Idoneth Deepkin
The Idoneth emerge from their undersea kingdoms to raid for mortal souls – a vital resource that is required in vast amounts to keep their race alive. The Deepkin strike their quarry like a sudden tidal wave, leaving nothing in their wake but corpses and glass-eyed, soul-drained victims that will never awaken from their stupor.
Updates
- FAQ Update 27/09/24
- Points changes:
- Alathyrr (-15)
- Cephanyr (-20)
- Cyreni of the Abyss (-35)
- Duinclaw (-20)
- Elathain Ill-fated (+15)
- Renglaith (-10)
- Tammael (+5)
Optional Special Rules
Source: White Dwarf #484 (out of print)
Below you will find optional rules for Idoneth Deepkin warbands. These are excellent options for narrative and open play, as your Idoneth drag their victims into the briny depths in your games of Warcry.
Before setup, if a player is using an Idoneth Deepkin warband, then that player can choose to arrive with the phantasmal tide. If they do so, the following rules apply during that battle.
Tidal Raid
Tidal Emergence: After deployment, 1 friendly fighter with the Idoneth Deepkin () faction runemark can be removed from the battlefield and set up as if they were part of another friendly battle group, including a battle group that is in reserve. This fighter remains part of their original battle group for all other rules purposes. If more than 1 player is controlling an Idoneth Deepkin warband, those players roll off. The winner chooses the order in which the players use Tidal Emergence.
Surging Tide: During the first battle round, if a friendly fighter with the Idoneth Deepkin () faction runemark makes 2 move actions in the same activation, add 2 to the Move characteristic of that fighter for that second move action.
Crashing Waves: During the second battle round, if a friendly fighter with the Idoneth Deepkin () faction runemark makes 2 attack actions in the same activation, add 1 to the Strength characteristic of that fighter for that second attack action.
Ebbing Flow: During the third battle round, if a friendly fighter with the Idoneth Deepkin () faction runemark makes 2 attack actions in the same activation, subtract 1 from the Strength characteristic of that fighter for that second attack action (to a minimum of 1).
Fading Memories: In the fourth and subsequent battle rounds, friendly fighters with the Idoneth Deepkin ( ) faction runemark cannot use abilities or reactions while they are within 3" of 2 or more enemy fighters.
Reaction
Runemark | Reaction |
---|---|
Fade From Memory: A fighter can make this reaction when an enemy fighter finishes a move action within 3" of them. If there is another friendly fighter visible to that enemy fighter and within range of at least one of that enemy fighter's melee weapons, for the rest of the battle round that enemy fighter cannot target this fighter. |
Abilities
Fighter Abilities
Runemark | Ability |
---|---|
[Double] Low Tide: A fighter can use this ability only if it is the first battle round. This fighter can make a bonus move action up to a number of inches equal to the value of this ability. | |
[Double] Sweeping Blow: Roll a dice for each visible enemy fighter within 2" of this fighter. On a roll of 5, allocate 1 damage point to the fighter being rolled for. On a roll of 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. | |
[Double] Storm Fire: Until the end of this fighter's activation, add 1 to the Attacks characteristic of missile attack actions made by this fighter. | |
[Triple] Biovoltaic Barrier: Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead. | |
[Quad] Biovoltaic Blast: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter. |
Hero Abilities
Runemark | Ability |
---|---|
[Double] Riptide: Pick a visible enemy fighter within 12" of this fighter. Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by that fighter. | |
[Double] Hangman's Knot: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions. | |
[Double] Storm of Blows: Add half the value of this ability (rounding up) to the Attacks characteristic of the next melee attack action made by this fighter in this activation. | |
[Triple] Scryfish Shoal: Pick a visible enemy fighter within 10" of this fighter and roll 6 dice. For each roll of 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate 2 damage points to that fighter. | |
[Triple] Way of the Depths: Until the end of the battle round, add 1 to the Strength characteristic of melee attack actions made by this fighter and by visible friendly fighters with the Idoneth Deepkin () faction runemark and either the Agile () or Minion () runemarks while they are within 6" of this fighter. | |
[Triple] High Tide: A fighter can only use this ability if it is the third battle round. Add 1 to the Attacks and Strength characteristics of melee attack actions made by friendly fighters while they are within 6" of this fighter. |
Elathain's Soulraid Abilities
Runemark | Ability |
---|---|
[Double] Soulnet: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a 3+, that fighter cannot make move actions or disengage actions until the end of the battle round. | |
[Triple] Riptide Harpoon: This fighter makes a bonus attack action. After that attack action, the fighter targeted by that attack action makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. |
Cyreni's Razors Reaction
Runemark | Reaction |
---|---|
Ink Jet: A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. For each hit roll from that attack action that misses, after that attack action is resolved, you can move this fighter up to 2". In addition, if all of the hit rolls missed, that enemy fighter cannot make attack actions until the end of the battle round. |
Cyreni's Razors Abilities
Runemark | Ability |
---|---|
[Double] Hurl Lanmari Blade: Add the value of this ability to the Range characteristic of the next melee attack action made by this fighter this activation. After that attack action, this fighter cannot make melee attack actions for the rest of this activation. | |
[Triple] Hammertide: Pick a corner of the battlefield and draw a straight line 1mm wide between the centre of this fighter's base and that corner. Enemy fighters whose base touches that line cannot jump, fly or climb until the end of this battle round. In addition, roll a number of dice equal to the value of this ability for each such enemy fighter. Allocate 1 damage point to that fighter for each roll of 3+. | |
[Quad] Crushing Wrap: A fighter can only use this ability before it would make a melee attack action. Roll 8 dice. For each roll of 3+, add 1 to this fighter's Strength characteristic for that attack action and allocate 2 damage points to the target of that attack action. If the target is taken out of action, the melee attack action has no effect. |
Idoneth Deepkin Soulraiders
Heroes
Fighters
Cyreni's Razors
Cyreni's Razors are from Warhammer Underworlds, so adhere to Bladeborn rules.
Hero
Fighters
Elathain's Soulraid
Elathain's companions are a disparate sort, the Akhelian knight Fuirann battling alongside the Namarti Tammael and the enchanged bond-beasts Duinclaw and Spinefin. Together, however, they fight as one to claim the souls needed for the survival of Idoneth.
Elathain's Soulraid are from Warhammer Underworlds, so adhere to Bladeborn rules.