Hedonites of Slaanesh – Dreadful Visage

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HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
8"
6
6+
7+
The tale of the Dreadful Visage is a favourite amongst Slaanesh’s faithful. Long ago, the Palace Grandiose was hailed as the nexus of debauchery, where no pleasure was forbidden. One night, its lord orchestrated a grand ball for his closest companions in sin. But a six hundred and sixty-sixth guest arrived also, their features hidden by a daemonic mask. So enthralling was their manner that, as the heinous festivities of the night intensified, the assembled libertines lathered them with attention. Infuriated, the master of the palace determined to slay all his sycophantic guests. Rallying his guard, he returned to find the revellers fused into an eidolon of screaming flesh, crowned by the mask’s cruel visage. The Palace Grandiose soon collapsed, and none know where its ruins lie. Whatever the truth of this grim fable, the Dreadful Visage is redolent with horror. It is an entity conjured from the Realm of Chaos whose lash-like tongues flail from its mouth. Those struck by these tongues are wracked by visions of the most atrocious acts imaginable. To most mortals, this is a form of torment that saps all of their will to fight. To the Hedonites, it is a divine gift that bolsters their vile souls.
HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
MELEE WEAPONS
AtkHitWndRndDmg
Hooked Tongues
Hooked Tongues83+4+11
Any Combat Phase
FLENSING TONGUES: Opening its soul-sucking maw, the Dreadful Visage lets fly a plethora of hooked tongues that lash and flense the flesh of those nearby.

Declare: Pick an enemy unit in combat with this MANIFESTATION to be the target.

Effect: Roll 6 dice. For each 4+, inflict 1 mortal damage on the target. If any models are slain by this ability, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH
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).
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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15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

Endless Spell

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

Endless Spell
© Vyacheslav Maltsev 2013-2024