Hedonites of Slaanesh – Dexcessa, the Talon of Slaanesh

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Dexcessa, the Talon of Slaanesh

Dexcessa considers themselves to be the right hand of Slaanesh, made manifest in the realms to sunder and unpick the alliances of his enemies. If that means that they can revel in the glorious, ever-escalating excess of battle, so much the better.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scourge of Slaanesh
Scourge of Slaanesh3"42+3+-12
Impaling Talons
Impaling Talons1"23+3+-22

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single, Unique

Dexcessa, the Talon of Slaanesh, is armed with a Scourge of Slaanesh and Impaling Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

WARMASTER: If this unit is included in a Hedonites of Slaanesh army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

Fleeting Dance of Death: Dexcessa rarely stays locked in combat in one place for long, flitting swiftly all over the battlefield and bringing death where they alight.
This unit can run or retreat and still charge later in the turn.

Joyous Battle Fury: Once Dexcessa begins to fight, they become invigorated by the glorious thrill of combat.
After this unit has fought for the first time, at the start of each battle round, add 1 to the Attacks characteristic of this unit’s weapons for the rest of the battle. This effect is cumulative.

Mesmerising Lepidoptera: Dexcessa’s multifaceted wings create a hypnotic effect that distracts their foes.
Subtract 1 from hit rolls for attacks that target this unit.

Sceptre of Slaanesh: The sceptre of Slaanesh allows the bearer to demand total, unthinking obedience from Slaanesh’s daemonic minions.
Do not take battleshock tests for friendly HEDONITES OF SLAANESH DAEMON units wholly within 12" of this unit. In addition, once per turn, this unit can issue a command to a friendly HEDONITES OF SLAANESH DAEMON unit without a command point being spent.

1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Army List
Warscrolls collated

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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024