Hedonites of Slaanesh – Blissbarb Archers
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WARSCROLL

Blissbarb Archers

Blissbarb Archers are the lowest class of Sybarite, but no less deadly for it. Even when running pell-mell across the field they fire with deadly accuracy, laughing with glee as their sharp and toxin-laced projectiles strike home.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blissbarb Bow
Blissbarb Bow18"24+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sybarite Blade
Sybarite Blade1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 11      Points: 180
Battlefield Role: Battleline
MODELBASE SIZE
Blissbarb Archers28mm
Blissbrew Homonculus25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Depraved Carnival

DESCRIPTION

A unit of Blissbarb Archers has any number of models, each armed with a Blissbarb Bow and Sybarite Blade.

HIGH TEMPTER: 1 model in this unit can be a High Tempter. Add 1 to the Attacks characteristic of that model’s Blissbarb Bow.

BLISSBREW HOMONCULUS: 1 in every 11 models in this unit must be a Blissbrew Homonculus. A Blissbrew Homonculus is armed with a Sybarite Blade. Add 1 to wound rolls for attacks made with missile weapons by this unit while it includes any Blissbrew Homonculi.

ABILITIES

Light-footed Killers: Blissbarb Archers can deliver pinpoint shots even while cavorting wildly across the battlefield.
This unit can run and still shoot later in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAANESH, HEDONITE, BLISSBARB ARCHERS
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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