Hedonites of Slaanesh – Contorted Epitome

This warscroll does not meet the selection criteria (see Settings tab).
12"
7
5+
10
WARSCROLL

Contorted Epitome

A Contorted Epitome writhes across the battlefield on lashing metallic tentacles, twisting under the control of its Daemonette attendants to reflect its enemy’s darkest desires and deepest fears.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claws
Ravaging Claws1"93+4+-11
Coiled Tentacles
Coiled Tentacles3"23+4+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single

A Contorted Epitome is armed with Piercing Claws and Coiled Tentacles.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites
 • The Exquisite Pursuit

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Gift of Power: The Heralds that guard a Contorted Epitome can use its power to enhance their own spells.
You can re-roll casting rolls for this unit.

Horrible Fascination: When a warrior stares into a Contorted Epitome’s mirror, they see all their hopes and fears reflected there and cannot tear their eyes away.
Enemy units within 3" of any friendly units with this ability cannot issue or receive commands. In addition, enemy units within 3" of any friendly units with this ability cannot retreat.

Swallow Energy: A Contorted Epitome steals the most intense and excessive energies, channelling them back to Slaanesh’s Temple of Twisted Mirrors.
This unit has a ward of 2+ against mortal wounds.

Overwhelming Acquiescence: The Herald engulfs the foe in an arcane haze of dreams and unattainable desires.
Overwhelming Acquiescence is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick up to D3 different enemy units within range and visible to the caster. Add 1 to wound rolls for attacks that target those units until your next hero phase.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, DAEMONETTE, SLAANESH, HERO, WIZARD, HERALD OF SLAANESH, CONTORTED EPITOME
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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not 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).
© Vyacheslav Maltsev 2013-2024