Hedonites of Slaanesh – Slaangor Fiendbloods

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SPEARHEAD WARSCROLL
Slaangor Fiendbloods
6"
3
5+
1
The Slaangor Fiendbloods are towering beastmen utterly in thrall to the Lord of Dark Delights. With an animalistic lack of restraint, they have over-indulged until only the most visceral and torturous of sensations can now rouse them. Slaangors roam Slaaneshi camps in a glassy-eyed stupor, allowing fellow Sybarites to drape them in fine gems and silks. When battle beckons, a transformation seizes them; they become arrow-swift instruments of manic violence, barrelling forwards without a hint of self preservation in their maddened desire to feel anything at all.
SPEARHEAD WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claw and Gilded Weapon
Razor-sharp Claw and Gilded Weapon54+3+12
Razor-sharp Claws
Razor-sharp Claws44+3+12
This unit has 2 Slaangor Fiendbloods armed with Razorsharp Claws, and 1 Slaangor Fiendblood armed with a Razor-sharp Claw and Gilded Weapon.

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

Declare: This unit can use this ability if any damage points were allocated to it this turn.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, REINFORCEMENTS
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

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
© Vyacheslav Maltsev 2013-2026