Hedonites of Slaanesh – Shardspeaker of Slaanesh

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HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
6"
5
5+
2
Shardspeakers of Slaanesh are favoured sorcerers who have been gifted with a relic from the Temple of Twisted Mirrors. By tapping into the power of these artefacts, they can reduce a disciplined regiment to a pack of howling beasts ripe for the slaughter.
HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Haze Staff
Haze Staff33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any SYBARITE

Your Hero Phase
7
TRUTHS OF THE TWISTED MIRROR: When flushed with the favour of Slaanesh, a Shardspeaker can use their sorcerous ability and cursed mirror to show an enemy a reflection of their darkest and most unspeakable desires, lowering their guard at a crucial moment.

Declare: If this unit is a PARAGON, pick a visible enemy unit within 12" of it to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from save rolls for the target.
KEYWORDSSPELL

Once per Turn (Army), Reaction: You declared a SPELL ability for this unit
BARGAIN WITH THE MIST-DAEMONS: The entities bound into the mists that surround a Shardspeaker can offer power – but one must take caution in dealing with such spiteful creatures...

Effect: Roll a dice. On a 1, inflict 2 mortal damage on this unit. On a 3+, add 2 to the casting roll.

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

Those HEROES can join an eligible regiment as a Dark Egotist.

Infantry Hero
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).
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 2013-2026