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SlaaneshFiends
12"
4
5+
10
WARSCROLL

Fiends

Horrific nightmares given bestial shape, Fiends of Slaanesh emit a harsh, trilling call as they race towards their prey. A cloud of dream-inducing musk hangs thick around the Fiends, reducing their foes to a stupor, and sapping them of their will to fight.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Deadly Pincers1"43+3+-11
Barbed Stinger2"13+3+-1See below
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 210
Battlefield Role: None

DESCRIPTION

A unit of Fiends has any number of models, each armed with Deadly Pincers and a Barbed Stinger.

BLISSBRINGER: 1 model in this unit can be a Blissbringer. Add 1 to the Attacks characteristic of a Blissbringer’s Deadly Pincers.

ABILITIES

Crushing Grip: A Fiend’s pincers are capable of inflicting immense damage on a victim that is caught in their grasp.
If the unmodified wound roll for an attack made with Deadly Pincers is 6, the Deadly Pincers have a Damage characteristic of D3 instead of 1 for that attack.

Deadly Venom: A Fiend of Slaanesh’s stinger is laced with venom capable of sending any foe into a deep coma.
If the target of an attack made with a Barbed Stinger has a Wounds characteristic of 1, the Barbed Stinger has a Damage characteristic of 1 for that attack; if the target of an attack made with a Barbed Stinger has a Wounds characteristic of 2-3, the Barbed Stinger has a Damage characteristic of D3 for that attack; if the target of an attack made with a Barbed Stinger has a Wounds characteristic of 4 or more, the Barbed Stinger has a Damage characteristic of D6 for that attack.

Disruptive Song: Fiends of Slaanesh let out a keening song that disturbs the concentration of spellcasters that hear it.
Subtract 1 from casting rolls for enemy WIZARDS while they are within 12" of any models with this ability.

Soporific Musk: A Fiend exudes a pervasive and oily musk that numbs a foe to all but the most extreme of stimuli.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit. In addition, while this unit has 4 or more models, subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

KEYWORDS
CHAOS, DAEMON, SLAANESH, HEDONITE, FIENDS
Modifiers
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2020