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==Allegiance Abilities== ===Battle Traits=== *'''Forgotten Nightmares:''' Your '''Idoneth Deepkin''' units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit. *'''Tides of Death:''' Each round, you get a different ability. After the fourth, it cycles back to 1. *#'''Low Tide:''' Your units count as being in cover. Helps you advance without making you scramble to terrain. *#'''Flood Tide:''' After running, your units can either shoot or charge (but not both). *#'''High Tide:''' Units with this trait get the Always Strike First rule. Get Shipwrecked, Gristlegore. Also, there's a bunch of abilities that activate during this turn. *#'''Ebb Tide:''' After falling back, your units can either shoot or charge (but not both). **It's worth noting here that the Tides of Death can be reversed with an Isharann Command Trait. *'''The Ethersea:''' You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 5+ Save-after-the-save, so they are fairly useful, though less so in a pure Akhelian army. Errata'd so that the shipwreck must be placed more than 6" away from objectives or any other shipwreck. ===Command Traits=== ==== Akhelian Traits ==== #'''Unstoppable Fury:''' During High Tide, your General adds +2 to the attacks of his melee weapons. Again, shame this doesn't work on mounts, but it still makes an Akhelian King terrifying. #'''Born From Agony:''' At the end of Battleshock, this general heals all wounds on a dice roll of 6. Unreliable but potentially useful. Only worth considering if paired with the Disharmony Stones or the Potion of Hateful Frenzy, otherwise pass. #'''Lord of Storm and Sea:''' All friendly Idoneth Deepkin units wholly within 12" ignore battleshock. This naturally makes the Akhelian with the trait immune to battleshock. Since your units aren't exactly blessed with great Bravery, this is pretty nice. ==== Isharann Traits ==== # '''Hunter of Souls:''' At the start of any combat phase, if this hero is near an enemy hero or unit champion roll 1d6, on a 3+ that hero or unit champion takes d3 mortal wounds. Finishing of a fight before anyone's even rolled, sure why not? The extra thing about this is that it's not just heroes that can take damage, unit champions can too! # '''Merciless Raider:''' If a To Hit (not limited to melee?) rolls an unmodified 6, then that hit automatically wounds. # '''Teachings of the Turscoll:''' The ability that used to be limited to the Tidecaster. Reverse the order of Tides of Death if the general is on the battlefield at the start of the first battle round. Combined with the Ionarch (formerly Fuethán) trait of being able to turn ''Ebb Tide'' into ''Flow Tide'' for selected units, this will give you a very fast, very aggressive army. ==== Eidolon Traits ==== # '''Ancient Pride:''' If this model is targeted by a melee attack that rolls an unmodified 1 or a 2 to hit, that attack fails and the attack sequence ends. Good trait for either Eidolon, preferably to make an Aspect of the Storm a greater threat in combat, but still good to give an Aspect of the Sea more survivability in melee. # '''Nightmare Legacy:''' Aspect of the Storm only. At the end of the charge phase, this model can carry out a monstrous rampage even thought it isn't a Monster. Great way to boost their offensive power, especially if you don't want a Leviadon. # '''Endless Sea Storm:''' Aspect of the Sea only. If they cast a spell on an unmodified roll of 7+ that isn't unbound, they can cast 1 extra spell in that phase. ==== Universal Traits ==== # '''Battle-lust:''' Re-roll run & charge for the general. I mean, you always want your King to get into the action. # '''Skilled Leader:''' At the start of your hero phase, if you general is on the battlefield roll a dice, on a 5+ you get a command point. A bit hit-and-miss, as it's quite random, but potentially useful for backfield generals. # '''High Priest:''' Re-roll prayer chanting for this general. As the only priest Idoneth have is the Soulscryer, and they only get the generic prayers, perhaps don't waste your precious command trait here... # '''Heroic Stature:''' +1 Wound. Not too bad but you could probably find a better command trait to use. # '''Master of Magic:''' Once per hero phase, re-roll one casting or dispelling or unbinding roll. Useless on the Eidolon as Dormant Energies is better, and tolerable for a Tidecaster. === Mount Traits === ==== Deepmare ==== One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits. Yes, Volturnos' mount Uasall can also take one. #'''Swift-finned Impaler:''' If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. #'''Savage Ferocity:''' Both Deepmare attack profiles get 1 extra attack. #'''Voidchill Darkness:''' We got a winner lads, as every enemy model within 3" get to subtract 1 from their hit rolls. ==== Mount Traits: Leviadon ==== One Leviadon may take one trait, for every battalion one additional Leviadon may take a different trait, so no trait twice and nobody gets two traits. #'''Ancient:''' You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack. #'''Denizen of the Darkest Depths:''' One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge. #'''Reverberating Carapace.''' Increase the Void Drum's range from 12" to 15". ===Artefacts=== '''Akhelian Artefacts'''<br> Can be given to an Akhelian Hero: #'''Potion of Hateful Frenzy:''' Once per game activate in the hero phase to get + 1 to hit, +1 to wound, +1 attacks for their melee weapons and +1 to run and charge for a round. Then they take D3 mortals wound in the following hero phase and can't pile in for a turn. Your personal super sayajin mode. High-risk, high-reward. If you use it, combine with ''Unstoppable Fury'' to make your King utterly terrifying for one turn, and either the ''Savage Ferocity'' mount trait to add even more hitting power or ''Voidchill Darkness'' to protect him if the enemy survives to retaliate. #'''Armour of the Cythai:''' If the unmodified hit roll for an attack that targets the bearer is 6, all effects that would be triggered by that roll are ignored. Decent in general, due to the current meta. Downright awesome against armies loaded with "unmodified 6s" abilities, so versus armies like Nighthaunt or [[Lumineth Realm-Lords|your estranged bright siblings]], never leave the depths without it. #'''Disharmony Stones:''' Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12" and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes. '''Eidolon Artefacts'''<br> Can be given to any Eidolon: #'''Bioshock Shell:''' Once per battle at the start of the combat phase you can pick an enemy hero with 9" of the bearer and visible. If you beat their Bravery value on a 3D6 roll, they Always Strike Last until their next Hero phase. Can be used to leave a powerful enemy combatant open for attack, but that said, is it really worth running this on a 300+ point Eidolon? #'''Whorlshell:''' Once per game, all attacks fail on a 1+ or a 2+ to hit. Like Ancient Pride, but less effective. Maybe if you've already given an Eidolon of the Storm Nightmare Legacy. #'''Kraken Tooth:''' Once per battle in your shooting phase pick an enemy unit within 12" and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. This is fun and potentially game-changing, especially since you can easily heal back those lost wounds. '''Isharann Artefacts''' <br> Can be given to any Isharann Hero: #'''Dritchleech:''' All Wizards except Idoneth Deepkin get -1 to casts while within 18". Interesting, but remember that this will affect allied Wizards as well. #'''Rune of the Surging Gloomtide:''' Once per battle, you can summon an additional Gloomtide Shipwreck wholly within 12" of the bearer and more than 3" away from objectives. Good in Namarti-heavy armies to make them more survivable. #'''Brain Barnacles:''' Once per battle at the start of your hero phase pick an enemy hero within 12" and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and wound for the rest of the game]]. This can devastate beatsticks like the Shadow Queen, Gotrek or Archaon. Just be careful, because the closer you get to increase the odds of this working, the less range they need to charge the bearer. ===Lore of the Deep=== #'''Steed of Tides:''' Casting Value 5. Pick a friendly hero that is not a monster within 6" and visible to the caster. Remove them from the table and set them up anywhere on the table outside of 9" of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin. #'''Pressure of the Deeps:''' Casting Value 7. Pick an enemy they can see within 12" and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a ''model'' with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off. #'''Arcane Corrosion:''' Casting Value 6. Target an enemy unit within 12" and worsen the rend of their melee attacks by 1 until your next hero phase. A useful debuff but with a very short range. Generally if a scary unit is within this spell’s range they are either about to kill or get killed by you. #'''Counter-Current:''' Casting Value 6. Target an enemy unit 18" and visible to the caster. That unit’s run and charge rolls are halved until your next hero phase. Fantastic way to keep your opponents heavy-hitters at a distance. ===Isharann Rituals=== Rituals changed quite a bit this edition. They have no range, they simply affect the entire game, but you have to have an Isharann unit to use this. At the start of the game, pick one of the four rituals and it lasts all battle. Each of the rituals is designed to buff one of the four Tides of Death, so picking which ones requires careful planning or you waste the rituals effects. The 4 Rituals are: #'''Ritual of the Creeping Mist:''' Deepkin affected by Low Tide cannot be shot unless the attacking model is within 12". Unless your enemy can move and shoot really well in the first turn, or the board is small, this rituals means you won't be shot at all in the first turn! #'''Ritual of Surging Stream:''' Deepkin affected by Flood Tide add 1 to run and charge rolls. A solid army wide boost to really get you into combat when you want to. #'''Ritual of Deep-sight:''' NAMARTI affected by High Tide gain a 5+ ward. You read that right, Akhelians get no benefit from this, so this ritual really depends on how many Namarti you have in your army. #'''Ritual of the Spiteful Riptide:''' Before Deepkin retreat using Ebb Tide, roll a dice for each enemy in 3" of that unit. 4+ means d3 mortal wounds. An army wide middle finger as you leave combat. Unless you're doing an Ionrach special or some tide shenanigans with an Isharann, this might come in too late to make a difference.
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