Idoneth Deepkin – Akhelian King

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IDONETH DEEPKIN WARSCROLL
Akhelian King
12"
7
3+
2
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.
IDONETH DEEPKIN WARSCROLL
Akhelian King
MELEE WEAPONS
AtkHitWndRndDmg
Akhelian Royal Weapons [Charge (+1 Damage)]
Akhelian Royal Weapons
Charge (+1 Damage)
53+4+12
Deepmare’s Fangs, Talons and Lashing Tails [Companion]
Deepmare’s Fangs, Talons and Lashing Tails
Companion
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Akhelian Raidmaster or Isharann Emissary, Any IDONETH DEEPKIN

Any Charge Phase
WAVE RIDER: When an Akhelian King charges the foe, they hit with the power of a crashing wave.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Add 1 to the Rend characteristic of this unit’s Akhelian Royal Weapons for attacks that target that enemy unit for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
CREST OF THE WAVE: Riding the momentum of the ethersea, the Akhelian King leads a glorious charge to shatter the enemy ranks.

Effect: If this unit charged this turn, add 1 to the Rend characteristic of melee weapons used by other friendly IDONETH DEEPKIN units for attacks that target enemy units in combat with this unit.

KEYWORDS
HERO, CAVALRY, FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
Those HEROES can join an eligible regiment as a Isharann Emissary.

Infantry Hero

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

© Vyacheslav Maltsev 2013-2025