Hedonites of Slaanesh – Dexcessa, The Talon of Slaanesh

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HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
12"
10
5+
5
No daemon can claim a closer connection to Slaanesh than Dexcessa, known as the Talon – no daemon except for their sibling Synessa, a fact that infuriates them both. These twin-entities are shards of the Dark Prince’s truest essence, formed through the ritual that saw the aelf Morathi ascend to godhood. Dexcessa represents the elements of Slaanesh’s psyche that favours unthinking indulgence above all, scornful of those who break under the strain. Battle is the apex of the sensations Dexcessa craves, every spray of blood and howl of the dying sweet beyond words. They cavort across the field as a rapturous cyclone of murder, bladed claws sending heads and limbs spiralling in stately arcs. To watch Dexcessa at war is to witness an artist of the most brutal temperament: a painter who channels turmoil through canvas-lashing strokes, a sculptor who hacks stone into submission. It is a sight that enraptures fellow Hedonites, compelling them to fight with greater orgiastic abandon. Each hopes to catch the attention of Slaanesh’s Talon, but such is a futile endeavour. Dexcessa has no concern for anything but the indulgence of their own desires – that and the appallingly artistic ruin they leave in their wake.
HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Impaling Talons
Impaling Talons73+3+22
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Synessa or Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This HERO can join Synessa’s regiment.

End of Any Turn
JOYOUS BATTLE FURY: Once Dexcessa begins to fight, they become invigorated by the glorious thrill of combat.

Effect: If any enemy models were slain by this unit’s combat attacks this turn, Heal (D3) this unit, then place a battle fury token next to it.

Add 1 to the Attacks characteristic of this unit’s Impaling Talons for each battle fury token it has until the end of the next turn.

Passive
FLEETING DANCE OF DEATH: Dexcessa rarely stays locked in combat in one place for long, flitting swiftly all over the battlefield and bringing death wherever they alight.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

Passive
SCION OF SLAANESH: Despite their mutual enmity, Dexcessa and Synessa are inextricably connected, giving them an advantage over their foes.

Effect: While a friendly Synessa is on the battlefield, subtract 1 from hit rolls for attacks that target this unit.

Once Per Turn (Army), Any Combat Phase
REDOLENCE OF VIOLENCE: The beautiful scent of Dexcessa’s savagery permeates through the Hedonite ranks.

Declare: If this unit charged this turn, pick up to D3 other friendly non-HERO HEDONITES OF SLAANESH DAEMON units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The non-HERO DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers

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

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

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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