Hedonites of Slaanesh – Viceleader, Herald of Slaanesh

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6"
5
5+
10
WARSCROLL

Viceleader, Herald of Slaanesh

The Viceleader is a masterful artiste in the grand theatre of war. To look upon these surreal, quicksilver Heralds is to feel a yearning for forbidden arts and excesses that addles the mind. Woe betide those who acquiesce to their strange allure.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claws
Ravaging Claws1"63+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Viceleader is armed with Ravaging Claws.

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.

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

Lust for Violence: Viceleaders bid their fellow Daemonettes enter the fray and join them in the bliss of combat.
In the combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 friendly DAEMONETTE HOST unit wholly within 12" of this unit that has not yet fought in that phase. This unit and that DAEMONETTE HOST unit can fight one after the other in the order of your choice.

Lightning Reflexes: Viceleaders move with lightning speed, stepping out of the way of the enemy’s attacks with disdainful ease.
This unit has a ward of 5+.

Acquiescence: The Herald engulfs the foe in an arcane haze of dreams and unattainable desires.
Acquiescence is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Add 1 to wound rolls for attacks that target that unit until your next hero phase.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, DAEMONETTE, SLAANESH, HERO, WIZARD, HERALD OF SLAANESH, VICELEADER
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
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.
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).
© Vyacheslav Maltsev 2013-2024