SlaaneshFane of Slaanesh

Fane of Slaanesh

A Fane of Slaanesh is a focus of worship wrought in precious metal. Around it are laid offerings to the Dark Prince, but in truth it is one of his most exalted greater daemons that peers through. Those whose offerings meet with the creature’s approval are rewarded highly – but those who offend are justly punished.

Unit Size: 1      Points: 0
Battlefield Role: Scenery


A Slaanesh army can include 1 FANE OF SLAANESH terrain feature.

After territories have been chosen but before armies are set up, you can set up the FANE OF SLAANESH wholly within your territory and more than 3" from any other terrain features or objectives.

If both players can set up a terrain feature before armies are set up, they must roll off, and the winner can choose the order in which the terrain features are set up.


A Fane of Slaanesh is a single terrain feature. It is an obstacle.

Scenery Rules

Power of Slaanesh: A Fane of Slaanesh channels arcane power to the Dark Prince’s sorcerers, while filling their foes with dread.
If you spend depravity points to summon a unit to the battlefield, and that unit is set up wholly within 12" of this terrain feature, you receive D3 depravity points after that unit has been set up.

Damned Conduit: Slaanesh’s minions can make sacrifices at a Fane of Slaanesh to gain martial prowess.
At the start of your hero phase, you can pick 1 friendly CHAOS SLAANESH HERO within 6" of this terrain feature to make a sacrifice. If you do so, that HERO suffers 1 mortal wound, and you must roll a dice. On a 1, nothing happens. On a 2+ you can re-roll hit rolls for attacks made by that HERO until your next hero phase.

If that HERO has an artefact of power, they can sacrifice that instead of suffering 1 mortal wound. If they do so, that artefact of power can no longer be used (if a weapon was picked when the artefact of power was selected, that weapon reverts to normal). However, on a roll of 2+, you can re-roll hit rolls for attacks made by that HERO for the rest of the battle instead of only until your next hero phase.


The FANE OF SLAANESH keyword is used in following Slaanesh warscrolls:

Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
© Vyacheslav Maltsev 2013-2020