Hedonites of Slaanesh – Shardspeaker of Slaanesh

This warscroll does not meet the selection criteria (see Settings tab).
HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
6"
5
5+
2
Shardspeakers are the enigmatic mages, seers and soothsayers of the Hedonite carnivals. It is said that their hypnotic gaze can enthral even the most resolute heroes – but better this fate than to stare into the enchanted mirrors carried by these perfumed sorcerers. Relics from Slaanesh’s palace, these arcane foci allow a Shardspeaker to channel their power into reflecting a target’s innermost fears or desires, conjuring phantasmal visions that seem indistinguishable from reality. It is an assault that only the strongest of wills can hope to resist, and should a warrior fail this test, they are overcome by the urge to indulge their worst excesses. The virtuous side of their psyche is forced to watch, powerless, as their destructive compulsions are unleashed against their comrades. Shardspeakers have other powers besides, of course: arcane means of overloading the senses and burning out sanity in a wave of punishing sensation. As they work their spells, mist-daemons swirl around them, claws and needle-fangs flashing. These entities relish any opportunity to set upon mortals who draw too close – be they friend or foe – and string out their torment for as long as possible.
HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Shadow-cloaked Claws [Companion]
Shadow-cloaked Claws
Companion
44+3+1D3
Haze Staff
Haze Staff33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any SYBARITE

This unit is armed with a Haze Staff.

It can only attack with Shadow-cloaked Claws by using the ‘Mist Lurkers’ ability.

Once Per Turn (Army), Your Shooting Phase
TWISTED MIRROR: A Twisted Mirror tests the spirit of any who gaze into it, weakening those who fall victim to its illusions.

Declare: Pick an enemy unit within 8" of this unit to be the target.

Effect: Roll a dice. On a 4+, subtract 1 from save rolls for the target until the start of your next turn.

Passive
MIST LURKERS: The mist-daemons that billow and slink around a Shardspeaker are empowered by arcane energies.

Effect: If this unit successfully casts a spell, until the start of your next turn, it can attack with its Shadowcloaked Claws.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
Those HEROES can join an eligible regiment as a Dark Egotist.

Infantry Hero
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’).
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.
© Vyacheslav Maltsev 2013-2024