The Masque of Slaanesh

(Unit)
Type: model
Category: HQ
Categories: Character, Faction: Daemon, HQ, Infantry, Faction: Slaanesh, Faction: Chaos, Daemonette, Herald of Slaanesh
EntryId: 1cf7-c768-d3f1-7908
Hidden: false
Costs: 78 pts4 PL

Constraints:

max(roster): 1
Options (2)
Rules (1)
Daemonic Ritual
Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn). 

If they do so, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS. 

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Profiles:

Unit MWSBSSTWALdSave
The Masque of Slaanesh

8"

2+

2+

4

3

4

5

8

6+

Abilities
Dazzling Acrobatics:

The Masque of Slaanesh can Advance and/or Fall Back and still charge in the same turn.

Locus of Beguilement:

Your opponent must subtract 1 from any hit rolls in the Fight phase that target a DAEMONETTE unit within 6" of the Masque of Slaanesh.

The Eternal Dance:

At the beginning of each Fight phase, choose an enemy unit within 1" of the Masque of Slaanesh. For the rest of the phase, add 1 to any hit rolls that target the chosen unit.

Daemonic:

Units with this ability have a 5+ invulnerable save.

Quicksilver Swiftness:

This unit always fights first in the Fight phase, even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

The Murderdance:

If your Warlord charges in the Charge phase, add D3 to their Attacks characteristic until the end of the ensuing Fight phase (roll at the end of the Charge phase).

Used By (1)
Chaos - Daemons(Catalogue)