Hedonites of Slaanesh – Soulfeaster Keeper of Secrets
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Soulfeaster Keeper of Secrets

Soulfeaster Keepers of Secrets are sensation addicts, devoted above all to the pursuit of new experiences. They roam the battlefield at their own ecstatic whim, using their stabbing tendrils to gorge themselves on the emotions of their victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sinistrous Hand
Sinistrous Hand1"12+3+-11
Elegant Greatblade
Elegant Greatblade2"3+3+-12
Impaling Claws
Impaling Claws3"23+3+-2
DAMAGE
Wounds SufferedMoveElegant GreatbladeImpaling Claws
0-614"45
7-912"34
10-1210"33
13+8"23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 385
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

DESCRIPTION

A Soulfeaster Keeper of Secrets is armed with an Elegant Greatblade, Impaling Claws and a Sinistrous Hand.

WIZARD: This model can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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 and ask your opponent if they wish for that HERO to accept temptation. If they refuse, that HERO suffers D3 mortal wounds. If they accept, 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 their hit rolls. On 4-6, that HERO is slain.

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

Sinistrous Hand: Reaching out with their longnailed fingers, the Keeper of Secrets rips the heart from their dying victim’s chest and consumes the still-beating organ.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat 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 combat phase, you can heal up to D6 wounds allocated to this model instead.

Soulfeaster Tendrils: The cruel tendrils that snake from the rear of a Soulfeaster Keeper of Secrets’ head are the means through which it feeds on sensation, stabbing into the mind of a chosen adversary and drinking deep their agony and desire.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model and roll 3D6. If the roll is greater than that model’s Bravery characteristic, you gain D3 depravity points and 1 is subtracted from hit rolls for attacks made by that HERO until the end of that phase.

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

KEYWORDS
CHAOS, SLAANESH, HEDONITES OF SLAANESH, HEDONITE, DAEMON, GREATER DAEMON, KEEPER OF SECRETS, HERO, MONSTER, WIZARD, SOULFEASTER
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.
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.
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).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
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).
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.
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.
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.

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

Leader, Behemoth

The KEEPER OF SECRETS 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
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© Vyacheslav Maltsev 2013-2021