Hedonites of Slaanesh – Syll’Esske, the Vengeful Allegiance

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HEDONITES OF SLAANESH WARSCROLL
Syll’Esske
the Vengeful Allegiance
8"
9
4+
4
The tale of Syll’Esske is strange indeed. Once, this conjoined entity was two distinct beings: Syll, a daemonic Herald scorned by her fellows for obsessing too greatly over her mortal muses, and Esske, a lowly war-thrall in the pits of the Palace of Pleasure. Syll selected Esske as the focus of her patronage, overseeing his meteoric rise. Esske, in turn, showed a loyalty well beyond expectation, going so far as to sacrifice his own soul to aid Syll after she was brought low by a jealous rival. Through the Herald’s latter deeds, he was not only saved but fused with her very being, the two becoming a single entity that fights in perfect synchronicity. The Vengeful Allegiance marches at the head of a warhost comprising both mortals and daemons, all of whom have been spurned by their betters and seek symbiosis as a means of realising their depraved ambitions. Should Syll or Esske block a blow, their other half will take cruel advantage, striking with lash or greataxe to slip inside the foe’s guard. Having known well the scorn of the highhanded, Syll’Esske delights in subverting heroes and champions, undermining their will and replacing certainty with unclean desires.
HEDONITES OF SLAANESH WARSCROLL
Syll’Esske
the Vengeful Allegiance
MELEE WEAPONS
AtkHitWndRndDmg
Scourging Whip
Scourging Whip62+4+12
Axe of Dominion
Axe of Dominion43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler or Dark Egotist, Any HEDONITES OF SLAANESH

Any Combat Phase
DEADLY SYMBIOSIS: In battle, the hosts of Syll’Esske seek to emulate the symbiosis of their master, compelling one another to escalating acts of depraved violence.

Declare: Pick a friendly non-HERO SYBARITE unit and a friendly non-HERO HEDONITES OF SLAANESH DAEMON unit to be the targets. Both units must be wholly within 12" of this unit.

Effect: For the rest of the turn, if either target uses the ‘All-out Attack’ or ‘All-out Defence’ command, the other target can also use the same command in the same phase and no command points are spent to use the command a second time.

Passive
THE VENGEFUL ALLEGIANCE: Should one aspect of the Vengeful Allegiance deflect a blow, their other half will swiftly capitalise on the situation.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Your Hero Phase
7
SUBVERT: Syll torments the foe with whispers and visions, distracting them from their duties.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON, SYBARITE
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

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).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

The non-HERO DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers
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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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 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.
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

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

Infantry Hero
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

The non-HERO SYBARITE keyword is used in the following Hedonites of Slaanesh warscrolls:

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
© Vyacheslav Maltsev 2013-2024