Hedonites of Slaanesh – Synessa, the Voice of Slaanesh

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HEDONITES OF SLAANESH WARSCROLL
Synessa
the Voice of Slaanesh
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.
HEDONITES OF SLAANESH WARSCROLL
Synessa
the Voice of Slaanesh
RANGED WEAPONS
RngAtkHitWndRndDmg
Staff of Slaanesh [Shoot in Combat]
Staff of Slaanesh
Shoot in Combat
18"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Unraveller’s Talons
Unraveller’s Talons53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Dexcessa or Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This HERO can join Dexcessa’s regiment.

Once Per Turn (Army), Any Combat Phase
ENTHRALLING SPLENDOUR: A mere glance at Synessa’s magnificence leaves those nearby captivated.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

End of Any Turn
VOICE OF SLAANESH: Possessing all the Dark Prince’s skill in intoxicating oratory, Synessa can reduce an enemy warrior to a paranoid wreck or lift an ally to a state of rapturous obedience.

Declare: Pick a visible unit within 18" of this unit to be the target.

Effect: If the target is a friendly unit, add 5 to the target’s control score for the rest of the turn. If the target is an enemy unit, subtract 5 from the target’s control score for the rest of the turn.

Passive
PROGENY OF SLAANESH: Despite their mutual enmity, Synessa and Dexcessa are inextricably connected, giving them an advantage over their foes.

Effect: While a friendly Dexcessa is on the battlefield, add 1 to this unit’s power level.

Your Hero Phase
7
WHISPERS OF DOUBT: Synessa whispers words that reveal the enemy’s darkest desires, breaking their concentration and leaving them vulnerable to attack.

Declare: Pick a visible enemy HERO within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Add 1 to hit rolls and wound rolls for combat attacks that target that enemy unit for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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).
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

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

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

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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

Endless Spell
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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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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.
© Vyacheslav Maltsev 2013-2024