Hedonites of Slaanesh – Thricefold Discord

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HEDONITES OF SLAANESH WARSCROLL
Thricefold Discord
6"
3
5+
2
5+
The courts of the Palace of Pleasure are filled with wicked daemons known as Slaanesh’s Heralds. The choicest vices and most appalling perversions are theirs to command, and they are always eager to bring such delights to the realms. Heralds take to the battlefield in trios known as Thricefold Discords – an apt name, as for all their sorcerous and martial prowess, the real source of their power is their seething need to one-up their rivals.
HEDONITES OF SLAANESH WARSCROLL
Thricefold Discord
MELEE WEAPONS
AtkHitWndRndDmg
Thricefold Arsenal [Crit (2 Hits)]
Thricefold Arsenal
Crit (2 Hits)
33+4+12
BATTLE PROFILE

Unit Size: 3      Points: 180
MODELBASE SIZE
Vexmor40mm
Vashtiss the Coiled and Lascivyr28.5mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Start of Any Turn
THRICEFOLD COURT: The daemons of a Thricefold Discord are exalted creatures, each steeped in a particular Sacred Seduction and determined to prove that its favoured sin is the most ensnaring.

Effect: Pick 1 of the following effects that you did not pick in the previous turn. The effect applies for the rest of the turn:

Sins of Soul: While an enemy WIZARD or PRIEST is visible to this unit, add 1 to this unit’s power level.

Sins of Flesh: This unit’s attacks score critical hits on unmodifed hit rolls of 5+.

Sins of Mind: Each time a visible friendly HEDONITES OF SLAANESH unit wholly within 12" of this unit uses the ‘Rally’ command, you receive 3 additional rally points.

Your Hero Phase
7
GIFTS OF PAIN AND PLEASURE: When working in concert, the daemons of a Thricefold Discord can harness the magics of their chosen debaucheries to wrack enemies with torment or offer boons to diverting allies.

Declare: Pick either a visible friendly HEDONITES OF SLAANESH INFANTRY unit wholly within 12" of this unit or a visible enemy unit wholly within 12" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: If the target is a friendly unit, add 2" to its Move characteristic until the start of your next turn.

If the target is an enemy unit, inflict X mortal damage on it, then Heal (X) this unit. X is equal to the number of models in this unit.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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.
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 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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per 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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
© Vyacheslav Maltsev 2013-2026