Hedonites of Slaanesh – Blissbarb Archers

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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"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sybarite Blade
Sybarite Blade1"13+4+-1

Unit Size: 11      Points: 170
Battlefield Role: Battleline
Blissbarb Archers28.5mm
Blissbrew Homonculus25mm

Each model in a Blissbarb Archers unit is armed with a Blissbarb Bow and Sybarite Blade.

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

CHAMPION: 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.

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 turn.

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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. Units cannot run if they are within 3" of an enemy unit.
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).
© Vyacheslav Maltsev 2013-2024