Idoneth Deepkin – Akhelian Thrallmaster

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6"
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4+
7
WARSCROLL

Akhelian Thrallmaster

Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle. Master duellists skilled with all manner of esoteric weapons and accompanied by a vicious snapjaw eel, they scythe through their foes with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Esoteric Weapons
Esoteric Weapons1"53+3+-12
Vicious Bite
Vicious Bite1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Akhelian Thrallmaster is armed with Esoteric Weapons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Namarti Corps

COMPANION: This unit is accompanied by a Snapjaw Eel armed with a Vicious Bite.

Akhelian Fighting Stance: Thrallmasters carry a personal armoury to suit the fighting stances needed to best any form of foe. They rigorously train their Namarti warriors to support each attack style at a moment’s notice.
At the start of the combat phase, you must pick 1 of the following fighting stances for this unit to use. Each effect lasts until the end of that phase.

Way of the Depths: You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit and friendly NAMARTI units wholly within 12" of this unit.

Way of the Riptide: If the unmodified hit roll for an attack made with a melee weapon by this unit or a friendly NAMARTI unit wholly within 12" of this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Way of the Vortex: Subtract 1 from wound rolls for attacks that target this unit and friendly NAMARTI units wholly within 12" of this unit.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, HERO, AKHELIAN THRALLMASTER
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.
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.

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

Battleline
None

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

Leader
Battleline
None
Behemoth
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
© Vyacheslav Maltsev 2013-2024