Hedonites of Slaanesh – Keeper of Secrets
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Keeper of Secrets

A Keeper of Secrets is a greater daemon of Slaanesh, a consummate warrior and spellmaster of the Dark Prince’s hosts. Its four powerful arms move languidly as it slinks forwards, only to explode into lethal motion when their prey is in reach.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Living Whip
Living Whip6"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ritual Knife/Sinistrous Hand
Ritual Knife/Sinistrous Hand1"12+3+-11
Elegant Greatblade
Elegant Greatblade2"3+3+-12
Impaling Claws
Impaling Claws3"23+3+-2
DAMAGE
Wounds SufferedMoveElegant GreatbladeImpaling Claws
0-314"45
4-612"34
7-910"33
10-128"23
13+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Keeper of Secrets is a single model armed with an Elegant Greatblade, Impaling Claws and one of the following weapon options: Ritual Knife; Sinistrous Hand; Living Whip; or Shining Aegis.

ABILITIES

Dark Temptations: Few can resist the temptations whispered by a Keeper of Secrets.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model. If you do so, your opponent must choose whether that HERO accepts or refuses temptation. If it refuses, that HERO suffers D3 mortal wounds. If it accepts, add 1 to hit rolls for attacks made by that HERO. Then, at the start of the next combat phase, roll a dice. On 1-3, that HERO no longer receives this modifier to its hit rolls. On 4-6, that HERO is slain.

Delicate Precision: A Keeper of Secrets attacks its foes with a dazzling array of exquisitely measured blows.
If the unmodified wound roll for an attack made with a missile or melee weapon by this model is 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for the attack and the attack sequence ends (do not make a save roll).

Living Whip: A living whip can be used to entangle the weapons of a larger opponent.
If this model is armed with a Living Whip, at the start of the combat phase, you can pick 1 enemy MONSTER model within 6" of this model and roll a dice. On a 3+, pick 1 melee weapon that model is armed with. Subtract 1 from hit rolls for attacks made with that weapon until the end of that phase.

Ritual Knife: The Keeper of Secrets despatches a badly wounded victim with a final dagger-thrust.
If this model is armed with a Ritual Knife, at the end of the combat phase, you can pick 1 enemy model within 1" of this model that has any wounds allocated to it and roll a dice. On a 1, nothing happens. On a 2-5, that model suffers 1 mortal wound. On a 6, that model suffers D3 mortal wounds.

Shining Aegis: This masterfully created shield can turn aside blows and magical spells.
If this model is armed with a Shining Aegis, roll a dice each time you allocate a wound or mortal wound to this model. On a 6+, that wound or mortal wound is negated.

Sinistrous Hand: Reaching out with bladed talons, the Keeper of Secrets rips the heart from its dying victim’s chest and consumes the still-beating organ.
If this model is armed with a Sinistrous Hand, at the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that phase, you can heal up to D3 wounds allocated to this model. If any enemy HEROES were slain by wounds inflicted by this model’s attacks in that phase, you can heal up to D6 wounds allocated to this model instead.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Cacophonic Choir spells.

Cacophonic Choir: The Keeper of Secrets unleashes a sanity-shattering chorus of magical sound.
Cacophonic Choir has a casting value of 6. If successfully cast, roll 2D6. Each enemy unit within 6" of the caster that has a Bravery characteristic of less than the roll suffers D3 mortal wounds.

COMMAND ABILITIES

Excess of Violence: With the subtlest of gestures, a Keeper of Secrets can order its followers to attack with redoubled aggression.
You can use this command ability in the combat phase when it is your turn to pick a unit to fight with. If you do so, pick 1 other friendly HEDONITE unit that has already fought once in that phase and is wholly within 12" of a model with this command ability. That unit can be picked to fight for a second time if it is within 3" of any enemy units. You cannot pick the same unit to benefit from this command ability more than once in the same phase.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, SLAANESH, HEDONITE, HERO, MONSTER, WIZARD, KEEPER OF SECRETS
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat 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 target does not have to be visible).
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat 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 target does not have to be visible).
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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).

The GREATER DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader, Behemoth

The MONSTER keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader
Leader, Behemoth
Behemoth

The KEEPER OF SECRETS keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021