Idoneth Deepkin – Akhelian King
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14"
7
3+
8
WARSCROLL

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
Greatsword
Greatsword1"43+3+-1D3
Falchion
Falchion1"33+4+-1
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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • The Bloodsurf Hunt

DESCRIPTION

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.

ABILITIES

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.

COMMAND ABILITIES

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.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, HERO, AKHELIAN, AKHELIAN KING
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
Leader
Behemoth
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

None
Leader
Behemoth

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

Leader
© Vyacheslav Maltsev 2013-2021