Hedonites of Slaanesh – Dreadful Visage

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Endless Spell WARSCROLL

Dreadful Visage

The sorcerous entity known as the Dreadful Visage is said to be a mask that once adorned Slaanesh’s own face during the Masquerade of the Palace Grandiose. On that fell night, it is said, the visage took on an evil sentience of its own, and it can be called forth to bring a measure of its wearer’s horrific aura into the Mortal Realms.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 90 x 52mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only HEDONITES OF SLAANESH WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

Flensing Tongues: Opening its soulsucking maw, the Dreadful Visage lets fly a plethora of hooked tongues that lash and flense the flesh of those nearby.
After this endless spell has moved, roll 6 dice for the closest unit within 6" of it. If more than 1 unit is equally close, the commanding player can choose which unit to roll for. For each 4+, that unit suffers 1 mortal wound. In addition, if any mortal wounds caused by this ability are allocated to that unit, the strike-last effect applies to that unit until the end of the following combat phase.

Terrifying Entity: Gibbering, howling and shrieking with cruel pleasure, the Dreadful Visage destroys the will of Slaanesh’s enemies while his worshippers find themselves energised by its discordant barrage of noise.
Subtract 1 from the Bravery characteristic of units while they are within 12" of this endless spell. Add 1 to the Bravery characteristic of HEDONITES OF SLAANESH units while they are within 12" of this endless spell instead.
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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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
© Vyacheslav Maltsev 2013-2024