Slaanesh – Slaangor Fiendbloods
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Slaangor Fiendbloods

When the madness of battle descends upon Slaangor Fiendbloods, the carnage left in their wake is truly sickening. These gangly beasts are frighteningly strong and swift, and fight with a frenzied disregard for their own survival.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Claw(s)
Razor-sharp Claw(s)2"34+3+-11
Gilded Weapon
Gilded Weapon1"24+3+-12

Unit Size: 3 - 9      Points: 140
Battlefield Role: None


A unit of Slaangor Fiendbloods has any number of models, each armed with Razor-sharp Claws.

SLAKE-HORN: 1 model in this unit can be a Slake-Horn. That model is armed with a Razorsharp Claw and Gilded Weapon.


Slaughter At Any Cost: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

Obsessive Violence: The brutal and unrelenting attacks of these beasts can overwhelm even the staunchest defence.
At the end of the combat phase, pick 1 enemy unit within 3" of this unit and roll a dice for each model in this unit. For each 4+, that enemy unit suffers 1 mortal wound.

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
© Vyacheslav Maltsev 2013-2021