Idoneth Deepkin – Akhelian Thrallmaster

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IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
6"
5
5+
2
Some members of the martial Akhelian class chafe under the traditions of Idoneth society and yearn for the freedom of the realmseas. Others find themselves cast out by their own kind, often for speaking out against the Idoneth’s soul-based caste system. Many of these pariahs become Thrallmasters – the raider-captains of the Idoneth military. Tasked with venturing out into the realms at the head of a Namarti host, they seek out fresh soul-matter for the enclaves. Thanks to their extensive voyaging, Thrallmasters become experts at reading the ocean currents. They often tattoo themselves with priceless tidal maps illegible to other Idoneth. Most greatly enjoy using this painstakingly gathered intelligence as leverage against higher-ranked Akhelians, who must grit their teeth and deal with a Thrallmaster if they are to reach the best raiding grounds. By necessity, Thrallmasters learn to use multiple combat techniques. They can alter their stance and weapon in a moment, wielding the vaisurr bident to skewer larger foes or switching to twin helsabres to slice a bloody path through massed ranks, and they rigorously train their Namarti charges in these same fighting styles. Many make use of bonded Snapjaw Eels to defend themselves, for when these creatures sink their fangs into the foe, they are near impossible to remove.
IDONETH DEEPKIN WARSCROLL
Akhelian Thrallmaster
MELEE WEAPONS
AtkHitWndRndDmg
Snapjaw’s Vicious Bite [Companion]
Snapjaw’s Vicious Bite
Companion
24+4+-1
Esoteric Weapons
Esoteric Weapons53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any NAMARTI
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.

Any Combat Phase
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.

Effect: Pick 1 of the following effects to apply to this unit and any friendly NAMARTI units wholly within 12" of this unit for the rest of the turn.

Way of the Riptide: Those units’ melee weapons have Crit (2 Hits).

Way of the Vortex: Subtract 1 from wound rolls for attacks that target those units.

Reaction: You declared a FIGHT ability for this unit
THRALLMASTER: Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle.

Effect: Pick a friendly Namarti Thralls unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN

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

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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, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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 (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2025