Heralds of Slaanesh
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 SlaaneshHerald 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 SlaaneshSorcerer
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 ExcessHerald 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 SlaaneshFiend
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 PheremonesDaemonette
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bissecting Claws (Balanced) | 5 | 3+ | 3/4 |
Abilities
Graceful SpeedPowers of ChaosInfractor
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 SlaaneshNeverborn 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
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: New Ploy
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.
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.