Idoneth Deepkin – Scourge of Ghyran Namarti Thralls

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IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran Namarti Thralls
6"
1
5+
1
Namarti Thralls have proved as skilled in waging strike-and-fade war amidst the jungles of Ghyran as they are in the kelp forests of their undersea home. Enhanced by the ethersea, their extrasensory powers allow them to isolate their prey, lashing out with their lanmari blades before retreating into the shadows under the cover of briny mists.
IDONETH DEEPKIN WARSCROLL
Scourge of Ghyran 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
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Any Combat Phase
HIT-AND-RUN TACTICS: The Namarti Thralls strike at their foes before using the ethersea to fall back to a safer position.

Declare: If this unit is in combat or charged this turn, this unit can make a pile-in move. Then, if this unit is in combat, you must pick 1 or more enemy units to be the target(s) of this unit’s attacks.

Effect: Resolve combat attacks against the target unit(s). Then, if this unit is in combat, roll a dice. On a 3+, this unit can move a distance up to its Move characteristic. It can pass through the combat ranges of enemy units but can only end that move in combat with units it was in combat with at the start of that move. It does not have to end the move in combat.
KEYWORDSCORE, FIGHT, ATTACK

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.
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

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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
© Vyacheslav Maltsev 2013-2025