stainedglass plate — not savedThe Kakophoni of Slaanesh
“Perfection Through Excess”
Fulgrim's sons were the paragons of artistry and swordsmanship before their fall, and in service to Slaanesh they have only refined their cruelty into performance. Every battle is a masterpiece staged for an audience of none but themselves, every kill a stroke of the brush. Sonic weapons scream psychic agony into the void, Noise Marines dance through gunfire untouched by anything but ecstasy, and somewhere beneath the excess, Fulgrim's daemonic laughter never quite fades.
Army Rule
EMPEROR'S CHILDREN units can gain Rapture points by inflicting wounds and destroying units. Spend Rapture points to trigger devastating Kakophoni effects, granting bonus attacks, mortal wounds, or additional actions to your models mid-battle.
2 available
Symphony of Pain
Each time a NOISE MARINE unit from your army shoots, if the target unit has already been hit by an attack this phase, that unit's ranged weapons have the [ANTI-INFANTRY 3+] ability against it.
Once per battle, the bearer's ranged weapons gain the [BLAST] and [DEVASTATING WOUNDS] abilities for one phase.
The bearer's melee weapons have their Attacks characteristic increased by 2 and gain [LETHAL HITS].
Each time an enemy unit is destroyed within Engagement Range of the bearer, gain 1 Rapture point.
The bearer has the [FEEL NO PAIN 5+] ability, improved to 4+ against ranged attacks.
Perfected Perception
At the start of the battle, one PSYKER unit from your army can attempt to manifest a bonus psychic action; treat all Perils of the Warp results as successes instead.
Once per battle round, re-roll one psychic test or Deny the Witch test for the bearer.
The bearer's unit is eligible to shoot and fight even while Battle-shocked.
Each time an attack is allocated to the bearer, halve the Damage characteristic of that attack.
Add 1 to Advance and Charge rolls made for the bearer's unit.
8 stratagems
BATTLE TACTIC · Shooting phase
Use when a NOISE MARINE unit is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [BLAST] ability.
STRATEGIC PLOY · Fight phase
Use when an EMPEROR'S CHILDREN unit finishes a Charge move. Add 1 to that unit's melee weapons' Strength characteristic until the end of the turn.
BATTLE TACTIC · Any phase
Use when a friendly unit is destroyed. Gain 1 Rapture point.
BATTLE TACTIC · Fight phase
Use when an EMPEROR'S CHILDREN unit is selected to fight. Until the end of the phase, that unit's melee weapons gain [DEVASTATING WOUNDS].
STRATEGIC PLOY · Shooting phase
Use when a NOISE MARINE unit shoots the Blastmaster. That weapon's Damage characteristic is increased by 1 and it re-rolls Wound rolls of 1.
BATTLE TACTIC · Any phase
Use when an EMPEROR'S CHILDREN unit is selected as the target of an attack. Until the end of the phase, subtract 1 from Hit rolls against that unit.
BATTLE TACTIC · Fight phase
Use when a CHARACTER from your army destroys an enemy CHARACTER in the Fight phase. Gain 2 Rapture points.
BATTLE TACTIC · Shooting phase
Use when a NOISE MARINE unit shoots. Each unit hit by that attack must take a Battle-shock test if it loses any wounds.
24 units