Hedonites of Slaanesh – Slaangor Fiendbloods

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HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
8"
3
5+
1
When the madness of battle descends upon Slaangor Fiendbloods, the carnage left in their wake is truly sickening. These gangly beasts are frighteningly strong and swift, and they fight with a frenzied disregard for their own survival.
HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws and Gilded Weapons [Anti-INFANTRY (+1 Rend)]
Razor-sharp Claws and Gilded Weapons
Anti-INFANTRY (+1 Rend)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 40mm
Can be reinforced: Yes

Deployment Phase
VEILED THREAT: Slaangors can move as smoothly and soundlessly as silk before bursting out into a bleating, bellowing charge.

Effect: Set up this unit in reserve waiting in ambush. It has now been deployed.
KEYWORDSDEPLOY

Any Movement Phase
BESTIAL ONSLAUGHT: With primal savagery, the Slaangor Fiendbloods take to the battlefield, ready to surround their enemies.

Declare: Pick this unit if it is waiting in ambush.

Effect: Set up this unit on the battlefield wholly within 9" of a battlefield edge and more than 9" from all enemy units.

Once Per Turn (Army), Reaction: Opponent declared a command for a unit within 12" of this unit
INSTINCTIVE ADVANCE: The Slaangors are drawn to the screams of the battlefield as a hungering predator is drawn to wounded prey.

Effect: This unit can move 3" immediately after that command has been resolved, unless that command is a reaction, in which case this unit can move after the ability that it was reacting to has been resolved. It can pass through the combat ranges of enemy units and can end that move in combat. If this unit was in combat at the start of the move, it must end that move in combat with the units it was already in combat with at the start of the move.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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.
Army List
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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2026