Idoneth Deepkin – Namarti Thralls

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IDONETH DEEPKIN WARSCROLL
Namarti Thralls
6"
1
5+
1
The core infantry of the Idoneth Deepkin, Namarti Thralls advance into battle brandishing vast two-handed weapons known as lanmari. Despite their blindness and the heft of their blades, they whirl and chop with aelven grace.
IDONETH DEEPKIN WARSCROLL
Namarti Thralls
MELEE WEAPONS
AtkHitWndRndDmg
Lanmari [Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)]
Lanmari
Anti-INFANTRY (+1 Rend), Anti-MONSTER (+1 Rend)
23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 32mm
Can be reinforced: Yes

Reaction: You declared a FIGHT ability for this unit.
SWEEPING BLOWS: A Namarti Thrall’s aggressive swiping strikes are intended to knock their enemies off their feet.

Effect: If any damage points inflicted by attacks made as part of that FIGHT ability are allocated to any enemy units, subtract 1 from wound rolls for attacks made by those enemy units for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, IDONETH DEEPKIN, AELF, NAMARTI
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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

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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.
© Vyacheslav Maltsev 2013-2025