Hedonites of Slaanesh – Keeper of Secrets

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HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
12"
16
4+
5
5+
A Keeper of Secrets is a greater daemon of Slaanesh, a consummate warrior and spellmaster of the Dark Prince’s hosts. Its four powerful arms move languidly as it slinks forwards, only to explode into lethal motion when its prey is in reach.
HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
MELEE WEAPONS
AtkHitWndRndDmg
Elegant Greatblade
Elegant Greatblade52+3+23
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 420
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Elegant Greatblade is 3.

Passive
SUPERNATURAL GRACE: Whether they turn blows aside or simply dodge out of harm’s way, it is extremely difficult to pin down a Keeper of Secrets.

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.

Your Hero Phase
1
LOCUS OF SLAANESH: With violence and excess, the walls of reality can be made thin enough to draw forth reinforcements of Slaaneshi daemons.

Declare: Pick a friendly non-HERO HEDONITES OF SLAANESH DAEMON unit that started the battle with 3 or more models and has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
6
CACOPHONIC CHOIR: The Keeper of Secrets unleashes a sanity-shattering chorus of magical sound.

Declare: Pick any number of visible enemy units within 12" of this unit to be the targets, then make a casting roll of 2D6. Subtract 1 from the casting roll for each target you picked after the first.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
DARK TEMPTATIONS: With a flourish and an ecstatic sigh, the Keeper of Secrets alters its scent to elicit the desired effect in its victims and plunge itself into a blissful state of combat euphoria.

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

Effect: Pick 1 of the following musks. Its effects apply for the rest of the turn.

Alluring Musk:
  • This unit’s weapons have Crit (2 Hits) for attacks that target that enemy unit.
  • Add 1 to hit rolls for attacks made by that enemy unit that target this unit.

Psychotropic Musk:
  • Subtract 1 from wound rolls for attacks made by that enemy unit that target this unit.
  • Subtract 1 from the Rend characteristic of this unit’s melee weapons.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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.

Army List
Warscrolls collated

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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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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).

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

• Fiends
• Seekers
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

© Vyacheslav Maltsev 2013-2026