Hedonites of Slaanesh – Syll’Esske, the Vengeful Allegiance
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WARSCROLL

Syll’Esske, the Vengeful Allegiance

Syll Lewdtongue has inspired thousands of warlords to acts of tyranny and misrule, but since uniting their powers with the megalomaniacal daemon-monarch Esske, the Herald of Slaanesh has become a force of conquest like no other.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Axe of Dominion
Axe of Dominion2"44+3+-2D3
Scourging Whip
Scourging Whip2"83+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader, Behemoth
Base size: 50mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • The Vengeful Alliance

DESCRIPTION

Syll’Esske, the Vengeful Allegiance is a named character that is a single model. Syll is armed with a Scourging Whip.

COMPANION: Esske attacks with the Axe of Dominion. For rules purposes, Esske is treated in the same manner as a mount.

ABILITIES

Deadly Symbiosis: The hosts of Syll’Esske comprise outcast mortals and daemons who yearn for the power they believe is rightfully theirs. In battle they seek to emulate the symbiosis of their master, compelling one another to escalating acts of depraved violence.
You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly HEDONITE units wholly within 18" of this model if the number of friendly MORTAL HEDONITE units wholly within 18" of this model is equal to the number of other friendly DAEMON HEDONITE units wholly within 18" of this model.

Lithe and Swift: Spurring one another on, Syll and their consort stride across the battlefield with uncanny swiftness.
This unit can run and still charge later in the same turn.

The Vengeful Allegiance: The twin halves of the Vengeful Allegiance fight with a deadly unity; no sooner has a foe blocked one attack than another comes cleaving into their flank. This unique style of combat is incredibly deadly, and can make even the smallest mistake a fatal one.
In the combat phase, if the unmodified hit roll for any attack made with a melee weapon that targets this model is 1, add 1 to hit and wound rolls for attacks made by this model that target the attacking unit in the same phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Subvert spells.

Subvert: Syll torments the foe with whispers and visions, distracting them from their duties.
Subvert has a casting value of 7. If successfully cast, you can pick 1 enemy HERO within 18" of the caster that is visible to them. Until your next hero phase, that HERO cannot issue or receive commands.

COMMAND ABILITIES

Regal Authority: Syll’s consort is revered as a mighty ruler by their followers.
You can use this command ability at the start of the battleshock phase if this model is your general and is on the battlefield. If you do so, until the end of that phase, do not take battleshock tests for friendly SLAANESH units while they are wholly within 18" of this model.

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, HERO, WIZARD, HERALD OF SLAANESH, SYLL’ESSKE
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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).
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.
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.
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).
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