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Codex: Scions of Slaanesh (Revision 2.0) Counts-as army book built on Codex: Grey Knights by Games Workshop, ©2010 Assembled by Anarkitty for the glory of Slaanesh, and love of the game [email protected] Grey Knights, Warhammer, Warhammer 40,000, Adeptus Mechanicus, Land Raider, and a whole bunch of other words and concepts used herein are ©Games Workshop Used without permission. No infringement of copyright is intended. Legal notices (and polite requests) will be honored immediately. If you want to use this list, you’ll have to go buy the Codex anyway.

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Page 1: Scions of Slaanesh Rev2 0

Codex: Scions of Slaanesh (Revision 2.0)

Counts-as army book built on Codex: Grey Knights by Games Workshop, ©2010

Assembled by Anarkitty for the glory of Slaanesh, and love of the game

[email protected]

Grey Knights, Warhammer, Warhammer 40,000, Adeptus Mechanicus, Land Raider, and a whole

bunch of other words and concepts used herein are ©Games Workshop

Used without permission. No infringement of copyright is intended.

Legal notices (and polite requests) will be honored immediately.

If you want to use this list, you’ll have to go buy the Codex anyway.

Page 2: Scions of Slaanesh Rev2 0

SCIONS OF SLAANESH SPECIAL RULES

The Scions of Slaanesh army uses a number of special rules that are common to several units, as denoted in the unit entries.

TOUCHED BY THE WARP (BROTHERHOOD OF PSYKERS)

Units of Scions are psykers and use their mental might to enhance their abilities and unleash psychic attacks.

A Scions unit can use one psychic power each turn. The unit counts as a single psykers and follows all the normal rules for psykers with the following clarifications:

A Scions unit uses the Leadership of its Champion or Marquis (if they are alive), or the unit (if they are dead) for psychic tests. A Scions unit can never use the Leadership value of an Independent character for psychic tests.

If the Scions unit suffers the Perils of the Warp, or any attack that specifically targets psykers, it is resolved against the Champion or Marquis (if they are alive) or against a random non-character model in the squad if the Champion or Marquis is dead.

PSYKER MASTERY LEVELS

See Codex: Grey Knights, pg. 21

PSYCHIC PILOT

A vehicle with this special rule is treated as being a psyker (Mastery Level 1) and Leadership 10 for the purposes of Psychic tests and psychic hoods. If the vehicle suffers the Perils of the Warp, treat it as a Glancing Hit.

PREFERRED ENEMY (DAEMONS)

The Scions of Slaanesh have spent millennia living, fighting and training in the depths of the Eye of Terror, and have developed a deep understanding of Daemons and their strengths and weaknesses. To represent this, many Scions units have the Preferred Enemy (Daemons) special rule.

JADED (AND THEY SHALL KNOW NO FEAR)

See Codex: Grey Knights, pg. 21

COMBAT SQUADS

See Codex: Grey Knights, pg. 21

WARP FORGED (THE AEGIS)

The armor worn by the Scions of Slaanesh is archaic and baroque, forged and tempered in the depths of the Eye of Terror and imbued with the very essence of Chaos.

If an enemy psyker attempts to target a model with the Warp Forged special rule (or a unit that contains a model with the Warp Forged special rule) he suffers a -1 penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Warp Forged special rule does not suffer this penalty, even if the unit with the Warp Forged special rule is affected by the psychic power.

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Scions of Slaanesh Chaos Lords (GREY KNIGHT GRAND MASTERS)

WS BS S T W I A Ld Sv Chaos Lord 6 6 4 4 3 5 3 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades, Blessing of

Slaanesh

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 1)

Inhuman Experience (Grand Strategy): At the start of the game, before forces are deployed, the Chaos Lord can assign special

battlefield roles to units under their command. Roll a d3 and choose that many infantry, jump infantry, monstrous creature or

walker units in your army (but not models with the Independent Character special rule, Cultist Warbands or units associated

exclusively with a Special Character). These nominated units have one of the following roles for the duration of the game (they must

all have the same role).

The First Cut Draws the Most Blood (Hammer of Righteousness): The chosen units are whipped into a frenzy of pain and

pleasure to sweep aside the enemy. The nominated units reroll To Would rolls of 1 for the duration of the game.

Come To Me… (Shield of Blades): The Scions settle into a self-indulgent orgy of pleasure, waiting for the foe to approach and

lashing out. The nominated units have the Counter-Attack special rule for the game’s duration.

Penetrate Deeply (Spear of Light): The Scions minds are clouded with drugs and they throw themselves into the heart of the

enemy’s lines without care for themselves. The nominated units have the Scouts special rule for the game’s duration.

Take All You Can (Unyielding Anvil): Greed is a powerful motivator to the seekers of pleasure. The nominated units can claim

objectives as if they were Troops.

PSYCHIC POWERS: Warp Gate (Psychic Communion), Battle Lust (Hammerhand)

Scions of Slaanesh Exalted Champions (GREY KNIGHT BROTHER-CAPTAINS)

WS BS S T W I A Ld Sv Exalted Champion 6 5 4 4 3 5 3 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades, Blessing of

Slaanesh

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 1)

PSYCHIC POWERS: Warp Gate (Psychic Communion), Battle Lust (Hammerhand)

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Sorcerer of Slaanesh (LIBRARIANS)

WS BS S T W I A Ld Sv Sorcerer 5 4 4 4 2 4 2 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

Warp Rod (Psychic Hood): Sorcerers in the Scions hone their art among the swirling psychic energies of the Warp. They only survive

their earliest training if they can manage to learn to ground and dissipate those energies. The Warp Rod is a tool that aids in this by

acting as a lightning rod for psychic energy.

Declare that you will use the warp rod after an enemy model within 24” of the Sorcerer passes a Psychic test. If there are several

Sorcerers in range, only one can attempt to nullify the psychic power – you must choose which. Each player then rolls a d6 and adds

their model’s Leadership to the score. If the Sorcerer beats the opposing model’s score, then the psychic power is nullified and does

not take effect that turn. If the opposing model’s score is equal or higher, it can use its psychic power as normal. The warp rod can

be used once each time an enemy model uses a psychic power within range.

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 2)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Battle Lust (Hammerhand)

Focusing the raging power of their senses, Scions can augment their already prodigious might with a powerful lust for battle. Even unarmed, such a warrior can crush flesh and bone – given blade or claw there is little limit to what they can kill.

This power is used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including Independent Characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers.

In addition to the Battle Lust power, a Sorcerer can purchase further psychic powers as described in the army list.

Page 5: Scions of Slaanesh Rev2 0

SCIONS OF SLAANESH PSYCHIC POWERS Warp Gate (Psychic Communion) Using his will alone, a powerful Scion can adjust the winds of the Warp, guiding the warriors under his command to the battlefield at just the right time.

This power can be used at the start of the Scion’s Movement phase. If the psychic test is successful, you can modify any reserve rolls made this phase by +1 or -1 (choose after each roll has been made).

This power is cumulative with other bonuses/penalties, including other uses of Warp Gate.

Dark Excommunication

Training in the Warp, the Scion has learned secret tricks that can sever the connections between Daemons and their masters.

This power is used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, choose an enemy unit in base contact with the Scion. Any Daemonic Gifts possessed by models in that unit cease to work until the end of the phase.

Penetration (Might of Titan) The Sorcerer empowers his allies to strike plows that penetrate deep into their enemies for maximum sensation.

This power can be used at the start of the Sorcerer’s Assault phase. If the Psychic test is successful, choose a friendly unit within 6” (which can be the Sorcerer and any unit he has joined). Models in the target unit have +1 Strength until the end of the turn and roll an extra d6 for armor penetration. Penetration is cumulative with Battle Lust.

Quicksilver The Sorcerer imparts a bit of Slaanesh’s own grace to his allies, allowing them to move with uncanny speed.

This power can be used at the start of the Sorcerer’s Movement phase. If the Psychic test is successful, choose a friendly unit within 6” (which can be the Sorcerer and any unit he has joined). That unit is Initiative 10 for the rest of the turn.

Warped Land (Sanctuary)

The librarian lets the corrupting power of Chaos flow from his mind, warping and twisting the surrounding terrain.

This power can be used at the start of the enemy Assault phase. If the Psychic test is successful, any enemy models attempting to assault friendly units from the Scions of Slaanesh within 12” of the Sorcerer that turn treat all terrain, including open terrain, as both difficult and dangerous.

Clouding Musk (The Shrouding)

The Sorcerer calls up a dense, sweet-smelling bank of pink fog which clouds the senses and creates illusions in the minds of their enemies.

This power is used during the opponent’s Shooting phase. If the Psychic test is passed, the Sorcerer, and any friendly units within 6” of him, have the Stealth special rule. If the unit is not in cover it benefits from a 6+ cover save instead. This power lasts until the end of the turn.

Psychic Lash (Smite)

A lash or pure psychic energy stretches out from the sorcerer’s hand, cracking across his enemies, allowing him to feel every bit of the pain he is causing them.

This is a psychic shooting attack with the following profile:

Range Strength AP Type

12” 4 2 Assault 4

Summoning The Sorcerer rips a hole in reality to bring an ally to his side.

This power can be used at the start of the Sorcerer’s Movement phase. If the Psychic test is successful, choose a friendly, non-vehicle unit that is not locked in combat anywhere on the battlefield. The chosen unit is removed from the tabletop and immediately places anywhere within 6” of the Sorcerer using the Deep Strike rules.

Vortex of Doom Concentrating hard, the Sorcerer momentarily transposes an area of the battlefield with the very stuff of the Warp itself. When Reality reasserts itself, the area is devastated.

This is a psychic shooting attack with the following profile:

Range Strength AP Type

12” 10 1 Heavy 1, Blast

If when using this power the Sorcerer fails his Psychic test, place the blast marker on the Sorcerer – In this case it will not scatter.

Warp Rift With a simple gesture, the Sorcerer rends the material realm, creating a temporary gateway directly to Slaanesh’s gardens.

This is a psychic shooting attack with the following profile:

Range Strength AP Type

Template * - Assault 1

* The Target unit must take an Initiative test for each non-vehicle model hit. For every test that is failed, one model is removed as a casualty with no saving throws allowed. Vehicles hit take a single penetrating hit.

Page 6: Scions of Slaanesh Rev2 0

Scions of Slaanesh Seekers of Perfection (GREY KNIGHT BROTHERHOOD CHAMPION)

WS BS S T W I A Ld Sv Seeker of Perfection 7 4 4 4 1 5 * 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Chaos Armor, Sonic Blaster, frag grenades, krak grenades, psyk-out grenades, Blessing of Slaanesh

Fiend Blade: The swords carried by the Seekers are crafted not from peaceful pacts and bargains with a Daemonette, but with brutal

bindings, trapping an enraged Fiend of Slaanesh within their blade. The Fiend Blade is a Daemon weapon. Additionally any failed

attempts to would with it can be rerolled, and it increases the bearer’s Invulnerable save by +1 against close combat attacks.

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 1)

Favored of Slaanesh (Titan’s Herald): On a player turn in which he assaults, a Seeker of Perfection and all members of a squad they

have joined can re-roll failed rolls to hit.

*The Perfect Warrior: In the Assault phase, after assault moves have been made but before any blows are struck, you must choose

one of the following battle stances for the Seeker to adopt:

Sword Storm: The Seeker’s blade whirls in a glittering arc, striking all nearby enemies. The Seeker of Perfection makes a

single attack on every enemy model in base contact with him (note he does not receive bonus attacks for charging).

Blade Shield: Holding his blade in a guard stance and parrying the blows raining down on him, the Seeker taunts his

enemies with promises of quick death. The Seeker of Perfection does not attack this turn, but re-rolls failed saving throws

until the end of the phase.

Rapier Strike: The Seeker focuses his skill into a flurry of blows that strike faster than the eye can see. The Seeker makes d3

attacks this turn (d3+1 if he charged). These attacks are resolved at Initiative 10 and must be directed against a single

Independent Character or Monstrous Creature in base contact.

PSYCHIC POWERS: Battle Lust (Hammerhand)

Vengeful Strike (Heroic Sacrifice): As he falls, the Seeker of Perfection releases the psychic bindings and the Daemon within his sword

lashes out, making a single, devastating strike before escaping back into the immaterium.

This power can be used when the Seeker of Perfection is removed as a casualty during either players’ Assault phase.

If the Psychic test is successful, the Seeker of Perfection immediately makes a single attack against one enemy model that was in

base contact when he died. If this attack hits, both models are roved as casualties with no saves of any kind allowed. If the attack

misses, only the Seeker is removed as a casualty.

Page 7: Scions of Slaanesh Rev2 0

Scions of Slaanesh Terminator Squads

(GREY KNIGHT TERMINATORS)

WS BS S T W I A Ld Sv Slaanesh Terminator 4 4 4 4 1 4 2 9 2+

Terminator Champion 4 4 4 4 1 4 2 9 2+

UNIT TYPE: Infantry

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Warp Forged, Jaded, Touched by the Warp, Combat Squads, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Scions of Slaanesh Debauchery Squads & Discordant Squads

(STRIKE SQUADS & INTERCEPTOR SQUADS)

WS BS S T W I A Ld Sv Slaanesh Marine 4 4 4 4 1 4 1 8 3+

Slaanesh Champion 4 4 4 4 1 4 2 9 3+

UNIT TYPE: Infantry

WARGEAR: Power Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

Reality Keys (Discordant Squad only) (Personal Teleporter): These arcane blades allow the insane and depraved Hedonist squads to tear

open man-sized tunnels in the very fabric of reality and step through the Warp, only to be flung violently back into reality great

distances away as their pathways collapse around them. Units equipped with Reality Keys are Jump Infantry. Once per game, the

unit may elect to tear a shunt instead of moving. If tearing a deep warp tunnel, the unit immediately makes a move up to 30” in any

direction. This move cannot end on top of another unit or in impassable terrain, but ignores intervening obstacles. A unit that moves

via warp tunnel cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

SPECIAL RULES: Warp Forged, Jaded, Touched by the Warp, Combat Squads, Deep Strike, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Warp Storm: The Scions of Slaanesh cause wild storms to whip through the Warp along the border with real space with their

madness. This makes any travel through the Warp dangerous, throwing off teleport beams, blocking or distorting beacons, and even

destabilizing landing craft.

This power can be used at the start of your Movement phase and lasts until the start of your next Movement phase. If the Psychic

test is successful, all enemy teleport homers and other wargear that prevents Deep Strike scatter cease to function whilst within 12”

of this squad while this power is in effect. Furthermore, and enemy unit deploying by Deep Strike within 12” of the squad (after

scattering) will automatically suffer a Deep Strike mishap.

Page 8: Scions of Slaanesh Rev2 0

Scions of Slaanesh Noise Marines (PURGATION SQUADS)

WS BS S T W I A Ld Sv Noise Marine 4 4 4 4 1 4 1 8 3+

Cacophonic Champion 4 4 4 4 1 4 2 9 3+

UNIT TYPE: Infantry

WARGEAR: Power Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Warp Forged, Jaded, Touched by the Warp, Combat Squads, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Amplify! (Astral Aim): The sonic weapons carried by the Noise Marines would be devastating enough if they didn’t have the ability to

psychically amplify the sound even further, allowing them to fire through solid objects, and using a cacophonous sonar to detect

targets that they cannot otherwise see.

This power can be used during the Scions’ Shooting phase. If the Psychic test is passed, the unit (and any accompanying character)

can shoot at any enemy unit within range, even if they do not have line of sight to it or it is outside the distance they can see in a

night fight. The target automatically has a 4+ cover save (which cannot be modified by any means) against this attack. The squad

cannot target an enemy unit that is embarked within a transport vehicle.

Scions of Slaanesh Libertines (PALADINS)

WS BS S T W I A Ld Sv Libertine 5 4 4 4 1 4 2 9 2+

Marquis 5 4 4 4 1 4 2 9 2+

UNIT TYPE: Infantry

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

Ambrosia (Marquis only) (Narthecium): As long as the Marquis is alive, all models in his squad have the Feel No Pain special rule.

SPECIAL RULES: Warp Forged, Jaded, Touched by the Warp, Combat Squads, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Sensual Holocaust: Uniting their lusts, the Libertines conjure a swirling ball of pure pain and pleasure, beauty and disgrace, purity

and filth and extreme experiences of all kinds, which they send rolling across the battlefield, overwhelming their foes’ minds and

souls with their own depraved sensations.

This is a shooting attack, resolved from a squad member of your choice (other models can shoot normally). Sensual Holocaust uses

the following profile:

Range Strength AP Type

12” 5 - Assault 1, Large Blast

Page 9: Scions of Slaanesh Rev2 0

Chosen of Slaanesh (PURIFIERS)

WS BS S T W I A Ld Sv Chosen of Slaanesh 4 4 4 4 1 4 2 9 3+

Chosen Champion 4 4 4 4 1 4 2 9 3+

UNIT TYPE: Infantry

WARGEAR: Power Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Warp Forged, Touched by the Warp, Combat Squads, Fearless, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

Soul Rend (Cleansing Flame): The Chosen of Slaanesh gaze deep into their adversaries’ eyes and there can be no secrets. They see every

dark spot, every hidden doubt, every unfulfilled desire, and the Chosen are able to hook their own black souls into those points of

weakness and tear their souls apart.

This power can be used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows

have been struck. If the Psychic test is passed, all enemy models that are part of the same assault suffer one wound on a roll of 4+.

Armor saves can be taken as normal.

Once the effects of Soul Rend have been resolved (and any casualties have been removed), blows are struck as normal. Unsaved

wounds caused by Soul Rend are counted as having been caused in close combat for all purposes.

Dark Mechanicus Adepts (TECHMARINES)

WS BS S T W I A Ld Sv Dark Adept 4 4 4 4 1 4 1 8 2+

UNIT TYPE: Infantry (character)

WARGEAR: Artificer Armor, Boltgun, Power Weapon, frag grenades, krak grenades, psyk-out grenades

Servo-harness: See Codex: Grey Knights

Servo Arm: See Codex: Grey Knights

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 1)

Heretical Technomancy (Blessing of the Omnissiah): See Codex: Grey Knights, pg. 32

Bolster Defenses: See Codex: Grey Knights

PSYCHIC POWERS: Battle Lust (Hammerhand)

Forbidden Lore (Reconstruction): The mind of the Adept swirls with lore long forgotten and proscribed by the Adeptus of Mars.

This psychic power can be used at the start of the Adept’s Movement phase. If the Psychic test is successful, the Adept can re-roll

any repair roll he makes this turn.

Page 10: Scions of Slaanesh Rev2 0

Rhinos and Razorbacks

Armor

Type BS F S R Rhino Tank 4 11 11 10 Razorback Tank 4 11 11 10

WARGEAR: Sonic Blaster (Rhino Only), Twin-linked heavy bolter (Razorback only), smoke launchers

TRANSPORT: The Rhino has a transport capacity of ten models. The Razorback has a transport capacity of six models. Neither vehicle

can carry models in Terminator armor.

Fire Points: Two models can fire from the Rhino’s top hatch. The Razorback has no fire points.

Access Points: Both the Rhino and the Razorback have one access point on each side of the hull, and one on the rear.

SPECIAL RULES: Warp Forged, Psychic Pilot

Possessed Hull (Rhino Only) (Repair): If a Rhino is immobilized for any reason, in subsequent turns minor daemons bound into the

hull may attempt a repair instead of the vehicle shooting. Roll a d6 in the Shooting phase – on a roll of 6, the Rhino is no longer

immobilized.

PSYCHIC POWERS:

Blasphemous Runes (Fortitude): The Scion pilot triggers the Daemonic sigils engraved into the vehicle’s hull, violently realigning

systems both technical and sorcerous. This power may be used in the Scions’ Movement phase. If the Psychic test is successful, any

“Crew Shaken” and “Crew Stunned” results already on the vehicle are nullified and no longer apply.

Dreadnoughts & Possessed Dreadnoughts (VENERABLE DREADNOUGHTS)

Armor

WS BS S F S R I A Dreadnought 4 4 6 12 12 10 4 2 Posessed Dreadnought 5 5 6 12 12 10 4 2

UNIT TYPE: Vehicle, Walker

WARGEAR: Multi-melta, Hellslicer Claw with built-in Sonic Blaster, smoke launchers

SPECIAL RULES: Warp Forged, Preferred Enemy (Daemons), Psychic Pilot

Chaotic Sigils (Reinforced Aegis): Psychic test Leadership penalties caused by Warp Forged are increased to -4 is the target of the

psychic power is within 12” of the Dreadnought (or is the Dreadnought itself).

Possessed (Possessed Dreadnought only) (Venerable): If a Possessed Dreadnought suffers a glancing or penetrating hit, you may have

your opponent re-roll his result on the Vehicle Damage chart. You must accept the result of the second roll.

PSYCHIC POWERS: Blasphemous Runes (Fortitude)

Page 11: Scions of Slaanesh Rev2 0

Daemon Knight “Violator” (NEMESIS DREADNIGHT)

WS BS S T W I A Ld Sv Violator 5 4 6 6 4 4 3 10 2+

UNIT TYPE: Monstrous Creature

WARGEAR: Two Hellslicer Claws

Daemon Knight Armor (Dreadknight Armor): Daemon Knights are the smallest class of Chaos Titans, with a single pilot fully integrated

into the machine. A model piloting a Daemon Knight has a 2+ armor save and a 5+ invulnerable save. Any model piloting a Daemon

Knight can be teleported onto the battlefield. They can always start the game in reserve and arrive using the Deep Strike rules, even

if it is not part of the mission being played.

SPECIAL RULES: Warp Forged, Jaded, Preferred Enemy (Daemons), Psyker (Mastery Level 2)

PSYCHIC POWERS: Battle Lust (Hammerhand), Dark Excommunication

Land Raiders

Armor

Type BS F S R Land Raider Tank 4 14 14 14

WARGEAR:

Land Raider: Twin-linked heavy bolter, two twin-linked lascannons, smoke launchers

Land Raider Enslaver (Crusader): Twin-linked Bass Cannon (Assault Cannon), two Sonic Arrays (Hurricane Bolters), smoke launchers

Land Raider Scourge (Redeemer): Twin-linked Bass Cannon (Assault Cannon), two Heavy Loudwailers (Flamestorm Cannons), smoke launchers

Frag Assault Launchers: The hulls of Land Raider Enslavers and Scourges are studded with explosive charges designed to hurl

shrapnel at the enemy as the troops inside charge out. Any unit charging into close combat on the same turn as it disembarks from

an Enslaver of Scourge counts as having frag grenades.

TRANSPORT: Land Raiders have a transport capacity of ten models. Land Raider Enslavers have a transport capacity of sixteen

models. Land Raider Scourges have a transport capacity of twelve models.

Fire Points: None

Access Points: A Land Raider has one access point on each side of the hull and one at its front.

SPECIAL RULES: Warp Forged, Psychic Pilot

Daemonic Machine Spirit (Power of the Machine Spirit): The vehicle can fire one more weapon than would normally be permitted. In

addition, this weapon can be fired at a different target unit to any other weapons, subject to normal rules for shooting.

Assault Vehicle: Models disembarking from a Land Raider can launch an Assault on the turn they do so.

PSYCHIC POWERS: Blasphemous Runes (Fortitude)

Page 12: Scions of Slaanesh Rev2 0

Persecutor Slaveship

Armor

Type BS F S R Persecutor Slaveship Fast, Skimmer 4 12 12 12

WARGEAR: Twin-linked Bass Cannon, Twin-linked Heavy Bolter, Four Warpstrike Missiles

Ceramite Plating: The Persecutor’s hull plates are designed to protect it from the extreme conditions of orbital re-entry, but they

also serve to thwart the fury of certain weapons. Melta weapons do not gain the extra d6 armor penetration when shooting at a

Persecutor Slaveship.

TRANSPORT

The Persecutor can carry one unit of up to 12 models in its cabin, and/or a single Dreadnought in its rear grapples.

If the Persecutor explodes while carrying a Dreadnought, the Dreadnought will suffer a single Strength 4 hit to its rear armor.

Unlike other transports, the Persecutor can carry Jump Infantry (each taking up two points of transport capacity). For the purposes

of claiming/contesting objectives and embarking/disembarking from a Persecutor, measure to and from its base. For example, a

unit wishing to embark a Persecutor can do so if, at the end of their movement, all models in te unit are within 2” of the Persecutor’s

base.

Fire Points: None

Access Points: A Persecutor has one access point at the front of its hull, one on either side, and another at the rear.

SPECIAL RULES: Warp Forged, Psychic Pilot, Deep Strike, Daemonic Machine Spirit (see Land Raider)

Assault Vehicle: Models disembarking from a Land Raider can launch an Assault on the turn they do so (providing the Persecutor did

not Deep Strike that turn).

Shadow Skies: If the Persecutor has moved flat-out, passengers can still disembark, but they must do so as follows:

Nominate any point over which the Persecutor moved, and deploy the squad as if it were deep striking onto that point. If the unit

scatters, every disembarking model must make a Dangerous Terrain test. Models with reality keys can make an incredibly precise

descent – they do not make a Dangerous Terrain test (unless they land in Dangerous Terrain), and they do not scatter. If any of the

models cannot be deployed, the unit is destroyed as describes in the 1-2 result on the Deep Strike Mishap Table. Note that models

disembarking in this manner cannot assault on the turn they do so.

PSYCHIC POWERS: Blasphemous Runes (Fortitude)

Page 13: Scions of Slaanesh Rev2 0

Priests of Slaanesh (INQUISITORS)

WS BS S T W I A Ld Sv High Priest 4 4 3 3 3 4 3 10 4+

UNIT TYPE: Infantry (character)

WARGEAR: Carapace Armor, Bolt Pistol, Chain Sword, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Independent Character, Stubborn

Cultists of Slaanesh (INQUISITORIAL HENCHMEN)

Devotee of the Lash (ARCO-FLAGELLANT)

WS BS S T W I A Ld Sv Devotee of the Lash 5 1 5 3 1 3 4 8 -

UNIT TYPE: Infantry

WARGEAR: Scourges (counts as a close combat weapon)

SPECIAL RULES: Feel No Pain

Daemon-eater (BANISHER)

WS BS S T W I A Ld Sv Demon-eater 3 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry

WARGEAR: Flak Armor, Laspistol, Chainsword

Eviscerator: An eviscerator is a grotesquely large two-handed chainsword. Eviscerators follow all the rules for powerfists and roll

2d6 for armor penetration.

SPECIAL RULES: Preferred Enemy (Daemons)

Daemon-eater: Units of Daemons within 6” of one or more models with this special rule must reroll successful invulnerable saves.

Knight of Passion (CRUSADER)

WS BS S T W I A Ld Sv Knight of Passion 4 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry

WARGEAR: Flak Armor, power weapon, storm shield

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Willing Daemonhost (DAEMONHOST)

WS BS S T W I A Ld Sv Daemonhost 3 3 4 4 1 3 1 8 -

UNIT TYPE: Infantry

WARGEAR: Claws and chains (counts as a Close Combat Weapon)

SPECIAL RULES:

Warp Shield: A Daemonhost has a 5+ invulnerable save.

Daemonic Power: See Codex: Grey Knights, pg. 49

Frenzied Dancer (DEATH CULT ASSASSIN)

WS BS S T W I A Ld Sv Frenzied Dancer 5 3 4 3 1 6 2 8 5+

UNIT TYPE: Infantry

WARGEAR: Dancing Costume (counts as Flak Armor), two power weapons

SPECIAL RULES:

Uncanny Reflexes: A Frenzied Dancer has a 5+ invulnerable save.

Pleasure Slave (INQUISITORIAL SERVITOR)

WS BS S T W I A Ld Sv Pleasure Slave 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry

WARGEAR: Slave Bindings (counts as Carapace Armor)

Pleasure Graft (Servo-arm): Grants a single additional close combat attack, made separately at Initiative 1 and Strength 8, ignoring

armor saves.

SPECIAL RULES:

Slave Mentality (Mindlock): If a unit containing Pleasure Slaves does not also contain a High Priest, it must test for slave mentality at

the start of each friendly turn. To test for slave mentality, roll a d6. If the result is a 4, 5 or 6, the test is passed and the unit can

function normally for the remainder of the turn. If the result is a 1, 2 or 3, the Slaves have succumbed to their slave mentality – the

unit (and any characters) may not move, shoot or assault that turn (though they will fight normally in close combat if already

engaged).

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Jokaero Weaponsmith

Jokaero are happy to join with the forces of Chaos just as much as any other, so long as they are well treated and given ample opportunity to tinker and create. They have no real sense of chaos or order, creation or destruction, each lives according to their own rules. Even the very Gods of Chaos find the Jokaero unpredictable, but smart Chaos Lords welcome their presence and try to make them feel at home.

WS BS S T W I A Ld Sv Jokaero Weaponsmith 1 3 2 3 1 3 1 8 -

UNIT TYPE: Infantry

WARGEAR: Digital Weapons

Defence Orbs: See Codex: Grey Knights, pg. 50

SPECIAL RULES:

Inconceivable Customization: See Codex: Grey Knights, pg. 50

Jokaero Ingenuity: See Codex: Grey Knights, pg. 50

Pure Soul (MYSTIC)

Nothing draws attention in the warp like a pure, untainted soul, with the exception of such an individual in pain. Due to their usefulness as a psychic beacon, such pure, untainted individuals are especially prized when taken on raids, and are kept sequestered away from the debaucheries visited upon other captives. When needed, they are strapped into heavy suits filled with tiny needles, and dragged along with the Cult. A small automated laser deters anyone who might violate the victim’s purity and destroy their usefulness.

WS BS S T W I A Ld Sv Pure Soul 3 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry

WARGEAR: Tormentor Armor (counts as Flak Armor), Deterrent Laser (counts as a laspistol)

SPECIAL RULES:

Psychic Beacon: See Codex: Grey Knights, pg. 50

Cult Sorcerer (PSYKER)

WS BS S T W I A Ld Sv Cult Sorcerer 3 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry

WARGEAR: Flak Armor, Laspistol

SPECIAL RULES:

Psychic Barrage: See Codex: Grey Knights, pg. 51

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Slaanesh Cultist (WARRIOR ACOLYTE)

WS BS S T W I A Ld Sv Cultist 3 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry

WARGEAR: Flak Armor, laspistol, Close Combat Weapon

Cult Chimera (INQUISITORIAL CHIMERA)

Armor

Type BS F S R Chimera Tank 3 12 10 10

WARGEAR: Heavy Bolter, smoke launchers

Treble-Gun (multi-laser): Destructive, high, wailing riffs make the Treble-gun especially effective against lightly armored targets

Range Strength AP Type

36” 6 6 Heavy 3

TRANSPORT: A Chimera has a transport capacity of twelve models.

Fire Points: Five models can fire from the Chimera’s top hatch. In reality, several are firing from the fixed lasgun emplacements

along each flank, but for simplicity we assume all shots to be taken from the hatch.

Access Points: A Land Raider has one access point at the rear.

SPECIAL RULES:

Amphibious: See Codex: Grey Knights, pg. 51

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Fanatics of the Gods (ASSASSINS)

Fanatics are individual followers of the four Chaos Gods. They act according to their own whims and the perceived wills of their

patrons. Occasionally a Fanatic will join with the armies of Chaos, even those dedicated to other Patrons. They never explain their

reasons, but any Lord or Champion is happy to have them, even for a single battle.

WS BS S T W I A Ld Sv Fanatic 8 8 4 4 2 7 4 10 4+

UNIT TYPE: Infantry (character)

WARGEAR: Frag Grenades

Armor of the Gods (Synskin): The Armor of the Gods is unique to the enigmatic Fanatics. Taking various forms visually, it is crafted

from pure Warpstuff. It enhances their bodies, and also acts like armor, absorbing blows and dissipating the energy of a hit. It

confers a form of Feel No Pain on the Fanatic (see the Warhammer 40,000 rulebook), but wounds are only ignored on a roll of 6,

rather than the usual 4+.

SPECIAL RULES: Move through Cover, Fearless, Fleet

Favored (Lightning Reflexes): Fanatics are favored warriors of their patrons, and are granted a certain amount of foresight, allowing

them to dodge even unseen shots or blows. Fanatics have a 4+ Invulnerable save.

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Nurgle Fanatic (CALLIDUS ASSASSIN)

WARGEAR: Pestilent Blade (C’Tan Phase Sword): This is a power weapon. Additionally, unsaved wounds from the Pestilent Blade automatically inflict instant death, regardless of Toughness.

Despair Pistol (Neural Shredder): This weapon projects a swirling field of crushing despair and death that can destroy even the strongest will:

Range Strength AP Type

Template 8* 1 Pistol

*Hits from a Despair Pistol are resolved against the target’s Leadership, rather than its Toughness. It cannot harm vehicles.

Hidden Infection (Polymorphine): The Fanatic can cloak himself within the boundary between reality and the warp, slowly emerging within the body of an unsuspecting host as a cancer, bursting forth in an explosion of pus and gore when the time is right. When the Nurgle Fanatic arrives from reserves, choose an enemy unit. The chosen unit immediately takes d6 Strength: 4 AP: 2 hits. The Nurgle Fanatic is then placed anywhere within 3” of that unit using the Deep Strike rules, but does not scatter.

SPECIAL RULES: Hit and Run, Stealth

Slaanesh Fanatic (CULEXUS ASSASSIN)

WARGEAR: Psyk-out grenades, Warpsight Visor (Psyocculum)

Siren Song (Animus Speculum): This amplifier mounted on the Fanatic’s mouth or throat allows them to project a psychically-charged song of devastation in a focused beam:

Range Strength AP Type

12” 5 1 Assault 2*

*For every Psyker within 12” of the Slaanesh Fanatic, add +1 to the Siren Song’s Assault value.

Allure of Slaanesh (Etherium): Any unit wishing to shoot at the Slaanesh Fanatic, or target them with a psychic power, must first pass a Leadership test on 3d6 (vehicles count as Leadership 10). If the test is failed, the unit cannot target the Fanatic, but can attack another target instead.

Khorne Fanatic (EVERSOR ASSASSIN)

WARGEAR: Melta-bombs

Berserker Glaive (Neuro Gauntlet and Frenzon): This weapon counts as a Lightning Claw. In addition, it pushes its wielder into a frenzy of death and blood. Khorne Fanatics receive d6 extra attacks on a turn in which they assault, rather than just 1 extra attack.

Frenzy Needler (Executioner Pistol): An unusual weapon, this pistol fires long needles filed with the Fanatic’s own boiling blood. In the veins of any who are not already berserk followers of the Blood God, this acts as a deadly poison, tearing veins and arteries open in an explosion of blood and death:

Range Strength AP Type

12” 4 2 Pistol, Poisoned (2+)

SPECIAL RULES: Furious Charge

Tzeench Fanatic (VINDICARE ASSASSIN)

WARGEAR: Blind Grenades

Fate Guns (Exitus Weaponry): Sorcerous firearms that are able to bend the very laws of probability:

Fate Pistol* Range Strength AP Type

12” X 1 Pistol, Sniper

Fate Rifle* Range Strength AP Type

36” X 1 Heavy 1, Sniper

*Fate Guns use special ammunition. You must declare which type of ammunition you are using before rolling to hit, chosen from the following:

Doom Bullet (Hellfire): A Doom Bullet always wounds on a 2+.

Ruinous Shell (Shield-Breaker): When a wound from this shell is allocated to a model, that model loses any Invulnerable saved granted by items of Wargear immediately, and for the rest of the battle. Remaining saves (if any) can then be taken.

Cursed Round (Turbo-Penetrator): A Cursed Round inflicts 2 wounds on any non-vehicle model wounded, rather than 1. A Cursed Round has an Armor Penetration of 4d6.

SPECIAL RULES: Stealth, Infiltrate

Fateweaver (Deadshot): Wounds caused by a Tzeench Fanatic’s Shooting attacks are always allocated by the Fanatic’s controlling player.

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She Who Feasts Upon Sin, Daemon Queen of Slaanesh (LORD COMMANDER DRAIGO)

She Who Feasts Upon Sin

WS BS S T W I A Ld Sv 7 6 5 5 4 5 4 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Warp Scream (Stormbolter), Warp Talons (Krak Grenades), Most Favored Daughter (Terminator armor and Storm Shield), Aura of

Aquiescence (Frag and Psyk-Out grenades)

Glutton’s Blade (The Titansword): The Glutton’s Blade is a master-crafted force weapon with the Jealousy rule (see Wargear).

Additionally, any close combat attacks that She Who Feasts Upon Sin directs against a unit that contains one or more Daemons or

Psykers are resolved at Strength 10.

SPECIAL RULES: Warp Forged, Eternal Warrior, Fearless, Inhuman Experience (see Chaos Lord), Independent Character, Preferred

Enemy (Daemons), Psyker (Mastery Level 2)

PSYCHIC POWERS: Warp Gate (Psychic Communion), Battle Lust (Hammerhand)

Unhallowed Consumption (Sanctified Flame): This power is a psychic shooting attack and has the following profile:

Range Strength AP Type

Template 5* - Assault 1

*Unhallowed Consumption always wounds Daemons on a roll of 2+

Pierrot the Fool (BROTHER-CAPTAIN STERN)

WS BS S T W I A Ld Sv Pierrot 6 5 4 4 3 5 3 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades, Blessing of

Slaanesh

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 2)

Eternal Jest (The Strands of Fate): Pierrot can re-roll one To Hit, To Wound, or saving throw each phase. However, for each dice re-rolled

in this manner, your opponent can re-roll one To Hit, To Wound or saving throw at any point later in the game.

PSYCHIC POWERS: Warp Gate (Psychic Communion), Battle Lust (Hammerhand)

Pavane of Slaanesh (Zone of Banishment): Pierrot can use this power during his Assault phase, in place of making his close combat

attacks. All models (friend or foe) within d6” of Pierrot, not including Pierrot himself, must immediately pass a Strength test as they

are compelled to dance wildly to unheard music. Those that fail are removed as casualties, but do not count towards combat

resolution. Daemons must re-roll successful Strength tests due to the Warp-based nature of the music.

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Antonin the Necromancer (GRAND-MASTER MORDRAK)

WS BS S T W I A Ld Sv Antonin 6 6 4 4 4 5 4 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, master-crafted Seeker Hammer, frag grenades, krak grenades, psyk-out grenades,

Blessing of Slaanesh

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Inhuman Experience (see Chaos Lord), Preferred Enemy (Daemons),

Psyker (Mastery Level 1)

Arcane Mastery (First to the Fray): If he deploys via Deep Strike, Antonin and any unit he accompanies will automatically arrive in your

first turn and will not scatter.

Damned Souls (Ghostly Bodyguard): An army that includes Antonin can also include a unit of Damned. These are the souls of loyal Space

Marines that have been corrupted and captured by Antonin’s arcane power and the saccharine promises of the Dark Prince, which

the Necromancer empowers with blood sacrifice to serve him as thralls to his will. Antonin and the Damned form a unit, with

Antonin acting as an upgrade character until such point as the Damned are slain, at which point he reverts back to being a single-

model unit in his own right.

Whenever Antonin suffers an unsaved wound, roll a d3 at the end of the phase. If the result is equal to or greater than the number

of Antonin’s remaining wounds, a Damned appears to defend him. Place a new Damned within coherency of Antonin’s unit – It joins

Antonin’s unit to all intents and purposes. Note that this can take the squad above its normal maximum size.

This Damned has default wargear, as presented in the army list entry – it cannot have any upgrades. If Antonin’s unit is locked in

combat, this new Damned is places in base contact with enemy models involved in the combat if possible, otherwise it must be

placed 1” away from enemy models, as normal. If you do not have a spare Damned, or there is insufficient room to place itm then

the Damned does not materialize.

If Antonin is removed as a casualty, the Damned lose their connection to the mortal world and are also removed.

PSYCHIC POWERS: Warp Gate (Psychic Communion), Battle Lust (Hammerhand)

Damned (GHOST KNIGHTS)

WS BS S T W I A Ld Sv Damned 4 4 4 4 1 4 2 10 2+

UNIT TYPE: Infantry

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Warp Forged, Jaded, Stealth, Touched by the Warp, Stealth, Preferred Enemy (Daemons)

PSYCHIC POWERS: Battle Lust (Hammerhand)

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Alexander, Wielder of the Laer Scimitar (CASTELLAN CROWE)

WS BS S T W I A Ld Sv Alexander 8 4 4 4 2 6 * 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Chaos Armor, Sonic Blaster, frag grenades, krak grenades, psyk-out grenades, Blessing of Slaanesh

Laer Scimitar: This elegantly curved blade has been carried by various members of the Emperor’s Children since the Great Crusade.

It was taken from the hand of one of the greatest champions of the Laer by Captain Eidolon, who in turn gifted it to his best pupil in

the art of the blade. It was passed down in that way until sometime after the Heresy, when the owner was struck down by one of

his students, who then claimed the blade. Thus began a new cycle of the sword passing from hand to hand coated in its owner’s

blood. In time, the beautiful but otherwise unremarkable blade took on a power of its own, calling out to all who see it to try and

take it from its owner’s grasp. As such, its bearer is by necessity one of the greatest swordsmen to walk the Eye of Terror. If he is

not, the next to hold the gleaming sword will be.

The Laer Scimitar is treated as a close combat weapon, but during a turn in which the enemy assaults Alexander, all models in that

unit gain the Furious Charge special rule and re-roll failed To Hit rolls for that Assault phase.

SPECIAL RULES: Warp Forged, Jaded, Independent Character, Preferred Enemy (Daemons), Psyker (Mastery Level 1), Favored of

Slaanesh (see Seeker of Perfection), The Perfect Warrior (see Seeker of Perfection)

Master Swordsman: See Codex: Grey Knights, pg. 42

PSYCHIC POWERS: Battle Lust (Hammerhand), Vengeful Strike (see Seeker of Perfection), Soul Rend (see Chosen of Slaanesh)

Sister Scar (JUSTICAR THAWN)

WS BS S T W I A Ld Sv Sister Scar 6 5 4 4 3 5 3 10 2+

UNIT TYPE: Infantry (character)

WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Halberd, frag grenades, krak grenades, psyk-out grenades

SPECIAL RULES: Warp Forged, Fearless, Preferred Enemy (Daemons), Psyker (Mastery Level 2)

Too Kinky to Kill (I Shall Not Yield): Sister Scar takes pleasure in every experience, no matter how extreme, meaning wounds that would

incapacitate or kill a lesser hedonist instead often just result in nothing more than a rush of energy and another scar for her

collection as she stands back up, ready for another go.

See Codex: Grey Knights, pg. 43

PSYCHIC POWERS: Battle Lust (Hammerhand)

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Sorcerous High Priest* (INQUISITOR COTEAZ)

WS BS S T W I A Ld Sv Sorcerous High Priest 4 4 3 3 3 4 3 10 2+

UNIT TYPE: Infantry (character), Unique

WARGEAR: Chaos Armor, Bolt Pistol, master-crafted Seeker Hammer, frag grenades, krak grenades, psyk-out grenades

Daemon Familiar (Psyber Eagle): The Sorcerous High Priest can unleash their Daemon Familiar to the hunt, treated as a shooting attack

with the following profile:

Range Strength AP Type

24” 4 - Assault d6

SPECIAL RULES: Independent Character, Stubborn, Psyker (Mastery Level 2)

Slave Taker (Lord of Formosa): Slaanesh Cultist Warbands (Inquisitorial Henchmen Warbands) are Troops choices in an army that includes a

Sorcerous High Priest, and are not limited by the number of High Priests in your army.

Luck of the Gods (Spy Network): A Sorcerous High Priest allows you to re-roll the dice to Seize the Initiative, or force your opponent to

re-roll his.

Seer (I’ve Been Expecting You): If an enemy unit arrives from reserves within 12” of the Sorcerous High Priest and within their line of

sight, the Sorcerous High Priest and their unit can immediately make an out-of-sequence shooting attack against it. There is no limit

to the number of times this ability can be used in a turn.

PSYCHIC POWERS: Battle Lust (Hammerhand), Warped Land (Sanctuary), Dark Excommunication

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High Priest of Wrath* (INQUISITOR KARAMAZOV)

High Priest of Wrath

WS BS S T W I A Ld Sv 4 4 5 5 4 4 3 10 2+

UNIT TYPE: Infantry (character), Unique

WARGEAR: Master-crafted Multi-Melta, Master-crafted Power Weapon, frag grenades, krak grenades, psyk-out grenades, rad

grenades, Orbital Strike Relay

Throne of Pleasure and Pain (Throne of Judgment): The Throne of Pleasure and Pain is a mechanized, walking shrine to the glories of

Slaanesh, from which the High Priest may lead their dark crusade. The Throne of Pleasure and Pain bestows several characteristic

boosts on the High Priest of Wrath (included in the profile above) as well as a 2+ armor save. Furthermore, due to the Throne’s

massive size, the High Priest of Wrath cannot embark transport vehicles.

SPECIAL RULES: Independent Character, Relentless

Pitiless (By Any Means Necessary): When the Orbital Strike Relay is ‘fired’, you can choose to place the template over a friendly model,

rather than an enemy – even if that friendly model is in combat. If you do so, the shot does not scatter. All models under the

template are hit as normal.

Dominating Charisma (Dread Reputation): The High Priest of Wrath can always choose to pass or fail Morale and Pinning tests as they

wish. Friendly units within 12” of the High Priest of Wrath re-roll all failed Morale and Pinning tests.

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Xenophile High Priest* (INQUISITOR VALERIA)

WS BS S T W I A Ld Sv Xenophile High Priest 4 4 3 3 3 4 3(5) 10 3+

UNIT TYPE: Infantry (character), Unique

WARGEAR: Power Armor, laspistol, frag grenades, krak grenades, psyk-out grenades

Graviton Beamer:

Range Strength AP Type

12” 10 1 Pistol, One Shot

The Dagger of Midnight: See Codex: Grey Knights, pg. 47

Forceshield: See Codex: Grey Knights, pg. 47

Hyperstone Maze: See Codex: Grey Knights, pg. 47

Runes of Destiny: See Codex: Grey Knights, pg. 47

SPECIAL RULES: Independent Character, Stubborn

*Rather than try to invent entirely new Special Characters for the three named Inquisitors, I have simply re-imagined them as Archetypes, allowing the player to field them as whatever character of their own creation they would like. Naturally, this applies to everything in this army list but in these cases in particular, it seems to make little sense to try and create specific characters, especially since I am including very little fluff of any kind at this time.

-Anarkitty

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Wargear

Daemon Weapons

Force Weapons: All Daemon weapons are Force Weapons, as detailed in the Warhammer 40,000 rulebook. Note that a unit of Scions with the Warp Touched special rule needs to take only a single Psychic test to ‘activate’ all of its force weapons (although Independent Characters must still roll separately). If the test is passed, all wounds caused by the unit’s Daemon weapons that phase inflict instant death.If a unit is stiking at different Initiative orders, take the Psychic test immediately after the first unsaved wounds are caused. Any further wounds caused by the unit’s Daemon weapons that phase will be bound by the result of that Psychic test.

Jealousy (Daemonbane): Any Daemon or Psyker that suffers one or more unsaved wounds from Daemon weapons must take a Leadership test at the end of the Assault phase. If the test is passed, nothing happens. If the test is failed, the model is removed as a casualty. This ability applies whether or not the Daemon weapons have been successfully activated.

Further abilities: The various types of Daemon weapons have one or more other abilities, as listed below. These always apply in addition to the Force Weapon and Jealousy abilities given above.

Daemonette Sword (Nemesis Force Sword) The Daemonette Sword increases the bearer’s Invulnerable save by +1 against close combat attacks. If the bearer has no Invulnerable save, there is no effect.

Daemonette Halberd (Nemesis Force Halberd) The Daemonette Halberd is a two-handed weapon. In addition, due to its great reach, the wielder strikes at +2 Initiative.

Seeker Hammer (Nemesis Daemon Hammer) A Seeker Hammer uses the rules for thunder hammers (see the Warhammer 40,000 rulebook). Note that a Daemon Knight armed with a Seeker Hammer strikes in normal Initiative, rather than at Initiative 1.

Daemonette Claws (Nemesis Falchions) The wielder of a pair of Daemonette Claws has +1 Attack.

Horror-Bone Staff (Nemesis Warding Stave) A model wielding a Horror-Bone Staff has a 2+ Invulnerable save in Close Combat.

Hellslicer Claw (Nemesis Doomfist) A Hellslicer Claw follows the rules for Dreadnought close combat weapons.

Keeper Sword (Nemesis Greatsword) A model with a Keeper Sword re-rolls failed To Hit, To Wound and Armor Penetration rolls in close combat.

Weapons

Autocannon See Codex: Grey Knights, pg. 55

Axe of Khorne (Null Rod)

Taken from the hand of a defeated champion of the Blood God, these weapons are rare among the followers of Slaanesh, but coveted for their properties.

An Axe of Khorne is a Power Weapon. Any unsaved wounds caused by an Axe of Khorne inflict instant death on psykers. Furthermore, the bearer (and his unit) cannot be affected by psychic powers (friendly or enemy) in any way.

Bass Cannon (Assault Cannon) The Bass Cannon is built on the same basic technology as the Blastmaster. It uses sustained, low-frequency chords to shake apart even the thickest armor.

Range Strength AP Type

24” 6 4 Heavy 4, Rending

Blastmaster (Psycannon) Range Strength AP Type

24” 7 4 Assault 2 or Heavy 4*, Rending

*A Blastmaster can either be fired as a Heavy weapon or an Assault weapon (note that models in Terminator armor always use the Heavy option)

Boltgun See Codex: Grey Knights, pg. 55

Bolt Pistol See Codex: Grey Knights, pg. 55

Chainsword See Codex: Grey Knights, pg. 55

Combi-Weapons See Codex: Grey Knights, pg. 55

Conversion Beamer See Codex: Grey Knights, pg. 55

Digital Weapons See Codex: Grey Knights, pg. 56

Doomsiren (Incinerator) Powerful sound-generators that project undulating waves of musical death over a wide area. The destructive force of the waves build on each other until they can tear a man apart.

Weapon Range Strength AP Type

Doomsiren Template 6 4 Assault 1 Dreadsiren Template* 6 4 Heavy 1

*To fire the Dreadsiren, place the template so that the narrow end is within 12” of the weapon, and the large end is no closer to the weapon than the narrow end. The Dreadsiren is then treated like any other template weapon.

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Flamer Weapons See Codex: Grey Knights, pg. 56

Greater Daemonblade See “Daemonblade”, Codex: Grey Knights, pg. 56

Havok Missile Rack (Typhoon Missile Launcher) See “Typhoon Missile Launcher”, Codex: Grey Knights, pg. 59

Heavy Bolter See Codex: Grey Knights, pg. 56

Hellrifle See Codex: Grey Knights, pg. 56

Hot-shot Lasgun See Codex: Grey Knights, pg. 56

Lascannon See Codex: Grey Knights, pg. 57

Laspistol See Codex: Grey Knights, pg. 57

Loudwailers (Flamer Weapons) Not as subtle or refined as other sound-based weaponry, loudwailers simply use a cacophonic jumble of noise at very high volume to crush and destroy even heavily-armored infantry and light vehicles.

Weapon Range Strength AP Type

Loudwailer Template 4 5 Assault 1 Heavy Loudwailer Template 5 4 Assault 1 Soundstorm Cannon

Template 6 3 Heavy 1

Master-crafted Weapons See Codex: Grey Knights, pg. 57

Melta Weapons See Codex: Grey Knights, pg. 57

Missile Launcher See Codex: Grey Knights, pg. 57

Needle Pistol See Codex: Grey Knights, pg. 57

Noisecannon (Psilencer) Firing bursts of raw, psychically charged noise, the Noisecannon was adapted from a mix of captured alien technology and arcane sorcery. As a side effect, it is especially effective against denizens of the Warp.

Weapon Range Strength AP Type

Noisecannon 24” 4 - Heavy 6 Pulse Noisecannon 24” 4 - Heavy 12

Orbital Strike Relay See Codex: Grey Knights, pg. 58

Plasma Weapons

See Codex: Grey Knights, pg. 58

Scythian Venom Talon See Codex: Grey Knights, pg. 59

Sonic Blaster (Psycannon)

Ubiquitous among the most dedicated followers of the Dark Prince, the song of a Sonic Blaster sounds like nothing more than screeching noisy death to their enemies.

Range Strength AP Type

24” 4 5 Assault 2

Tormentor (Heavy Psycannon)

Adapted from a Slaanesh Titan weapon, the Tormentor fires devastating blasts of sub-sonic noise tinged with Warp energy.

Range Strength AP Type

24” 7 4 Heavy 1, Rending, Large Blast

Warprend Boltgun (Condemnor Boltgun) The warprend boltgun is a rare and unique combi-weapon. Essentially a tube containing a small crystal of pure Chaos welded to the side of a standard boltgun. When triggered, a pencil-thin lance of overwhelming psychic energy shoots across the battlefield. If it hits a Psyker, the sudden influx of energy sends his powers spiraling out of control.

The warprend boltgun follows all the rules given for combi-weapons – it comprises a boltgun and a warprend lance. The warprend lance can be fired once per game and has the following profile:

Range Strength AP Type

24” 5 - Assault 1, Psi-shock* *Any psyker hit by a warprend lance suffers the Perils of the Warp in addition to any other effects.

Warpsight Visor (Psyocculum) The Warpsight Visor allows the wearer to see both reality and into the very Warp itself. Psykers in particular burn bright in the Warp, and they can be targeted very easily by individuals equipped with such a device.

The Bearer of a Warpsight Visor (and his unit) count as being Ballistic Skill 10 if shooting at a psyker, or a unit containing one or more psykers.

Warpstrike Missiles (Mindstrike Missiles) Range Strength AP Type

72” 4 5 Heavy 1, Blast, Psi-shock*

*Any psyker hit by a Warpstrike Missile suffers the Perils of the Warp in addition to any other effects.

Grenades

See Codex: Grey Knights, pg. 60-61

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Vehicle Armory

Dozer Blade See Codex: Grey Knights, pg. 61

Extra Armor See Codex: Grey Knights, pg. 61

Hunter-killer Missile See Codex: Grey Knights, pg. 61

Pain Beacon In order to make it more easily located by a Sorcerer, captives (or crew, in a pinch) are nailed to the hull of the vehicle.

A vehicle with a Pain Beacon can be the subject of a Sorcerer’s Summoning psychic power. A vehicle that moves in this way counts as having moved flat out.

Searchlight See Codex: Grey Knights, pg. 61

Smoke Launchers See Codex: Grey Knights, pg. 61

Sonic Blaster (Storm Bolter) Pintle-mounted Sonic Blasters are treated as an additional defensive weapon, with the profile of a normal Sonic Blaster.

Sonic Array (Hurricane Bolter) Each Sonic Array consists of three twin-linked sonic weapons, fired as a single weapon. Each has the following profile:

Range Strength AP Type

24” 4 5 Twin-linked, Rapid Fire

Warp-charged Armor (Truesilver Armor)

If a Daemon or Psyker succeeds in hitting this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle.

Equipment

Blessing of Slaanesh The bearer of the Blessing of Slaanesh has a 4+ Invulnerable save

Warpbolt Ammunition (Psybolt Ammunition) See Codex: Grey Knights, pg. 62

Vile Chants (Psybolt Ammunition) A model equipped with Vile Chants counts the Strength of its shots as being one higher than normal if it is firing one of the following weapons: Sonic Blaster, Sonic Array, or Bass Cannon

Warpfire Ammunition (Psyflame Ammunition) See Codex: Grey Knights, pg. 62

Vile Chords (Psybolt Ammunition) A model equipped with Vile Chords counts the Strength of its shots as being one higher than normal if it is firing one of the following weapons: Loudwailer, Heavy Loudwailer, Soundstorm Cannon

Icon of Slaanesh All models in the same unit as the Icon of Slaanesh have +1 Attack while the banner bearer is alive. Additionally, the unit will automatically pass its Psychic test to activate its force weapons.

Servo-Skulls See Codex: Grey Knights, pg. 62

Ulumeathi Plasma Syphon See Codex: Grey Knights, pg. 62

Storm Shield See Codex: Grey Knights, pg. 62

Teleport Homer If Debauchery squads, Discordant squads, or models in Terminator armor wish to teleport onto the battlefield via deep strike and choose to do so within 6” of a model carrying the homer, then they won’t scatter. See Codex: Grey Knights, pg. 62

Armor

Artificer Armor See Codex: Grey Knights, pg. 63

Chaos Armor (Artificer Armor) See Codex: Grey Knights, pg. 62

Flak Armor See Codex: Grey Knights, pg. 63

Carapace Armor See Codex: Grey Knights, pg. 63

Power Armor See Codex: Grey Knights, pg. 63

Terminator Armor See Codex: Grey Knights, pg. 63