Hedonites of Slaanesh – Symbaresh Twinsouls

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HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
6"
2
4+
1
Symbaresh are egomaniacal warriors who have made truly dire bargains in their quest for primacy. Once a faceless blade amongst the Myrmidesh order, they grew to chafe at being but one amongst many. Marking themselves with runes of conjugation and offering up the souls of six aelves in sacrifice, they forged a pact with one of Slaanesh’s daemons, allowing the entity to inhabit their soul in exchange for strength and alacrity. Now far beyond a mere mortal, these daemonkin discard their helmets and take up highly bespoke weapons, shrieking rhapsodies of self-praise while slaying with frenzied showmanship. Symbaresh are strong enough to slice an orruk’s head from their neck in one motion and swift enough to unnaturally contort away from what seemed like a sure blow. The daemon within them, however, is no idle passenger. Little by little, it begins to take over the Symbaresh, stripping away their sense of self and hollowing them out ready to be fully possessed. Only the most insanely self-assured of Twinsouls can hope to subordinate this lurking presence. Known as Egopomps, these figures strut with the exaggerated swagger of warrior kings, drawing flocks of lesser Symbaresh to them through their arrogant magnetism.
HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
MELEE WEAPONS
AtkHitWndRndDmg
Merciless Weapons
Merciless Weapons43+4+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
EGO-DRIVEN EXCESS: These warriors refuse to be outdone by their comrades and use unorthodox techniques to best their foes.

Effect: If this unit did not charge this turn, subtract 1 from the Attacks characteristic of melee weapons used by enemy units while they are in combat with this unit.

Passive
FIENDISH REFLEXES: As the daemons possessing these mortals take control, their speed increases tenfold, making them almost impossible to hit.

Effect: If this unit did not charge this turn, it has WARD (5+) while it is in combat.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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

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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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