Hedonites of Slaanesh – Slaangor Fiendbloods

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HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
6"
3
5+
1
Violence at its most excessive: that is the obsession of the Slaangor Fiendbloods. These gor-kin know nothing of restraint when there is flesh to flense and throats to slit. They lope forwards with frightening speed, heedless of any sort of danger. This wildness extends into combat. Slaangors do not burden themselves with selfdefence or anything that might distract them from wreaking havoc. The storm of pincers they unleash can overwhelm the most towering prey – for what can resist a warrior who cares for carnage more than even their own life? Many are the legends surrounding the origins of the Fiendbloods. Some say they were gor-kin who drank the vitae of daemons in primitive bacchanals, others that a knightly order was corrupted through lust and pride to create the first of their kind. The Slaangors think nothing of it; indeed, outside of battle, they think of little at all, staggering through the Hedonite warcamps in a glassy-eyed stupor. This numbness fades only when prey is scented on the wind. Wise Slaaneshi champions know that the Slaangors cannot be commanded in any meaningful sense. Some even attempt to play the haruspex with their rampages, divining in the Slaangors’ seemingly random atrocities messages from absent Slaanesh.
HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws and Gilded Weapons
Razor-sharp Claws and Gilded Weapons44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 40mm
Can be reinforced: Yes

Enemy Shooting Phase
SLAUGHTER AT ANY COST: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.

Effect: If any damage points were allocated to this unit this turn, this unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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).
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.

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Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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.

The CHAMPION keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers
© Vyacheslav Maltsev 2013-2024