Hedonites of Slaanesh – Shardspeaker of Slaanesh

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6"
5
5+
7
WARSCROLL

Shardspeaker of Slaanesh

Shardspeakers of Slaanesh are favoured sorcerers who have been gifted with a relic from the Temple of Twisted Mirrors. By tapping into the power of these artefacts, they can reduce a disciplined regiment to a pack of howling beasts ripe for the slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Haze Staff
Haze Staff1"24+4+-2
Shadow-cloaked Claws
Shadow-cloaked Claws2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Shardspeaker of Slaanesh is armed with a Haze Staff.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Mist Lurkers: The mist-daemons that billow and slink around a Shardspeaker are empowered by arcane energies.
If this unit successfully casts a spell that is not unbound, until your next hero phase, it gains the Shadow-cloaked Claws weapon profile above and can attack with that melee weapon. In addition, this unit has a ward of 4+ until your next hero phase.

Twisted Mirror: A Twisted Mirror tests the spirit of any who gaze into it, immobilising those who fall victim to its illusions.
Once per turn in your shooting phase, you can pick 1 enemy unit within 9" of this unit and roll a dice. On a 4+, subtract 1 from save rolls for attacks that target that unit until your next hero phase. The same unit cannot be affected by this ability more than once per turn.

Reflection Eternal: The Shardspeaker distorts their foes’ perception, leaving them open to attack.
Reflection Eternal is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until your next hero phase.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, MORTAL, SLAANESH, HERO, WIZARD, SHARDSPEAKER OF SLAANESH
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
Army List
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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.
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.
© Vyacheslav Maltsev 2013-2024