Hedonites of Slaanesh – The Masque
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10"
5
5+
10
WARSCROLL

The Masque

The Masque once entertained Slaanesh, but then displeased him, and was exiled. Since then, the Herald has been cursed to dance across the Mortal Realms. Those drawn into this endless performance are doomed to a swift and spectacular death.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claws
Ravaging Claws1"63+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique

DESCRIPTION

The Masque is a named character that is single model. They are armed with Ravaging Claws.

ABILITIES

Staff of Masks: The masks on this staff constantly flicker and change, enhancing the Masque’s attacks or protecting them from harm.
At the start of your hero phase, you can either add D3 to the Attacks characteristic of this model’s melee weapons until your next hero phase or heal up to D3 wounds allocated to this model.

The Endless Dance: The Masque dances eternally, flying through the air and striking down the foes that stumble, flat-footed, in their wake.
This model is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and can fly and move an extra 3" when it piles in.

In addition, you can re-roll hit rolls for attacks made by this model that target an enemy unit with a Move characteristic of 10" or less, and you can re-roll wound rolls for attacks made by this model that target an enemy unit with a Move characteristic of 5" or less.

Lithe and Swift: Daemonettes surge across the battlefield with impossible swiftness.
This model can run and still charge later in the same turn.

Inhuman Reflexes: The Masque is a constant blur of motion, stepping out of the way of the enemy’s attacks with uncanny precision.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, HERO, HERALD OF SLAANESH, THE MASQUE
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).
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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).
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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