tentacles and Weapons [Companion]
Meloch’s Tentacles and Weapons
Companion
84+4+11
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN

Passive
CATALOGUE OF SOULS: The Soul Wardens keep records of the souls that are harvested by the phalanxes.

Effect: Each time an enemy unit is destroyed, give this unit a soul-quota token.

Once Per Turn, Reaction: You declared a SPELL ability for a friendly ISHARANN unit wholly within 12" of this unit
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: Remove 1 of this unit’s soul-quota tokens. Then, you can re-roll the casting roll.

Your Hero Phase
7
EMPOWERED BY MEMORY: Lotann draws on the accumulated memories of his people to grant his allies supernatural strength and resolve.

Declare: Pick a visible friendly IDONETH DEEPKIN unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have Crit (Auto-wound) for the rest of the turn.
KEYWORDSSPELL

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


IDONETH DEEPKIN WARSCROLL
Mathaela
Oracle of the Abyss
10"
6
5+
2
6+
Mysterious and terrifying, the Oracle of the Abyss only rises from their lightless domain when the existence of the Deepkin is threatened. Wielding the crushing magic of the deepest ocean planes, Mathaela annihilates the Idoneth’s foes and stirs the very realmseas into violent motion.
IDONETH DEEPKIN WARSCROLL
Mathaela
Oracle of the Abyss
RANGED WEAPONS
RngAtkHitWndRndDmg
Riptide Blast [Shoot in Combat]
Riptide Blast
Shoot in Combat
18"32+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Staff of the Abyss
Staff of the Abyss33+4+1D3
Dark Shoal’s Ferocious Bites [Companion]
Dark Shoal’s Ferocious Bites
Companion
54+3+11
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any IDONETH DEEPKIN

Your Hero Phase
7
CRUSHING PRESSURE: Mathaela subjects their foes to the devastating pressure of the deepest trenches, causing bones to shatter and metal to crumple like paper.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the target’s Health characteristic, to a maximum of 10. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Any Combat Phase
SIREN SONG OF THE ABYSS: More attuned to the heartbeat of the ocean than any Isharann, Mathaela can stir the seas to thrashing life with but a gesture.

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

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the targets’ Companion weapons.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
ORDER, IDONETH DEEPKIN, AELF, ISHARANN


IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Akhelian Thrallmaster
6"
5
5+
2
Many ruthless Akhelian Thrallmasters ply the coasts of the Everspring Swathe, seeking out the rich accumulations of souls that can be found there. Masters of guerrilla warfare, these swordmasters and their Namarti warriors use the environment to protect them against enemy attacks as they advance, before charging in to deliver a killing strike.
IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Akhelian Thrallmaster
MELEE WEAPONS
AtkHitWndRndDmg
Esoteric Weapons
Esoteric Weapons63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any NAMARTI
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
WAY OF THE VORTEX: The riptide’s undertow pulls allies from harm, a hidden bulwark against the enemy’s raging storm. Within its grasp, Namarti endure, shielded by the Akhelian’s unwavering stance.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit and friendly NAMARTI units while they are wholly within 12" of this unit.

Once Per Battle (Army), Deployment Phase
RAIDER CAPTAIN: Thrallmasters are often among the first of the Idoneth’s forces to arrive on the battlefield, leading Namarti scouting parties to establish forward positions from which they can launch their raid.

Declare: Pick this unit and up to 3 friendly Namarti Thralls units wholly within 12" of this unit to be the targets.

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

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

Monster Hero


IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Sea
10"
12
3+
5
5+
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 bolster allies or send enemies fleeing in terror.
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
Psi-trident and Deep‑sea Sceptre
Psi-trident and Deep‑sea Sceptre73+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
7
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: An 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
5+
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.
IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Storm
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Repressed Fury and Crulhook [Charge (+1 Damage)]
Spear of Repressed Fury and Crulhook
Charge (+1 Damage)
73+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
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

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.

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

Cavalry


IDONETH DEEPKIN WARSCROLL
Akhelian Allopex
12"
8
4+
2
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.
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: 160
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
Ishlaen Guard channel the bioelectricity of Fangmora mounts into their galv-shields, manifesting this energy as a sparking 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, seeking the closest threats and laying them low with sweeps of their helsabres.
IDONETH DEEPKIN WARSCROLL
Akhelian Ishlaen Guard
MELEE WEAPONS
AtkHitWndRndDmg
Helsabre
Helsabre33+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

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.

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.

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
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.
IDONETH DEEPKIN WARSCROLL
Akhelian Morrsarr Guard
MELEE WEAPONS
AtkHitWndRndDmg
Voltspear [Anti-CAVALRY (+1 Rend), Charge (+1 Damage)]
Voltspear
Anti-CAVALRY (+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.

Effect: Roll a number of dice equal to the number of models in this unit. Add 1 to each roll if there are more models in the target unit than this unit. For each 3+, inflict 1 mortal damage on the target.

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
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.
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: 140
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 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.
IDONETH DEEPKIN WARSCROLL
Namarti Thralls
MELEE WEAPONS
AtkHitWndRndDmg
Lanmari [Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)]
Lanmari
Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)
23+4+11
BATTLE PROFILE

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

Reaction: You declared a FIGHT ability for this unit.
SWEEPING BLOWS: A Namarti Thrall’s aggressive swiping strikes are intended to knock their enemies off their feet.

Effect: If any damage points inflicted by attacks made as part of that FIGHT ability are allocated to any enemy units, subtract 1 from wound rolls for attacks made by those enemy units for the rest of the turn.

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


IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Namarti Thralls
6"
1
5+
1
Namarti Thralls have proved as skilled in waging strike-and-fade war amidst the jungles of Ghyran as they are in the kelp forests of their undersea home. Enhanced by the ethersea, their extrasensory powers allow them to isolate their prey, lashing out with their lanmari blades before retreating into the shadows under the cover of briny mists.
IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Namarti Thralls
MELEE WEAPONS
AtkHitWndRndDmg
Lanmari [Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)]
Lanmari
Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)
23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Any Combat Phase
HIT-AND-RUN TACTICS: The Namarti Thralls strike at their foes before using the ethersea to fall back to a safer position.

Declare: If this unit is in combat or charged this turn, this unit can make a pile-in move. Then, if this unit is in combat, you must pick 1 or more enemy units to be the target(s) of this unit’s attacks.

Effect: Resolve combat attacks against the target unit(s). Then, if this unit is in combat, roll a dice. On a 3+, this unit can move a distance up to its Move characteristic. It can pass through the combat ranges of enemy units but can only end that move in combat with units it was in combat with at the start of that move. It does not have to end the move in combat.
KEYWORDSCORE, FIGHT, ATTACK

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
Cyreni of the Abyss, 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)

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).

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.

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
Elathain Ill-fated, Fuirann, Tammael and 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
5+
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.
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
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

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.

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

Manifestation


IDONETH DEEPKIN WARSCROLL
Abyssal Tendril
-
6
6+
6+
6+
When an Incarnate of the Deep senses a distant enemy, it conjures a serpentine tendril of frothing, icy water to hold them fast. Those caught in the choking embrace of this manifestation can do nothing but struggle helplessly as the life is slowly crushed from their body.
IDONETH DEEPKIN WARSCROLL
Abyssal Tendril
MELEE WEAPONS
AtkHitWndRndDmg
Freezing Grasp
Freezing Grasp44+2+1D3
Once Per Turn (Army), Any Combat Phase
WATERY CLUTCH: Just as an ocean current seizes a helpless creature and drags it down to its doom, so too do the Incarnate’s tendrils ensnare and drown their victims.

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

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, the target is ensnared for the rest of the turn.

A unit cannot use commands while it is ensnared.

Passive
CRUSHING COIL: Once the tendril has its victim, it begins to squeeze with bone-splintering strength.

Effect: Add 1 to hit rolls for this MANIFESTATION’s attacks that target an ensnared enemy unit.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, INCARNATE, WARD (6+)
ORDER, IDONETH DEEPKIN


IDONETH DEEPKIN WARSCROLL
Incarnate of the Deep
10"
12
4+
9+
6+
Conjured through elemental ritual and empowered by the spirits of the ocean, an Incarnate of the Deep is a ship-breaking tempest given physical form. Reaching out with serpent-like appendages, it seizes its prey and draws them inexorably in, drowning them within its turbulent mass.
IDONETH DEEPKIN WARSCROLL
Incarnate of the Deep
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Maw and Scything Waves [Anti-FACTION TERRAIN (+1 Rend)]
Crushing Maw and Scything Waves
Anti-FACTION TERRAIN (+1 Rend)
64+2+13
Passive
SURRENDER TO THE SEA: If the Incarnate is driven back from the enemy, its tendrils slink back into the ethersea too.

Effect: When this MANIFESTATION is removed from play, each friendly Abyssal Tendril on the battlefield is automatically removed from play.

Passive
WILD FORM: This manifestation is notoriously wilful, resisting any effort by sorcerers to tame or banish it.

Effect: Each time this MANIFESTATION is targeted by the ‘Banish Manifestation’ ability, if it would be banished, it is not banished. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

Any Hero Phase
GRASPING TENDRILS: The Incarnate reaches out across the ethersea to conjure tendrils of freezing, coiling water.

Effect: Roll a dice. Add 1 to the roll if it is your turn. On a 4+:
  • You can remove 1 friendly Abyssal Tendril from the battlefield.
  • If there are fewer than 2 friendly Abyssal Tendrils on the battlefield, you can set up an Abyssal Tendril wholly within 9" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, INCARNATE, FLY, WARD (6+)
ORDER, IDONETH DEEPKIN

Faction Terrain


IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
-
7
4+
0
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.
IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Obscuring

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

Declare: This ability must be used instead of the ‘Deploy Faction Terrain’ ability.

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.

Passive
PHANTASMAL RUIN: Gloomtide Shipwrecks are apparitions of sunken vessels filled with ethereal creatures that strike out at those who stray too close.

Effect: Models can pass through this terrain feature but cannot be set up on or end moves on any part of this terrain feature.

Each time an enemy unit ends a move that passed through or across this terrain feature, roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

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: 450

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
Drekki’s Privateers
Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

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

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14.


REGIMENT OF RENOWN
Sky-Port Profiteers
The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 290

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

Effect: Remove the target from the battlefield, then set it up again on the battlefield more than 9" from all enemy units.

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


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
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: 370

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
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

BATTLE PROFILE

Points: 240

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
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: 470

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.


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
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 340


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
4"
8
5+
2
3+
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.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


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: 320

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: 230

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: 140

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 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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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).
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES 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).
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.

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

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!
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.

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
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.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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

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

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.
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.
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

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 after any non-FIGHT combat phase abilities have been used, 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.
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:

Once Per Battle Round, Any Hero Phase
UNPREDICTABLE TIDE: Only the Deepkin can anticipate the mercurial currents of the ocean.

Declare: You can only use this ability if you did not use it in the previous battle round and you have not used any other TIDAL abilities this battle round. Pick a friendly IDONETH DEEPKIN unit that is not in combat to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 7" of a battlefield edge and more than 9" from all enemy units.
KEYWORDSTIDAL
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 IDONETH DEEPKIN and WIZARD keywords are used in the following Idoneth Deepkin warscrolls:

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

Your Hero Phase
6
STEED OF TIDES: The wizard conjures an agile elemental to transport comrades through the ethersea.

Declare: Pick a friendly IDONETH DEEPKIN WIZARD to cast this spell, pick a visible friendly IDONETH DEEPKIN unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

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

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.
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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

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:

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.
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:

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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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.

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

The ENDLESS SPELL keyword is used in the following Idoneth Deepkin warscrolls:

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

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.
Obscuring
While every model in a non-MONSTER unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit's weapons is halved (rounding down to the nearest inch).
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 ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE 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).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
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 one 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.
  • 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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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.

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

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.

Otherwise, 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.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



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

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