Heralds of Slaanesh

Homebrew by LongWarVet
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Composition

A HERALDS OF SLAANESH kill team is composed of:

-1 HERALD OF SLAANESH operative selected from the following list

*Champion of Slaanesh *Sorcerer

-2 HERALD OF SLAANESH operatives selected from the following list:

*Herald of Slaanesh *Herald of Slaanesh in Terminator armor

3 HERALD OF SLAANESH or SLAANESH DAEMON operatives selected from the following list

*Infractor *Tormentor *Fiend *Daemonette

(Daemonette operatives count as half a selection)

Common Abilities and Options

*Pull:
Select one enemy operative within 3". You may move that enemy operative into control range with this operative. (Cannot be used through Heavy Terrain.)

Quicksilver Grace:
Whenever a friendly HERALD OF SLAANESH operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.

Whenever an operative is shooting a friendly HERALD OF SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.

Songs of Slaanesh:
Whenever This Operative is Selected to fight or retaliate choose an ability from below.

*When you strike using any melee weapon, you can immediately strike again with one of your remaining successes (if able) before your opponent's turn to strike.

*Each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

*Each of your blocks can be allocated to block two unresolved successes (instead of one).

Herald of Slaanesh:
During each friendly HERALD OF SLAANESH's operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon must be selected for at least one of them.

Friendly HERALD OF SLAANESH operatives can perform a Charge action even if they performed a Fall Back or Dash action during the same activation (Or vice versa)(This takes precedence over action restrictions).

Friendly HERALD OF SLAANESH operatives can perfom the Fall Back action for 1 less AP until the end of the turning point if they performed a Charge or Repostion action during their activation.

Each friendly HERALD OF SLAANESH operative can counteract regardless of its order.

Graceful Speed:
Whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

Champion Of Slaanesh
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Possessed Lash (Rending, Rng 3", Dev1, *Pull)
5
2+
2/3
Phoenix Spear (Lethal 5+ *Lancing)
5
2+
4/6
Cursed Power Weapon (Lethal 4+, Punishing)
5
3+
4/7
Power Fist (Brutal, Shock)
4
3+
5/7
BlissBlade
Sweep (Lethal 5+, Brutal)
5
2+
4/5
Strike (Lethal 5+, Brutal)
5
3+
4/6
Abilities
*Lancing*PullHerald Of SlaaneshQuicksilver GraceSongs of Slaanesh

*Lancing: If this Operative made a charge move this activation weapons equipped with this rule gain the [Rending] Rule

Herald Of Slaanesh: During each friendly HERALD OF SLAANESH's operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon must be selected for at least one of them.

Friendly HERALD OF SLAANESH operatives can perform a Charge action even if they performed a Fall Back or Dash action during the same activation (Or vice versa)(This takes precedence over action restrictions).

Friendly HERALD OF SLAANESH operatives can perfom the Fall Back action for 1 less AP until the end of the turning point if they performed a Charge or Repostion action during their activation.

Each friendly HERALD OF SLAANESH operative can counteract regardless of its order.

HERALD OF SLAANESH
Herald of Slaanesh
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol
Default (Rng 8" Piercing 1)
4
3+
3/5
Supercharged (Rng 8" Hot Piercing 1 Lethal 5+)
4
4+
4/5
BlissBlade (Lethal 5+ Severe)
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Herald of SlaaneshQuicksilver GraceSongs of Slaanesh
HERALD OF SLAANESH
Sorcerer
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Wracking Agonies
Witchfire (Psychic Rng 8" Stun Saturate Dev 1 Tor 2")
5
4+
2/3
Focused Witchfire (Psychic Rng 8" Stun Saturate Dev 3 Hot)
4
3+
3/3
Force Weapon (Psychic Severe Shock)
4
3+
4/5
Abilities
Herald of SlaaneshSongs of SlaaneshSorcery of Excess

Sorcery of Excess: WRACKING AGONIES (1 AP): Psychic. Select a wounded enemy operative visible to and within 6 inches of this operative. That operative is injured until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first). WARPED INTERFERENCE (1 AP): Psychic. Select a friendly HERALD OF SLAANESH operative visible to and within 6 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first). Whenever that friendly operative is the target of a shooting attack, in the Roll Defense Dice step, you can retain one of your defense dice as a normal success without rolling for it (in addition to any saves from cover except the improved cover save from vantage terrain). This operative cannot perform this action while within control range of an enemy operative.

EMBRACE THE PAIN (1 AP): Psychic. Select a friendly HERALD OF SLAANESH operative visible to and within 9 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first), ignore any changes to that operative’s APL stat until the end of its next activation. This operative cannot perform this action while within control range of an enemy operative.

HERALD OF SLAANESH, SORCERER
Herald of Slaanesh in Terminator Armor
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Phoenix Power Spear (Lethal 5+ *Lancing)
5
3+
4/6
Power Fist (Brutal)
4
4+
5/7
Lighting Claws (Ceaseless Lethal 5+)
5
3+
4/5
Chain Fist (Brutal Rending)
4
4+
5/6
Fists
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Corrupted Terminator ArmorHerald of SlaaneshSongs of Slaanesh

Corrupted Terminator Armor: Whenever an operative is shooting a friendly HERALD OF SLAANESH IN TERMINATOR ARMOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

HERALD OF SLAANESH
Fiend
A 2
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Lashing Tounge (Neverborn Toxins* , Dev1)
4
3+
1/2
Bissecting Claws (Balanced, Stun)
5
3+
3/5
Lashing Tounge (Neverborn Toxins*, Dev1)
4
3+
1/2
Abilities
Graceful SpeedNeverborn Toxins*Unnatural AgilityWarp Pheremones

Neverborn Toxins:* Select one enemy operative hit by a critical success using this weapon. That enemy operative counts as being injured until the next turning point.

Unnatural Agility: this operative can perform a Charge action for 0 AP even if this operative performed a Fall Back or Dash action during the same activation (or vice versa)(this takes precedence over action restrictions).

Warp Pheremones: Whenever an enemy operative in control range of a friendly HERALD OF SLAANESH FIEND operative is selected to perform a fall back action, roll one D6. On a 3+ (or 2+ if that enemy operative is injured) that enemy operative cannot perform that action.

Daemon of Slaanesh
Daemonette
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bissecting Claws (Balanced)
5
3+
3/4
Abilities
Graceful SpeedPowers of Chaos

Powers of Chaos: You cannot use each POWER OF CHAOS more than twice per turning point.

Powers Of Slaanesh

Swift Retreat

Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.

Unnatural Agility Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.

Flurry of Blows Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is performing the Fight action and you select a Claws weapon. Until the end of that action, that weapon has the Relentless weapon rule.

Weaving Dance Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative performs an action in which it moves. Until the end of the action, that operative:

Can ignore all vertical distances whenever it drops and climbs. Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). Cannot move more than its Move stat if it’s the Charge action.Tormenting Strike Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is performing the Fight action and you select a Claws weapon. Until the end of that action, that weapon has the Piercing Crits 1 weapon rule.

Daemon of Slaanesh
Infractor
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Accurate 1)
4
3+
3/4
Dueling Sabre (Severe)
4
3+
3/5
Tormenting lash (Rending, Rng 3", Dev1, *Pull)
5
3+
2/3
Abilities
*PullQuicksilver GraceSongs of Slaanesh
Equipment

Neverborn Possession:
Select one HERALD OF SLAANESH Operative. That Operative's melee weapons gain the [Accurate 2] rule


Corrupted stim:


Neverborn Possesion:
Select one HERALD OF SLAANESH operative. That operatives weapons gain the [Accurate 2] Weapon rules


Ploys

Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.