Hedonites of Slaanesh – Syll’Esske, the Vengeful Allegiance

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8"
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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"43+3+-2D3
Scourging Whip
Scourging Whip2"83+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

Syll’Esske, the Vengeful Allegiance, is armed with an Axe of Dominion and Scourging Whip.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • 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.

WARMASTER: If this unit is included in a Hedonites of Slaanesh army, it is treated as a general even if it is not the model picked to be the army’s general.

Deadly Symbiosis: In battle, the hosts of Syll’Esske seek to emulate the symbiosis of their master, compelling one another to escalating acts of depraved violence.
If the number of friendly HEDONITES OF SLAANESH MORTAL units wholly within 18" of this unit is equal to the number of other friendly HEDONITES OF SLAANESH DAEMON units wholly within 18" of this unit, add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly HEDONITES OF SLAANESH units wholly within 18" of this unit.

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 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.
If the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

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

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, DAEMONETTE, SLAANESH, HERO, WIZARD, HERALD OF SLAANESH, SYLL’ESSKE
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
Army List
Warscrolls collated

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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. Units cannot run if they are within 3" of an enemy unit.
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).
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.
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).
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.

The HEDONITES OF SLAANESH and MORTAL keywords are used in the following Hedonites of Slaanesh warscrolls:

Leader, Behemoth
Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024