Idoneth Deepkin – Scourge of Ghyran Akhelian Thrallmaster

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IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Akhelian Thrallmaster
6"
5
5+
2
Many ruthless Akhelian Thrallmasters ply the coasts of the Everspring Swathe, seeking out the rich accumulations of souls that can be found there. Masters of guerrilla warfare, these swordmasters and their Namarti warriors use the environment to protect them against enemy attacks as they advance, before charging in to deliver a killing strike.
IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Akhelian Thrallmaster
MELEE WEAPONS
AtkHitWndRndDmg
Esoteric Weapons
Esoteric Weapons63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any NAMARTI
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
WAY OF THE VORTEX: The riptide’s undertow pulls allies from harm, a hidden bulwark against the enemy’s raging storm. Within its grasp, Namarti endure, shielded by the Akhelian’s unwavering stance.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit and friendly NAMARTI units while they are wholly within 12" of this unit.

Once Per Battle (Army), Deployment Phase
RAIDER CAPTAIN: Thrallmasters are often among the first of the Idoneth’s forces to arrive on the battlefield, leading Namarti scouting parties to establish forward positions from which they can launch their raid.

Declare: Pick this unit and up to 3 friendly Namarti Thralls units wholly within 12" of this unit to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.

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

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

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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).
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.
Those HEROES can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2025