Hedonites of Slaanesh – Keeper of Secrets

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HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
12"
16
4+
5
Draped in the richest silks and wielding silvered weapons, the Keepers of Secrets stride across the battlefield like living gods. Foes stare agog at these paragons of perversion, their minds aflame with kaleidoscopes of debauchery and ears filled with whispers of the glories that await them in the embrace of lordly Slaanesh. Those few individuals of greater mettle who resist a Keeper’s allure soon find their clumsy blows thwarted with shield or sinuous whip even as they are dispatched with graceful sweeps of sword or bladed limb. When even this onesided slaughter no longer satisfies, the Keeper will flick out a claw and mutter an arcane command, sending its minions forwards in a rapturous frenzy. Keepers of Secrets are no less driven to vile whimsy than any of Slaanesh’s lesser servants. They may go to battle surrounded by the blare of discordant harpsichords, perfume themselves with the ripe corpse-stench of cities they have butchered, or pierce their supple daemonflesh with gemstones containing the screaming souls of mortals led to destruction. There is constant competition amongst the Keepers to become first in Slaanesh’s gaze – and the Mortal Realms are the canvas upon which these arch-libertines create masterworks of horror for the Dark Prince’s consideration.
HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
MELEE WEAPONS
AtkHitWndRndDmg
Elegant Greatblade
Elegant Greatblade62+3+22
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 440
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 4.

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: Subtract 1 from hit rolls for combat attacks that target this unit.

Your Hero Phase
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 HEDONITES OF SLAANESH DAEMON unit that started the battle with 3 or more models and has been destroyed to be the target.

Effect: Roll a dice. On a 4+, 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.

Once Per Turn (Army), Any Combat Phase
DARK TEMPTATIONS: Few can resist the wiles of a Keeper of Secrets.

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

Effect: Pick 1 of the following effects:
  • Add 1 to hit rolls for the target’s attacks for the rest of the turn.
  • Add 1 to save rolls for the target for the rest of the turn.
  • If the target is damaged, Heal (D3) the target.

Then, add 1 to the Damage characteristic of this unit’s Elegant Greatblade for attacks that target that enemy unit for the rest of the turn.
KEYWORDSRAMPAGE

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

Declare: Pick up to 3 visible enemy units within 6" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Roll a dice for each target. If the roll exceeds the target’s Control characteristic, inflict D3 mortal damage on it.
KEYWORDSSPELL

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
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).

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.

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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.
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

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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.

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 2013-2024