Contents Cavalry Hero Infantry Hero Monster Faction Terrain Regiment of Renown | ||
12" 7 3+ 2 The Idoneth are a people to whom warfare is a way of life, and none amongst them personify this as gloriously as the Akhelian Kings. These mighty warriors command the enclaves’ phalanxes in battle, utilising the martial skills and strategic mastery they developed during their years of military training. Reading the currents of the battlefield in an instant, they direct their warriors to outmanoeuvre and rout the foe.
The title of Akhelian King or Queen is not granted as a hereditary right; instead, it is earned through hard fighting and dedicated service to one’s enclave. If death does not claim them, they will eventually be granted regal status and command an Akhelian phalanx of their own. To the pragmatic Deepkin, such an arduous path to leadership is the best way to ensure that birthright does not elevate the weak over the strong.
Akhelian Kings ride into battle upon Deepmares, sea-beasts whose talons can punch through metal. From atop their mount, an Akhelian King fights with either a bladed polearm or a greatsword known as an astra trom. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Akhelian Royal Weapons [Charge (+1 Damage)] | |||||||
Akhelian Royal Weapons Charge (+1 Damage) | 5 | 3+ | 4+ | 1 | 2 | ||
Deepmare’s Fangs, Talons and Lashing Tails [Companion] | |||||||
Deepmare’s Fangs, Talons and Lashing Tails Companion | 4 | 4+ | 3+ | 1 | 2 |
Any Charge Phase |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, CAVALRY, FLY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
12" 8 3+ 2 Volturnos is the greatest warrior of the Idoneth, famed throughout the enclaves for his unrivalled skill. He is the last living Cythai, that aelven race from which the Idoneth descended. It was from Teclis that he received first hand the ‘eolas’, the great gift of learning and magic that the god bestowed upon his newly created aelves. Perhaps it was this gift of enlightenment that allowed Volturnos to sense Teclis’s increasing revulsion at that which he had wrought. Volturnos survived Teclis’s wrath and fled Hysh with his comrades. In doing so, he forever made himself a pariah to his former god and a hero amongst the majority of his people.
Volturnos has proved himself a grand commander, uniting the fractious enclaves in the face of several grave threats. Though not all Idoneth consider him their ruler, there is no Akhelian or Isharann who does not feel a stirring wave of pride upon witnessing the High King take to battle atop Uasall, a prince amongst Deepmares. The lack of one eye does not seem to diminish Volturnos’s prowess in the least. Wielding the Astra Solus, his legendary blade, the High King cuts down any foe foolish enough to challenge him. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Uasall’s Fangs, Talons and Lashing Tails [Companion] | |||||||
Uasall’s Fangs, Talons and Lashing Tails Companion | 4 | 4+ | 3+ | 1 | 2 | ||
The Astra Solus [Charge (+1 Damage)] | |||||||
The Astra Solus Charge (+1 Damage) | 6 | 2+ | 3+ | 2 | 2 |
Once Per Battle, Any Combat Phase |
Passive |
Passive |
KEYWORDS | WARMASTER, UNIQUE, HERO, CAVALRY, FLY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
6" 5 5+ 2 Some members of the martial Akhelian class chafe under the traditions of Idoneth society and yearn for the freedom of the realmseas. Others find themselves cast out by their own kind, often for speaking out against the Idoneth’s soul-based caste system. Many of these pariahs become Thrallmasters – the raider-captains of the Idoneth military. Tasked with venturing out into the realms at the head of a Namarti host, they seek out fresh soul-matter for the enclaves. Thanks to their extensive voyaging, Thrallmasters become experts at reading the ocean currents. They often tattoo themselves with priceless tidal maps illegible to other Idoneth. Most greatly enjoy using this painstakingly gathered intelligence as leverage against higher-ranked Akhelians, who must grit their teeth and deal with a Thrallmaster if they are to reach the best raiding grounds.
By necessity, Thrallmasters learn to use multiple combat techniques. They can alter their stance and weapon in a moment, wielding the vaisurr bident to skewer larger foes or switching to twin helsabres to slice a bloody path through massed ranks, and they rigorously train their Namarti charges in these same fighting styles. Many make use of bonded Snapjaw Eels to defend themselves, for when these creatures sink their fangs into the foe, they are near impossible to remove. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Snapjaw’s Vicious Bite [Companion] | |||||||
Snapjaw’s Vicious Bite Companion | 2 | 4+ | 4+ | - | 1 | ||
Esoteric Weapons | |||||||
Esoteric Weapons | 5 | 3+ | 4+ | 1 | 2 |
Any Combat Phase |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
6" 5 3+ 2 Soulrenders are only too keen to take to the frontlines of battle, for that is where they find the greatest accumulation of souls. To these taciturn beings goes the most important task of any Idoneth raid. Each Soulrender’s helm bears a lurelight, an eldritch lantern that draws forth the souls of the recently slain so that they might be harvested. In times of dire need, the lurelight’s magic can even channel this spirit-matter into the broken bodies of wounded Namarti, knitting together their injuries so that they might fight on.
Once back in their undersea strongholds, the souls will be transferred, with those of the Idoneth enshrined in the chorrileums and others made ready to be seeded within newborn Namarti. However, until they return to their enclave and deposit their priceless bounty, the Soulrenders must fight tooth and nail to protect it. They do so with a vicious polearm known as a talúnhook, snaring their enemies from afar and forcing them to their knees so that they might be more easily dispatched. To aid their hunting, each Soulrender employs a Rakerdart, a bond-beast that glides at its master’s feet, ready to stab prey with its sharp bill to ensure none can escape. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Rakerdart’s Serrated Bill [Companion] | |||||||
Rakerdart’s Serrated Bill Companion | 3 | 4+ | 4+ | 1 | 1 | ||
Talúnhook | |||||||
Talúnhook | 4 | 3+ | 4+ | 1 | 2 |
End of Any Turn |
Once Per Battle, Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, ISHARANN |
6" 5 5+ 2 Soulscryers are mysterious and reclusive even by the standards of the spellweaving Isharann caste. They spend most of their existence deep in meditation, seeking out the richest conglomerations of spiritual energy across the realms. To do so, they employ the cyfar compass – a magical device invented by the Cythai that can trace potent clusters of life energy across vast distances. Utilising such a relic, a Soulscryer can literally gaze upon a being’s animus, judging its potency by the strength of its incandescent glow. This proves most useful on those occasions that the Isharann take to the battlefield, for a Soulscryer can always identify those souls most worthy of reaping. Soulscryers also work their strange magics to navigate the utter darkness of the deep places. Their eldritch senses allow them to guide other Idoneth along hidden paths in the realms’ oceans and rivers so that they can strike the foe from unexpected angles.
Though they are not natural combatants, Soulscryers are more than capable of defending themselves. They turn their soul-knowledge and their mastery of deep-sea magic to their advantage, able to inflict chilling damage with a single, concentrated touch. Many are also accompanied by a shoal of Scryfish, creatures that vigorously attack foes with their spiked jaws. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Scryfish Shoal [Shoot in Combat, Companion] | ||||||||
Scryfish Shoal Shoot in Combat, Companion | 10" | 8 | 5+ | 5+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Abyssal Touch | ||||||||
Abyssal Touch | 3 | 3+ | 4+ | - | D3 |
Your Movement Phase |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, ISHARANN |
6" 5 5+ 2 The Isharann are born with a talent for harnessing arcane forces and are vital to soul-raiding and their people’s war efforts. The Tidecasters are masters of ethersea manipulation, able to summon this phantasmal tide that allows their comrades to move and breathe as if they were in their own natural environment. Enemies fighting amidst the ethersea feel as if they are drowning on land, their movements becoming sluggish and their strikes reduced to clumsy swings.
This is hardly the extent of a Tidecaster’s powers. Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm. Furthermore, Tidecasters act as conduits for the repressed anguish of their race, an echo of their traumatic past that can be weaponised and unleashed upon the foe to sap their will to fight. Crushing waves of despair, black whirlpools of hopelessness or raging maelstroms of horror that shatter the minds of the foe: all are powerful tools in the hands of a Tidecaster. Those stricken by such enchantments are left helpless as they choke and writhe, and those lucky few who escape quickly find themselves torn to shreds by the Tidecaster’s guardian Ethershark. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Pelagic Staff | |||||||
Pelagic Staff | 3 | 3+ | 4+ | 1 | D3 | ||
Ethershark’s Vicious Bite [Companion] | |||||||
Ethershark’s Vicious Bite Companion | 2 | 4+ | 4+ | - | 1 |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, ISHARANN |
6" 5 5+ 2 The Soul Wardens are some of the most revered within Idoneth society, for it is their sacred duty to maintain the chorrileums – the crystalline reefs in which the essences of long-dead aelves are kept safe from the eyes of hungry gods. Chosen for their analytical minds and reverence for their ancestors, the Soul Wardens tend to these beautiful structures, keeping a careful eye on the spirits interred within and employing them when necessary for the betterment of their enclave.
Lotann of the Ionrach is the most famed of these solemn chroniclers. Holding the title of Warden of the Soul Ledgers, Lotann has marched to war alongside all of the enclaves in his time, cataloguing every spirit they harvested and each that escaped their grasp. Few understand the true purpose of Lotann’s exhausting work, though some whisper that it is his crushing duty to record every act of predation carried out by the Deepkin so that they might one day atone for their deeds. Eschewing the more physical aspects of battle as crude distraction, Lotann employs a multi-limbed, highly intelligent Ochtar familiar to protect him from foes that move in close. The Ochtar is capable of aiding him in his counting whilst keeping enemies at a safe distance with a serrated blade and spiked cudgel. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ochtar’s Tentacles and Weapons [Companion] | |||||||
Ochtar’s Tentacles and Weapons Companion | 8 | 4+ | 4+ | 1 | 1 |
Passive |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, ISHARANN |
10" 12 3+ 5 In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near.
In the aspect of the sea, an Eidolon of Mathlann is more controlled, yet its becalmed demeanour in no way suggests it possesses a lesser degree of power. With a sweep of its deep-sea sceptre, an Eidolon in this form can release golden energies into the currents of the ethersea to rejuvenate the Idoneth’s wounded. However, the Eidolon can also turn its power to far deadlier purposes. With but a gesture, it can cause nearby foes to feel the horror of the endless sea. Suddenly, these unfortunate souls know what it is to be cast adrift with nothing beneath them but leagues of cold, dark water. This renders them paralysed in the throes of what they believe is their own death whilst the Idoneth move in to make this illusion a reality. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Blasts of Abyssal Energy | ||||||||
Blasts of Abyssal Energy | 12" | 3 | 3+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Stormshoal’s Fangs [Companion] | ||||||||
Stormshoal’s Fangs Companion | 6 | 4+ | 4+ | - | 1 | |||
Psi-trident and Deep‑sea Sceptre | ||||||||
Psi-trident and Deep‑sea Sceptre | 5 | 3+ | 3+ | 1 | D3 |
Passive |
Your Hero Phase | 8 |
KEYWORDS | SPELL |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER, WIZARD (2), FLY, WARD (5+) |
ORDER, IDONETH DEEPKIN, AELF, EIDOLON |
10" 12 3+ 5 In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near.
When an Eidolon of Mathlann is summoned in the aspect of the storm, it appears swelling like a tidal wave before crashing into the foe. Here is the power of the sea as destroyer, a manifestation of anger that has been pent up for so long that its release is unstoppable. In this form, the Eidolon’s mere presence is enough to fill nearby Idoneth with a fierce urge to bring ruin to their enemies. Its spear of repressed fury crackles with power. This phantom weapon is composed wholly of soul-energy, its blade honed by countless years of suppressed battle-lust. In its other hand, the Eidolon wields a barbed crulhook, with which it snares foes before dragging them into the deeps. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stormshoal’s Fangs [Companion] | |||||||
Stormshoal’s Fangs Companion | 6 | 4+ | 4+ | - | 1 | ||
Spear of Repressed Fury and Crulhook [Charge (+1 Damage)] | |||||||
Spear of Repressed Fury and Crulhook Charge (+1 Damage) | 6 | 3+ | 2+ | 2 | 2 |
Passive |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, FLY, WARD (5+) |
ORDER, IDONETH DEEPKIN, AELF, EIDOLON |
12" 8 4+ 2 Sleek and powerfully built, an Allopex can outpace most other denizens of the oceans. It can scent the merest drop of blood from many leagues away, and when hungry, it will consume almost anything it comes across. Only through magic are the Idoneth able to bind Allopexes to handlers, for the beasts’ urge to kill is irrepressible, and only trained Akhelians known as Embailors are skilled enough to steer them. The combination of Embailor and beast is highly effective in battle, and Akhelian commanders have learnt to use the Allopex’s speed and ferocity to great effect in soul-raids.
For long-range offensive capability, each Akhelian Allopex bears a harpoon launcher, effectively turning the creature into a highly manoeuvrable weapon platform. Sometimes called the ‘whispering death’ after the sound it makes, the harpoon launcher can be loaded with two kinds of ammunition, each designed to slay different types of enemy. Razorshell harpoons can be loaded and fired in quick succession and are particularly effective against monstrous targets. Retarius nets, meanwhile, are woven from Hyshian sun-siren hair so strong and fine that those entangled in them are torn apart in their struggle to free themselves. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Razorshell Harpoon [Anti-MONSTER (+1 Rend)] | ||||||||
Razorshell Harpoon Anti-MONSTER (+1 Rend) | 18" | 2 | 3+ | 2+ | 1 | 3 | ||
Retarius Net Launcher [Anti-CAVALRY (+1 Rend)] | ||||||||
Retarius Net Launcher Anti-CAVALRY (+1 Rend) | 18" | 2 | 3+ | 2+ | 1 | 3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Allopex’s Ferocious Bite [Anti-MONSTER (+1 Rend), Companion] | ||||||||
Allopex’s Ferocious Bite Anti-MONSTER (+1 Rend), Companion | 3 | 4+ | 2+ | 2 | 2 | |||
Barbed Hooks and Blades | ||||||||
Barbed Hooks and Blades | 4 | 3+ | 4+ | 1 | 1 |
Passive |
Any Shooting Phase |
KEYWORDS | CAVALRY, FLY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
14" 4 4+ 1 The Akhelian Guard are the elite cavalry of the Idoneth armies. Mounted atop Fangmora Eels, these warriors fight in a loose formation ideal for rapid assaults and sudden retreats. Unlike their Namarti kin, they are born with full souls, granting them longer lifespans and higher ranks within the Idoneth hosts. Their Fangmora mounts are graceful and agile, able to twist along rocky seabeds and through gaps in an enemy spear-wall. Moreover, they are infamously bloodthirsty, tearing through prey with their bone-crunching fangs and delivering wicked whip-crack blows with their tails. Most impressive of all is their ability to generate an electric charge that can stun even large targets, leaving them ripe for devouring.
Ishlaen Guard favour a curved sword known as a helsabre. These elegant serrated blades are light enough to allow the wielder to deliver a flurry of strikes before disengaging from combat and can harness the bioelectricity of the Fangmoras. The Ishlaen channel this force into their galv-shields, where it manifests as an energy field that turns aside enemy blows. Thanks to this protective aura, the Ishlaen are often assigned as the bodyguards of Akhelian Kings or other high-ranking Idoneth, directing their Fangmoras towards the closest advancing threats and laying them low with sweeps of their helsabres. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Helsabre [Anti-INFANTRY (+1 Rend)] | |||||||
Helsabre Anti-INFANTRY (+1 Rend) | 3 | 3+ | 4+ | 1 | 1 | ||
Fangmora’s Fangs and Lashing Tail [Companion] | |||||||
Fangmora’s Fangs and Lashing Tail Companion | 3 | 4+ | 3+ | 1 | D3 |
Any Combat Phase |
Passive |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
14" 4 4+ 1 The Akhelian Guard are the elite cavalry of the Idoneth armies. Mounted atop Fangmora Eels, these warriors fight in a loose formation ideal for rapid assaults and sudden retreats. Unlike their Namarti kin, they are born with full souls, granting them longer lifespans and higher ranks within the Idoneth hosts. Their Fangmora mounts are graceful and agile, able to twist along rocky seabeds and through gaps in an enemy spear-wall. Moreover, they are infamously bloodthirsty, tearing through prey with their bone-crunching fangs and delivering wicked whip-crack blows with their tails. Most impressive of all is their ability to generate an electric charge that can stun even large targets, leaving them ripe for devouring.
Armed with voltspears and galv-shields, the Morrsarr Guard function as heavy shock cavalry, their fearsome weapons channelling the powerful electrical energy given off by the Fangmoras. This shockwave is loosed moments before the Morrsarr crash into the enemy, blasting the front ranks even as the Akhelians’ spears strike home. The Morrsarr are more than capable of engaging in extended melee, but their real strength is in that initial, overwhelming charge. Idoneth war stories tell of formations of Morrsarr Guard so large that the brightness of their combined voltaic blasts left the entire enemy army blinded and reeling. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Voltspear [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)] | |||||||
Voltspear Anti-INFANTRY (+1 Rend), Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 | ||
Fangmora’s Fangs and Lashing Tail [Companion] | |||||||
Fangmora’s Fangs and Lashing Tail Companion | 3 | 4+ | 3+ | 1 | D3 |
Any Charge Phase |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
7" 1 5+ 1 Namarti Reavers are the archers of the Idoneth armies. It is their duty to race ahead of the main phalanx to seek out and harry the foe with a continuous rain of pinpoint arrow fire. It is the Reavers who identify the strengths and weaknesses in the enemy’s battleline, performing swift strikes of opportunity before relaying any intelligence they have gathered to their Akhelian commanders.
Reavers are trained to fight on the move, advancing over the roughest terrain even as they loose shots with their deadly whisperbows. This allows them to outmanoeuvre the enemy’s advance troops while simultaneously bleeding them. Should an opponent engage them in close combat, Reavers will draw curved daggers and fight with great skill, but whenever possible, they will stay at a distance and make use of their superior marksmanship. It might be imagined that a lack of eyes would hinder an archer, but the Namarti can sense infinitesimal changes in pressure within the ethersea and electromagnetic pulses that reveal the presence of living beings. A Reaver’s field of perception is not as far-reaching as that of eyesight, however, so they must remain within a certain distance of their targets in order to make full use of their abilities. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Whisperbow [Crit (Auto-wound)] | ||||||||
Whisperbow Crit (Auto-wound) | 12" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Keening Blade | ||||||||
Keening Blade | 1 | 3+ | 4+ | - | 1 |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, IDONETH DEEPKIN, AELF, NAMARTI |
6" 1 5+ 1 The Namarti are the lowest and most populous caste in Idoneth Deepkin society. Theirs is a life of toil and warfare, for they form the bulk of the Idoneth’s armies as well as serving as the labourers who build the enclaves’ ever growing undersea empires. When the Idoneth march to war, it is the Namarti Thralls who make up their frontline infantry. Possessing the natural grace and swiftness of aelvenkind, Thralls surge forward to meet the enemy, accepting the brunt of the fighting in order to create openings for their hard-hitting Akhelian masters to exploit.
To witness the Namarti in battle is an unsettling sight to non Idoneth. They have no eyes, possessing instead a thin veil of membranous skin across each socket. Despite this, Thralls wield their blades – known as lanmari – with dexterous skill, switching fluidly between multiple fighting styles. Indeed, in the often impenetrable darkness surrounding their oceanic homes, sight is of little use anyway, and the Namarti must learn to master other faculties in order to survive. Many of these sensory adaptations only serve to enhance their efficiency as killers on the battlefield. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Lanmari [Anti-INFANTRY (+1 Rend)] | |||||||
Lanmari Anti-INFANTRY (+1 Rend) | 2 | 3+ | 4+ | 1 | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, IDONETH DEEPKIN, AELF, NAMARTI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Cephanyr’s Tentacles [Companion] | |||||||
Cephanyr’s Tentacles Companion | 6 | 4+ | 3+ | - | 1 | ||
Lanmari Weapons | |||||||
Lanmari Weapons | 2 | 3+ | 4+ | 1 | 1 |
MODEL | BASE SIZE |
Cephanyr | 40mm |
Renglaith and Alathyrr | 32mm |
Any Combat Phase |
Passive |
KEYWORDS | UNIQUE, INFANTRY |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, NAMARTI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Riptide Harpoon [Shoot in Combat] | ||||||||
Riptide Harpoon Shoot in Combat | 8" | 1 | 3+ | 4+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Soulraid Weapons | ||||||||
Soulraid Weapons | 2 | 3+ | 4+ | 1 | 1 |
MODEL | BASE SIZE |
Fuirann, Tammael, Duinclaw | 32mm |
Spinefin | 25mm |
End of Any Turn |
Any Combat Phase |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, NAMARTI |
10" 16 3+ 5 Leviadons are immense, ill-tempered behemoths known for smashing a path through anything in their way. Hundreds of ships have been cracked in two by one of these shelled giants tearing through their hulls. Recognising the terrific power of the Leviadons, the Idoneth prize their use as mobile fortresses and linebreakers. So gargantuan and powerful is a Leviadon that only those reared by the Idoneth from infancy can be used in battle, for to tame one in the wild would surely be a death sentence. Protected by a nigh-impenetrable shell, the Leviadon is nearly impervious to missiles. Its natural destructive power is enhanced by a pair of pivotable harpoon launchers that are capable of a rapid rate of fire, thanks to the skill of their Akhelian operators.
As if several inches of chitin did not offer enough protection, a Leviadon’s crew includes a Namarti void drummer who pounds out a relentless rhythm, sending forth concentric ripples of distortion that refract light in strange ways around the creature. Enemy troops find such patterns disruptive, making it difficult to aim at the approaching Leviadon or, indeed, any nearby Idoneth. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Razorshell Harpoon Launchers [Anti-MONSTER (+1 Rend)] | ||||||||
Razorshell Harpoon Launchers Anti-MONSTER (+1 Rend) | 18" | 4 | 3+ | 2+ | 1 | 3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Leviadon’s Scythed Fins and Crushing Jaws [Crit (Mortal), Companion] | ||||||||
Leviadon’s Scythed Fins and Crushing Jaws Crit (Mortal), Companion | 7 | 4+ | 2+ | 2 | 3 | |||
Crew’s Spears and Harpoons | ||||||||
Crew’s Spears and Harpoons | 4 | 3+ | 4+ | 1 | 1 |
Passive |
Passive |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, FLY, WARD (5+) |
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
- 7 4+ 0 When the Idoneth Deepkin go to war, they bring their supernatural sea with them. Ethereal creatures, fish and corals flicker into existence, while features of the seabed appear all over the battlefield. A Gloomtide Shipwreck is a manifestation within this ethersea, a wreck of spectral wood that is the avatar of a myriad sunken vessels given form. This barnacle-encrusted ruin swarms with vicious deep-sea denizens, their shoals providing nearby Idoneth with cover from which to launch their attacks. Some wrecks drift into being naturally upon the ethersea’s currents. Other times, an Isharann mage might use their lilting magics to coax one into arriving with the ethereal tide.
To the Deepkin, the appearance of a Gloomtide Shipwreck during battle is seen as a sign of good fortune because of the haven it provides for attacking Idoneth. Enemies that veer too close to this eerie wreck quickly find themselves assaulted by the predatory sea creatures that use it as their lair, the marine animals recognising the floundering presence of foes as a threat to their territory. The most skilled of Isharann mages will deliberately incite carnivorous fish to harass and distract enemies, lending a measure of cover to those Idoneth nearby so they may launch pinpoint attacks with impunity. | ||
Deployment Phase |
KEYWORDS | DEPLOY TERRAIN |
Passive |
KEYWORDS | FACTION TERRAIN |
ORDER, IDONETH DEEPKIN |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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Your Shooting Phase |
Once Per Turn (Army), Your Shooting Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
Your Hero Phase | 4 |
KEYWORDS | PRAYER, UNLIMITED |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
Once Per Battle (Army), Deployment Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Charge Phase |
Passive |
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… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
Once Per Turn (Army), Any Shooting Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Any Combat Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Enemy Hero Phase |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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Passive |
Passive |
The IDONETH DEEPKIN keyword is used in the following Idoneth Deepkin warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The non-HERO CAVALRY and AKHELIAN keywords are used in the following Idoneth Deepkin warscrolls:
The HERO keyword is used in the following Idoneth Deepkin warscrolls:
The CAVALRY keyword is used in the following Idoneth Deepkin warscrolls:
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Passive |
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! | ||
The FLY keyword is used in the following Idoneth Deepkin warscrolls:
The ORDER keyword is used in the following Idoneth Deepkin warscrolls:
The IDONETH DEEPKIN keyword is used in the following Idoneth Deepkin warscrolls:
The AELF keyword is used in the following Idoneth Deepkin warscrolls:
The AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Passive |
The UNIQUE keyword is used in the following Idoneth Deepkin warscrolls:
The NAMARTI keyword is used in the following Idoneth Deepkin warscrolls:
The INFANTRY keyword is used in the following Idoneth Deepkin warscrolls:
The ISHARANN keyword is used in the following Idoneth Deepkin warscrolls:
The WIZARD keyword is used in the following Idoneth Deepkin warscrolls:
Your Movement Phase |
KEYWORDS | CORE, MOVE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
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. | ||
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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. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
The MONSTER keyword is used in the following Idoneth Deepkin warscrolls:
The WARD keyword is used in the following Idoneth Deepkin warscrolls:
The EIDOLON keyword is used in the following Idoneth Deepkin warscrolls:
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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. | ||
Passive |
The CHAMPION keyword is used in the following Idoneth Deepkin warscrolls:
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Idoneth Deepkin warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Idoneth Deepkin warscrolls:
The NAMARTI keyword is used in the following Idoneth Deepkin warscrolls:
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. | ||
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |
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The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls: