Hedonites of Slaanesh – The Masque

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10"
5
5+
10
WARSCROLL

The Masque

The Masque once entertained Slaanesh, but they were exiled upon displeasing him. Since then, the Herald has been cursed to dance across the Mortal Realms, those drawn into this endless performance are doomed to a swift and spectacular death.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-edged Claws
Razor-edged Claws1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique

The Masque is armed with Razor-edged Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

Staff of Masks: The masks on this staff constantly flicker and change, enhancing the Masque’s attacks or protecting them from harm.
At the start of your hero phase, you can either add 3 to the Attacks characteristic of this unit’s melee weapons until your next hero phase or heal up to 3 wounds allocated to this unit.

Lithe and Swift: Daemonettes surge across the battlefield with impossible swiftness.
This unit can run and still charge later in the turn.

The Endless Dance: The Masque dances eternally across the Mortal Realms, endlessly seeking an audience to confound and swiftly slay.
After deployment but before the first battle round begins, you can remove this unit from the battlefield. If you do so, set this unit up again anywhere within your opponent’s territory more than 3" from all enemy units.

Inhuman Reflexes: The Masque is a constant blur of motion, stepping out of the way of the enemy’s attacks with uncanny precision.
This unit has a ward of 4+.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, DAEMONETTE, SLAANESH, HERO, HERALD OF SLAANESH, THE MASQUE
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024