Hedonites of Slaanesh – Synessa, the Voice of Slaanesh
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12"
9
4+
10
WARSCROLL

Synessa, the Voice of Slaanesh

Where their sibling adores physical excess, Synessa’s power lies in the manipulation of the mind. Even a glance at their splendour leaves those nearby enthralled, and the daemons of Slaanesh enter raptures of obedience at their every word.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Slaanesh
Staff of Slaanesh18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Impaling Talons
Impaling Talons1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single, Unique

DESCRIPTION

Synessa, the Voice of Slaanesh, is a named character that is a single model. They are armed with the Staff of Slaanesh and Impaling Talons.

FLY: This model can fly.

ABILITIES

Mesmerising Lepidoptera: Synessa’s multifaceted wings create a hypnotic effect that distracts their foes.
Subtract 1 from hit rolls for attacks that target this model.

Staff of Slaanesh: Those who are struck by the bolts of energy unleashed by this staff find themselves tearing at their own flesh in an ecstasy of self-mutilation.
Do not pick a target or use the attack sequence for an attack made with this model’s Staff of Slaanesh. Instead, pick 1 enemy unit within range of this model’s Staff of Slaanesh and visible to them. The opposing player must roll a dice for that unit.

If the roll is less than that unit’s Save characteristic but not a 6, that unit suffers D6 mortal wounds. If the roll is equal to or greater than that unit’s Save characteristic but not a 6, that unit suffers D3 mortal wounds. On a 6, nothing happens.

The Voice of Slaanesh: Synessa can direct the words that they utter to reach the ear of whomever they want to hear them.
If this model issues a command to 1 friendly unit, that friendly unit can be anywhere on the battlefield as long as it is visible to this model (the range of the command ability does not apply). If this model issues a command to more than 1 friendly unit, 1 of those friendly units can be anywhere on the battlefield as long as it is visible to this model (the range of the command ability still applies to the other units).

In addition, if this model successfully casts Whispers of Doubt (see below) or Pavane of Slaanesh (see Lore of Slaanesh), the HERO affected by the spell can be anywhere on the battlefield as long as that HERO is visible to this model (the range of the spell does not apply).

MAGIC

Synessa, the Voice of Slaanesh, is a WIZARD. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. They know the Arcane Bolt, Mystic Shield and Whispers of Doubt spells. In addition, they know all of the spells from the Lore of Slaanesh, the Forbidden Sorceries of Slaanesh and the Lore of Pain and Pleasure.

Whispers of Doubt: The caster whispers words that reveal the enemy’s darkest desires, breaking their concentration and leaving them vulnerable to attack.
Whispers of Doubt has a casting value of 6. If successfully cast, pick 1 enemy HERO within 3" of the caster and visible to them, and roll 3D6. If the roll is equal to or greater than that HERO’s Bravery characteristic, add 1 to hit rolls for attacks that target that HERO until your next hero phase.

KEYWORDS
CHAOS, DAEMON, SLAANESH, HEDONITE, MONSTER, HERO, WIZARD, SYNESSA
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
14.5 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).
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.
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.

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

Leader
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021