Idoneth Deepkin – Akhelian King

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Akhelian King

Akhelian Kings are the war leaders of the Idoneth enclaves. Mounted atop fierce and intelligent Deepmares, these inspiring commanders fight at the forefront of every battle, urging their Phalanxes forward as they wield their blades with deadly skill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Polearm
Bladed Polearm2"33+2+-22
Fangs and Talons
Fangs and Talons2"33+3+-1D3
Lashing Tails
Lashing Tails2"33+3+-2

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 60mm
Notes: Single

An Akhelian King is armed with 1 of the following weapon options: Bladed Polearm and Falchion; or Greatsword and Falchion.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Royal Council

FLY: This unit can fly.

MOUNT: This unit’s Deepmare is armed with Fangs and Talons, and Lashing Tails.

Akhelian Paragon: Each Akhelian King is a shining example of his caste, a master of battle whom all other Akhelians strive to emulate in battle.
Add 1 to hit rolls for attacks made with melee weapons by friendly AKHELIAN units (excluding mounts) wholly within 9" of this unit.

Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Wave Rider: When an Akhelian King charges the foe, their polearm hits with the power of a crashing wave.
This unit’s Bladed Polearm has a Rend characteristic of -3 and a Damage characteristic of 3 if this unit made a charge move in the same turn.

Lord of Tides: The warriors of the Idoneth will attack with unrelenting fury at the command of an Akhelian King.
Once per battle, at the end of your charge phase, you can pick up to D3 different friendly IDONETH DEEPKIN units wholly within 12" of any friendly units with this ability. If you do so, until the end of that turn, the units you picked are affected by the High Tide ability from the Tides of Death table in addition to any other abilities from the Tides of Death table they are affected by.

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.
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.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

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.

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


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

© Vyacheslav Maltsev 2013-2024