Idoneth Deepkin – The Bloodsurf Hunt
Warscroll Battalion

The Bloodsurf Hunt

 • 1 Akhelian King (Nemmetar)
 • 1-2 Akhelian Allopexes units
The Akhelian King from this battalion is a unique named character. Units from this battalion must be from the Ionrach enclave.

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion


Deadly Guardians: The Allopex riders that fight at King Nemmetar’s side are amongst the most skilful and disciplined of their kind, slaying their quarry with deft strikes from the backs of their mounts and willingly putting themselves in harm’s way to protect their lord.
Add 1 to hit rolls for attacks made with Barbed Hooks and Blades by ALLOPEX units from this battalion that are wholly within 12" of the AKHELIAN KING from the same battalion. In addition, roll a dice before you allocate a wound or mortal wound to the AKHELIAN KING from this battalion if it is within 3" of any ALLOPEX units from the same battalion. On a 2+, you must instead allocate that wound or mortal wound to one of those units.


If Nemmetar is your army’s general, he has the Lord of Storm and Sea command trait from Battletome: Idoneth Deepkin (see below).

Lord of Storm and Sea: This generalis a living embodiment of the glory of Mathlann, and is an inspiration to all those that still worship the Lord of the Deeps.
Add 2 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12"of this general.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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 ALLOPEX keyword is used in following Idoneth Deepkin warscrolls:


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

Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
© Vyacheslav Maltsev 2013-2020