SlaaneshSoulfeaster Keeper of Secrets
14
4+
10
WARSCROLL

Soulfeaster Keeper of Secrets

Soulfeaster Keepers of Secrets are sensation addicts, devoted above all to the pursuit of new experiences. They roam the battlefield at their own ecstatic whim, using their stabbing tendrils to gorge themselves on the emotions of their victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sinistrous Hand
Sinistrous Hand1"12+3+-11
Elegant Greatblade
Elegant Greatblade2"3+3+-12
Impaling Claws
Impaling Claws3"23+3+-2
DAMAGE
Wounds SufferedMoveElegant GreatbladeImpaling Claws
0-314"45
4-612"34
7-910"33
10-128"23
13+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 370
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Soulfeaster Keeper of Secrets is a single model armed with an Elegant Greatblade, Impaling Claws and a Sinistrous Hand.

ABILITIES

Dark Temptations: Few can resist the temptations whispered by a Keeper of Secrets.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model and ask your opponent if they wish that HERO to accept temptation. If they refuse, that HERO suffers D3 mortal wounds. If they accept, add 1 to hit rolls for attacks made by that HERO. Then, at the start of the next combat phase, roll a dice. On 1-3, that HERO no longer receives this modifier to their hit rolls. On 4-6, that HERO is slain.

Delicate Precision: A Keeper of Secrets attacks their foes with a dazzling array of exquisitely measured blows.
If the unmodified wound roll for an attack made with a melee weapon by this model is 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for the attack and the attack sequence ends (do not make a save roll).

Sinistrous Hand: Reaching out with their longnailed fingers, the Keeper of Secrets rips the heart from their dying victim’s chest and consumes the still-beating organ.
If this model is armed with a Sinistrous Hand, at the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal D3 wounds allocated to this model. If any enemy HEROES were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal D6 wounds allocated to this model instead.

Soulfeaster Tendrils: The cruel tendrils that snake from the rear of a Soulfeaster Keeper of Secrets’ head are the means through which it feeds on sensation, stabbing into the mind of a chosen adversary and drinking deep their agony and desire.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model and roll 3D6. If the roll is greater than that model’s Bravery characteristic, you gain D3 depravity points, and 1 is subtracted from hit rolls for attacks made by that HERO until the end of that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Cacophonic Choir spells.

Cacophonic Choir: The Keeper of Secrets unleashes a sanity‑shattering chorus of magical sound.
Cacophonic Choir has a casting value of 6. If successfully cast, roll 2D6. Each enemy unit within 6" of the caster that has a Bravery characteristic less than the roll suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, SLAANESH, HEDONITE, HERO, MONSTER, WIZARD, KEEPER OF SECRETS, SOULFEASTER
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.
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The GREATER DAEMON keyword is used in following Slaanesh warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Slaanesh warscrolls:

Leader, Behemoth

The KEEPER OF SECRETS keyword is used in following Slaanesh warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020