Hedonites of Slaanesh – Sigvald, Prince of Slaanesh

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HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
6"
7
3+
2
The salacious saga of Sigvald the Magnificent, Slaanesh’s supreme scion, stokes sordid sensations amongst his sinful supplicants. Though he appears clean-limbed and in the prime of health, Sigvald’s misdeeds pre-date the realms themselves: it is said that he was sired through unnatural acts and that he would put cities to the torch for offending him with their odour. It is undeniable that he is a bladesman par excellence, striking faster than the eye can follow and leaving a carpet of bisected dead with each lightning-fast flurry of the sword Shardslash. However, legend also claims that Sigvald once suffered a humiliating defeat and, as punishment, had his soul sealed in an enchanted mirror. Only through great cunning did he escape and return to the Dark Prince’s favour. Sigvald is determined to reassert his status as the Dark Prince’s favoured champion. At his approach, a mirror-curse washes over the land; those who spy their reflection in glass see themselves as monstrously warped and deformed, for all beauty is reserved for the Geld-Prince alone. To offend Sigvald is to meet with death – though this most prideful of champions considers falling by his hand to be a singular honour.
HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Shardslash
Shardslash52+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 60mm
Can be reinforced: No
Regiment Options: Any SYBARITE, 0-1 Dark Egotist, 0-1 DAEMON

Passive
POWERED BY VAINGLORY: Sigvald is the epitome of vainglory, one of Slaanesh’s favourite sins. So great is his sense of superiority that few can stand before his prideful assaults.

Effect: If this unit charged this turn and the unmodified charge roll was 6+, the Attacks characteristic of this unit’s Shardslash is equal to the unmodified charge roll.

Passive
THE GLORIOUS REBORN: None can best Sigvald in hand-to-hand combat, or so he believes, and the Geld-Prince is determined to prove it.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

Passive
SHARDSLASH: This majestic blade slices through sigmarite and arcane wards alike as if they were merely the thinnest silk.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, WARD (4+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

Infantry Hero
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
© Vyacheslav Maltsev 2013-2024