Hedonites of Slaanesh – The Thricefold Discord

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6"
3
5+
10
WARSCROLL

The Thricefold Discord

Travelling together, the Thricefold Discord serve the toughest of punishments: each other’s company. A sorceress, an assassin and an indolent leader, these three daemons are constantly at odds - yet their rivalry destroys everything around them with surprising effectiveness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Carnal Blades and Wicked Claws
Carnal Blades and Wicked Claws1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None
MODELBASE SIZE
Vexmor40mm
Vashtiss the Coiled and Lascivyr28.5mm
Notes: Single, Unique.

The models in The Thricefold Discord are Vexmor, Vashtiss the Coiled and Lascivyr. Each is armed with Carnal Blades and Wicked Claws.

ELITE: Models in this unit can issue commands to their own unit.

WIZARD: Vashtiss the Coiled is a WIZARD. That model can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Indulgence Given Form: The Thricefold Discord are a sinister example of all of one's vices and virtues taken to excess.
Each time an enemy unit receives a command while it is within 12" of this unit, give 1 indulgence point to this unit (to a maximum of 6). Once per phase, you can spend 1 of this unit’s indulgence points and pick 1 of the following effects to apply:
  • This unit can receive a command this phase without a command point being spent.
  • Add 1 to casting rolls for this unit until the end of the phase.

Sublime Harmonies: The cacophony unleashed by Vashtiss allows the Thricefold Discord to synchronise their movements and race towards the enemy with frightening speed.
Sublime Harmonies is a spell that has a casting value of 6. If successfully cast, until the end of the turn, each time you make a charge roll for this unit, you can change 1 of the dice in that roll to a 6.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, SLAANESH, THE THRICEFOLD DISCORD
Army List
Warscrolls collated

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
© Vyacheslav Maltsev 2013-2024