12" 10 5+ 5 Synessa is a shard of Slaanesh’s truest essence, formed through the ritual that saw the ascension of the goddess Morathi-Khaine. No daemon can claim a more profound connection to the Dark Prince – no daemon, that is, save Dexcessa, a fact that infuriates both twin-beings. Synessa is that aspect of Slaanesh that beguiles the senses and unmakes the will. They are the honeyed word, the lingering temptation, the promise of ever-sweeter indulgences. With deft oratory, Synessa can inspire foolhardy courage and induce crippling paranoia. Nothing pleases them more than twisting noble causes into unclean obsession, considering the greatest victories to be those that never require them to lift a claw.
This is not to say that Synessa is incapable of defending themselves. A flick of their enchanted staff can so completely twist a victim’s mind that they tear themselves apart in a paroxysm of misguided righteousness, while a single whisper can plant a seed of doubt that can hamstring an enemy at a critical moment. Still, this pavonine daemon far prefers to leave the uncouth business of battle to their brute sibling or their flocks of adoring worshippers; to be a voyeur witnessing bloody carnage is a thrill in itself. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Staff of Slaanesh [Shoot in Combat] | ||||||||
Staff of Slaanesh Shoot in Combat | 18" | 3 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Unraveller’s Talons | ||||||||
Unraveller’s Talons | 5 | 3+ | 3+ | 2 | 2 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
End of Any Turn |
Passive |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (5+) |
CHAOS, HEDONITES OF SLAANESH, DAEMON |
The HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The WARMASTER keyword is used in the following Hedonites of Slaanesh warscrolls:
The UNIQUE keyword is used in the following Hedonites of Slaanesh warscrolls:
The HERO keyword is used in the following Hedonites of Slaanesh warscrolls:
The MONSTER keyword is used in the following Hedonites of Slaanesh warscrolls:
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Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Hedonites of Slaanesh warscrolls:
Passive |
The HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:
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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. | ||
Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
The WIZARD keyword is used in the following Hedonites of Slaanesh warscrolls: