Hedonites of Slaanesh – Fiends

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HEDONITES OF SLAANESH WARSCROLL
Fiends
10"
4
5+
1
Fiends are perhaps the strangest of all Slaanesh’s daemonspawn, unholy fusions of beast and lurid nightmare. Their two sets of lower limbs are vaguely humanoid, yet their arms end in enormous pincers. Uncannily prehensile tongues flick from their elongated faces, and their whipping tails are tipped with spikes coated in arcane venoms. Unsurprisingly, Fiends cannot inspire deep-seated desire through their appearance alone; rather, they emit a soporific musk that both attracts and immobilises their prey, filling their minds with rapturous hallucinations and allowing the Fiends to tear them apart at their leisure. Packs of Fiends skitter throughout the Six Circles of Seduction, crooning discordant songs wherever they travel. Daemons consider these tunes to be lays of the utmost sweetness, each recalling the greatest atrocities ever to grace the innermost cloisters of the Palace of Pleasure. To those mortals not in Slaanesh’s favour, a Fiend’s song is nigh-on unbearable, rolling through the meat of their minds like a ball of wicked knives. Only through repeated exposure and deep inhalations of the daemon’s musk do they begin to grasp the beauty of a Fiend’s chorus, whereupon the ‘enlightened’ mortal becomes a creature of the Dark Prince through and through.
HEDONITES OF SLAANESH WARSCROLL
Fiends
MELEE WEAPONS
AtkHitWndRndDmg
Deadly Pincers and Barbed Stinger [Anti-MONSTER (+1 Rend), Companion]
Deadly Pincers and Barbed Stinger
Anti-MONSTER (+1 Rend), Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 75 × 42mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
SOPORIFIC MUSK: A Fiend exudes a pervasive and oily musk that numbs a foe to all but the most extreme of stimuli.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

Passive
DISRUPTIVE SONG: Fiends of Slaanesh let out a keening song that disturbs the concentration of spellcasters who hear it.

Effect: Subtract 1 from casting rolls and unbinding rolls for enemy WIZARDS while they are within 12" of this unit.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, CHAMPION, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

• Fiends
• Seekers
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

© Vyacheslav Maltsev 2013-2024