Idoneth Deepkin – Akhelian King

Akhelian King

The Akhelian Kings are the military leaders of the Idoneth Deepkin. Atop a quick-moving Deepmare mount the king directs the aelven phalanxes, using tactical knowledge gleaned from a long life of raids and war. More than just an inspiring presence, an Akhelian King is a peerless blade master who is only too willing to fight from the front or lead the Idoneth charge.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Polearm
Bladed Polearm2"33+3+-2D3
Deepmare’s Fanged Jaw and Talons
Deepmare’s Fanged Jaw and Talons2"33+3+-11
Deepmare’s Lashing Tails
Deepmare’s Lashing Tails2"33+3+-2

Unit Size: 1      Points: 230
Battlefield Role: Leader


An Akhelian King is a single model. In one hand they wield either a Bladed Polearm or Greatsword, and they hold a King’s Shield in the other. A light Falchion is strapped to their back, which they can use instead of their King’s Shield. Each rides a mighty Deepmare that savages the King’s enemies with its Fanged Jawand Talons, and batters them with its Lashing Tails.

FLY: Akhelian Kings can fly.


Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
Roll a dice if this model ends a charge move within 1" of any enemy units. On a 2+, the nearest enemy unit suffers D3 mortal wounds.

Akhelian Paragon: Each Akhelian King is a shining example of his caste, a master of battle which all other Akhelians strive to emulate in battle.
Re-roll hit rolls of 1 for friendly AKHELIAN units while they are wholly within 12" of this model.

Storm of Blows: Sometimes an Akhelian King will shoulder their shield and instead use their falchion to attack the foe.
At the start of the combat phase, you can say that this model will draw their Falchion. If you do so, subtract 1 from save rolls for this model in that combat phase, but this model can attack with its Falchion in that combat phase. If you do not do so, this model cannot attack with its Falchion in that combat phase.

Wave Rider: When an Akhelian King charges the foe, their rhomphaia hits with the power of a crashing wave.
In the combat phase, this model’s Bladed Polearm has a Damage characteristic of 3 if the model made a charge move in the same turn.


Lordof Tides: At the King’s command his warriors will attack with unrelenting fury if the tide is high.
You can use this command ability if this model is your general and the High Tide ability from the Tides of Death table applies for the battle round. If you do so, pick a friendly IDONETH DEEPKIN unit wholly within 12" of your general. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:

Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:


The AKHELIAN KING keyword is used in following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2020