Hedonites of Slaanesh – Fiends

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12"
4
5+
10
WARSCROLL

Fiends

Horrific nightmares given bestial shape, Fiends of Slaanesh emit a harsh, trilling call as they race towards their prey. A dream-inducing scent hangs thick around the Fiends, reducing their foes to a stupor and sapping them of their will to fight.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deadly Pincers
Deadly Pincers1"33+3+-1D3
Barbed Stinger
Barbed Stinger2"13+3+-2See below
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 75 x 42mm

Each model in a Fiends unit is armed with Deadly Pincers and a Barbed Stinger.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Epicurean Revellers
 • The Exquisite Pursuit

CHAMPION: 1 model in this unit can be a Blissbringcr. Add I to the Attacks characteristic of that model's Deadly Pincers.

Deadly Venom: A Fiend’s stinger is laced with venom capable of sending any foe into a deep coma.
If the target of an attack made with a Barbed Stinger has a Wounds characteristic of 1, that weapon has a Damage characteristic of 1 for that attack.

If the target of an attack made with a Barbed Stinger has a Wounds characteristic of 2-3, that weapon has a Damage characteristic of D3 for that attack.

If the target of an attack made with a Barbed Stinger has a Wounds characteristic of 4 or more, that weapon has a Damage characteristic of D6 for that attack.

Disruptive Song: Fiends of Slaanesh let out a keening song that disturbs the concentration of spellcasters who hear it.
Subtract 1 from casting, unbinding and dispelling rolls for enemy WIZARDS while they are within 12" of any friendly units with this ability.

Soporific Musk: A Fiend exudes a pervasive and oily musk that numbs a foe to all but the most extreme of stimuli.
Subtract 1 from hit rolls and wound rolls for attacks made with melee weapons that target this unit.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, SLAANESH, FIENDS
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.
Army List
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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).
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
© Vyacheslav Maltsev 2013-2024