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The followers of Slaanesh take many forms, but every one of them is consumed with the thrill of excess. In times of war their obsessions reach lethal intensity, all semblance of sanity discarded as they plumb the depths of indulgent violence. They may appear ecstatic, but the Hedonites of Slaanesh are cursed beyond all measure.

This page contains all of the rules you need to field your Slaanesh miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Hedonites of SlaaneshBattletome21.0May 2019

Designers’ Commentary

Battletome: Hedonites of Slaanesh

 Q: Do abilities that deal wounds or mortal wounds count as attacks and generate depravity points? For example, the Keeper of Secrets’ Ritual Knife ability (not the weapon attack), the Dark Temptations ability or the Excess of Blades ability, which can all inflict mortal wounds.
 A
No. Attacks are described in the core rules; they must use the attack sequence.
 Q: Do endless spells that deal damage generate depravity points?
 A
No. An endless spell is independent of the caster that created it.
 Q: Do the attacks from a HERO’s mount also generate depravity points?
 A
Yes.
 Q: If a unit is affected by both Locus of Diversion and Horrible Fascination and has an ability that allows it to attack first, do they all cancel out?
 A
Yes.
 Q: Can an artefact of power that has already been depleted (e.g. a ‘once per battle’ artefact that has already been used) be sacrificed at the Fane of Slaanesh?
 A
Yes.
 Q: If you negate the mortal wound suffered by a HERO making a sacrifice at the Fane of Slaanesh, do you still get the effect?
 A
Yes.
 Q: If an artefact is sacrificed to the Fane, does the HERO still count as having an artefact for the purposes of holding objectives in battleplans like Places of Arcane Power and Relocation Orb?
 A
No.
 Q: Does the Epicurean Revellers’ warscroll battalion ability affect the attacks made by the Hellflayer and Exalted Chariot’smounts’ (i.e. the Piercing Claws and Poisoned Tongue attacks)?
 A
Yes.
 Q: I find Shalaxi Helbane’s Irresistible Challenge ability confusing. What happens if an enemy HERO can’t reach Shalaxi? Do they remain stationary, or move as far as they can? Can they attack anyone else if Shalaxi is not in range in the following combat phase?
 A
The answer boils down to applying each part of the rule as written:

‘…If they accept, that HERO must attempt to charge, and must finish the charge move within ½" of this model if it is possible for it to do so. In addition, if the challenge is accepted, any attacks that HERO makes in the following combat phase must target this model.

I’ve highlighted in bold type the three most important parts of the rule. Note that each part stands alone, and imposes a different requirement on the enemy HERO. First of all, if the challenge is accepted, the enemy HERO must attempt to charge, so you have to make a charge roll for it. Secondly, the enemy HERO must finish its charge move within ½" of Shalaxi if it is possible for it to do so. If it can’t finish the charge move within ½", no further restrictions apply at this stage and it can be moved freely or remain stationary as desired. Thirdly, the only unit the enemy HERO can target in the following combat phase is Shalaxi – so if it didn’t end up within range of Shalaxi in the previous charge phase, it cannot attack at all in that combat phase.
 Q: Can the Dark Temptations ability from two or more Keepers of Secrets be used on the same enemy HERO?
 A
Yes.
 Q: If Syll’Esske is restricted to fighting at the end of the combat phase for whatever reason, does the Deadly Symbiosis ability still allow them to fight one more time?
 A
Yes.
 Q: If I have 3 Infernal Enrapturesses on the battlefield, do I get 3 depravity points for each one (for a total of 9 points)?
 A
No. You receive 1 depravity point for each friendly Infernal Enrapturess on the battlefield, for a total of 3 points.
 Q: Let’s say Unit A has been made to fight at the end of the combat phase. If, when Unit A fights at the end of the combat phase, its pile-in move results in Unit B being eligible to fight when previously it wasn’t, because Unit B was outside 3", can Unit B now pile in and attack?
 A
It depends on whether Unit A is part of the army whose turn is taking place. The player whose turn is taking place fights with any of their units that are eligible to fight at the end of the phase, one after the other, in an order of their choice. Then the player whose turn is not taking place fights with any of their units that are eligible to fight at the end of the phase, one after the other, in an order of their choice. What this means is that, if Unit A is from the army of the player whose turn is taking place, then Unit B will be able to fight (as its opportunity to fight comes after that of Unit A, and it will be eligible to fight because it is within 3" of the enemy). If, on the other hand, Unit A is part of the army belonging to the player whose turn is not taking place, then Unit B will not be able to fight (as its opportunity to fight came before that of Unit A, when it was not within 3" of the enemy).
 Q: Can a model that has an ability that allows it to pile in and attack when it dies still use the ability if the unit it is part of has to fight at the end of the combat phase?
 A
Yes.
 Q: My Keeper of Secrets is engaged with an enemy unit that is affected by Locus of Diversion and therefore restricted to fighting at the end of the combat phase. My opponent has activated all of his other units, and I have activated all of mine, but I want to use the Excess of Violence command ability to allow my Keeper of Secrets to pile in and attack again. Am I right in thinking that it isn’t actually the end of the combat phase yet, meaning I can use the command ability to allow my Keeper of Secrets to fight before the enemy unit gets to fight?
 A
Yes, you can. The main part of the combat phase only ends when both players pass in succession (see Combat Phase). Anything that happens at the end of the combat phase takes place only after both players have passed in succession.
 Q: Is there a difference between abilities that apply ‘in that combat phase’ and those that apply ‘until the end of the combat phase’.
 A
No, the phrases are synonymous.

Allies

CHAOSALLIES
SlaaneshBeasts of Chaos, Everchosen, Monsters of Chaos, Nurgle, Slaves to Darkness, Tzeentch. KHORNE units cannot be taken as allies for a Slaanesh army.

Battle Traits

All units in a Slaanesh army

Feast of Depravities

With violence and excess, the walls of reality can be made thin enough to draw forth Slaaneshi daemons.

You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points (DPs). Each time a wound or mortal wound is inflicted on an enemy model by an attack made by a friendly SLAANESH HERO or a spell cast by a friendly SLAANESH HERO, and that enemy model is not slain by that wound or mortal wound, you receive 1 depravity point. In addition, every time a wound or mortal wound is allocated to a friendly SLAANESH HERO and not negated, and that friendly model is not slain by that wound or mortal wound, you receive 1 depravity point.

If you have any depravity points at the end of your movement phase, you can summon one or more units from the list below to the battlefield, and add them to your army. Each unit you summon costs a number of depravity points, as shown on the list, and you can only summon a unit if you have enough depravity points to pay its cost. Summoned units must be set up wholly within 12" of a friendly SLAANESH HERO and more than 9" from any enemy units. Subtract the cost of the summoned unit from the number of depravity points you have immediately after it has been set up.


Hosts of Slaanesh

The disappearance of Slaanesh has divided his followers into several factions, each with their own agenda.

After you have chosen the Slaanesh allegiance for your army, you must also choose a Host of Slaanesh keyword for your army. You can choose for your army to be an INVADERS HOST, a PRETENDERS HOST, or a GODSEEKERS HOST. All units in your army gain the keyword of the host that you have chosen. All units with that keyword benefit from the host’s allegiance abilities, which are presented below, in addition to the allegiance abilities they have for being from a Slaanesh army.

Locus of Diversion

Hedonite leaders can fill the minds of those nearby with perverse and compelling desires.

At the end of the charge phase, each friendly HEDONITE HERO that is within 6" of an enemy unit can create a locus of diversion. If they do so, pick 1 enemy unit that is within 6" of that HEDONITE HERO and roll a dice, adding 2 if that HEDONITE HERO is a GREATER DAEMON. On a 4+, that enemy unit fights at the end of the following combat phase, after the players have picked any other units to fight in that combat phase. You cannot pick the same unit as the target for this ability more than once in the same charge phase (whether the roll is successful or not).

If a unit that is affected by this battle trait is also affected by any rules that would allow it to fight at the start of the following combat phase, that unit is not affected by this rule or those other rules (the effects cancel each other out).

Euphoric Killers

The followers of Slaanesh revel in slaughter, the frisson of battle driving them to strike again and again.

If the unmodified hit roll for an attack made with a melee weapon by a CHAOS SLAANESH model is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit. If the attacking model’s unit has 20 or more models, its attacks inflict 3 hits on an unmodified hit roll of 6 instead.

Invaders Host Battle Traits

The Despoiler’s Art

INVADERS HOST units only

FIGUREHEADS OF THE DARK PRINCE
An Invaders host is led by numerous warlords, each vying with the others for control and glory. Below these figureheads fight a whirling riot of Slaanesh’s minions.
An INVADERS HOST army can have up to 3 generals instead of 1. Only 1 of the generals (your choice) can have a command trait, but all 3 are considered to be a general for the purposes of using command abilities. However, an INVADERS HOST general cannot use a command trait or command ability while they are within 12" of any other friendly INVADERS HOST generals. In addition, each time 1 of your generals is slain for the first time, you receive 1 extra command point.

ESCALATING HAVOC
Invaders wreak havoc upon the lands in their attempts to outdo one another in Slaanesh’s name.
At the start of your hero phase, you receive D3 depravity points if any friendly INVADERS HOST units are wholly within enemy territory. If 3 or more friendly INVADERS HOST units are wholly within enemy territory at the start of your hero phase, you receive D6 depravity points instead of D3.

INVADERS HEDONITE HOST
An Invaders host contains a vast multitude of Daemonettes.
A Hedonite Host in an INVADERS HOST army must contain 2-4 Epicurean Revellers battalions and 0-2 Seeker Cavalcade battalions instead of 1-3.

Invaders Host Command Traits

Obsessions of the Invader

INVADERS HOST HERO general only

D6COMMAND TRAIT
1

Best of the Best

This warlord has to be the apex at all times, and will fight all the harder if another threatens to eclipse them.

You can re-roll wound rolls for attacks made by this general while this general is within 6" of another HERO.

2

Glory Hog

This warlord wants nothing more than to revel in the defeat of their enemies.

At the end of the combat phase, if any enemy units were destroyed in that combat phase and this general is on the battlefield, you receive 1 command point.

3

Hurler of Obscenities

The wicked tongue of this warlord can drive a foe into a reckless rage.

At the start of the combat phase, you can pick 1 enemy HERO within 6" of this general. Until the end of that combat phase, add 1 to hit rolls for attacks made by that enemy HERO that target this general, but subtract 1 from save rolls for attacks that target that enemy HERO.

4

Territorial

This warlord has staked their claim, and will not relinquish it this side of the grave.

Add 1 to the number of depravity points you receive from the Escalating Havoc battle trait if this general is wholly within enemy territory at the start of your hero phase.

5

Skin-taker

This warlord takes trophies to show their supremacy, and finds bursts of power in each act of self-aggrandisement.

At the end of the combat phase, if any enemy models were slain by wounds inflicted by this general’s attacks in that combat phase, you can heal D3 wounds allocated to this general.

6

Unshakeable Confidence

It doesn’t even enter this warlord’s head that failure might be possible, and that unshakeable confidence gives them great stamina.

Add 1 to the Wounds characteristic of this general.


Invaders Host Artefacts of Power

Sacred Spoils of War

INVADERS HOST HERO only

D6ARTEFACT OF POWER
1

The Rod of Misrule

This bejewelled staff of office plants suggestions of megalomania in the mind of those that hold it, lending them great charisma while also spurring them on to ever greater acts of tyranny.

At the start of your hero phase, roll a dice. On a 1, your opponent receives 1 command point. On a 2-5 you receive 1 command point. On a 6, you receive D3 command points.

2

Rapier of Ecstatic Conquest

This thin, elegant blade is engraved with thousands of whispering, red-lipped mouths. It can bestow crippling bliss with the slightest scratch.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

3

Whip of Subversion

The Whip of Subversion is a snaking strap of spiked leather soaked in the spittle of a hundred lascivious daemons. With but a single caress, it can drive a victim – or a rival – to attack its own allies.

At the end of the combat phase, you can pick 1 enemy HERO within 6" of the bearer. Pick 1 melee weapon that HERO is armed with, and then pick 1 other enemy unit within 1" of that HERO. The other unit suffers a number of mortal wounds equal to the Attacks characteristic of the melee weapon that you picked.

4

Icon of Infinite Excess

Slaanesh’s most opulent standard drives both the followers and enemies of the Dark Prince into orgiastic fits of violence.

Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, until the end of that combat phase, add 1 to hit rolls for units that were wholly within 12" of the bearer at the start of that combat phase.

5

Fallacious Gift

To the beholder, this cursed gewgaw appears to be a sacred weapon that must be held tightly at all costs, not the life-sapping creation that it truly is.

After set-up is complete, but before the battle begins, pick one enemy HERO, and then pick one of their weapons. At the end of each battle round in which that HERO has attacked with that weapon, that HERO suffers 1 mortal wound.

6

The Beguiling Gem

Any that gaze upon this intricately carved talisman are transfixed by its otherworldly appearance.

At the start of the combat phase, pick 1 enemy HERO within 3" of the bearer and roll 3D6. If the roll is greater than that HERO’s Bravery characteristic, subtract 1 from the Attacks characteristic of all of that HERO’s melee weapons (to a minimum of 0) until the end of that phase.


Pretenders Host Battle Traits

Magnificence Made Flesh

PRETENDERS HOST units only

HEIR TO THE THRONE
Pretender hosts are made up of large throngs of Slaaneshi warriors led by a powerful and charismatic individual. In many cases, this will be a Keeper of Secrets, or an especially arrogant, vain and ambitious mortal champion.
If the general of a PRETENDERS HOST army is a HERO, they have 2 different command traits instead of 1 command trait. If you randomly generate the traits, roll again if the second result is the same as the first. In addition, you can re-roll hit rolls of 1 for attacks made with melee and missile weapons by friendly PRETENDERS HOST units while they have 10 or more models.

PRETENDERS HEDONITE HOST
A Pretender will rarely brook any rivals.
A Supreme Sybarites battalion in a PRETENDERS HOST army must have only 1 CHAOS SLAANESH HERO instead of 3-6.

WARLORD SUPREME
Pretender warlords must constantly prove their prowess in order to deter any challengers that might otherwise rise from the ranks.
At the start of your hero phase, you receive D3 depravity points if your general is within 3" of any enemy units. If your general is within 3" of 3 or more enemy units at the start of your hero phase, you receive D6 depravity points instead of D3.

Pretenders Host Command Traits

Aspects of the Perfect Liege

PRETENDERS HOST HERO general only

D6COMMAND TRAIT
1

Strength of Godhood

This warlord is so sure of their own divinity they draw physical strength from their self-belief.

Once per combat phase, in step 4 of the attack sequence, you can add D3 to the damage inflicted by 1 successful attack made by this general.

2

Monarch of Lies

With a flicker of their hooded eyes, this warlord can learn the secrets of those around it – and whisper unsettling truths that distract their foes at a critical moment.

At the start of the combat phase, pick 1 enemy HERO within 3" of this general. Subtract 1 from hit rolls for attacks made by that enemy HERO in that phase.

3

True Child of Slaanesh

This warlord’s aura of depravity is so thick it is almost palpable.

At the start of the first battle round, before determining which player has the first turn, roll 6 dice. You receive 1 depravity point for each roll of 5+.

4

Strongest Alone

This warlord fights most fiercely on their own, lest their followers sully their greatness with their lesser presence.

You can re-roll hit rolls for attacks made by this general while there are no other friendly models within 6" of this general.

5

Hunter of Godbeasts

This warlord seeks to prove their divinity by hunting the largest prey of all, for they reason only a god can defeat a godbeast.

Add 1 to the damage inflicted by successful attacks made by this general that target a MONSTER.

6

Inspirer

The warlord’s followers are driven to acts of heroism by the sheer presence of their demigod liege – to be close to such greatness is truly inspiring.

Do not take battleshock tests for friendly PRETENDERS HOST units while they are wholly within 9" of this general.


Pretenders Host Artefacts of Power

Regalia of the Rightful Heir

PRETENDERS HOST HERO only

D6ARTEFACT OF POWER
1

The Crown of Dark Secrets

This diadem reveals to the wearer hellish truths. Each lends power over a particular foe, but the price of learning them is eternal servitude to Slaanesh.

At the start of the first battle round, pick 1 enemy HERO. You can re-roll hit rolls for attacks made by the bearer that target that HERO, and you can re-roll unbinding rolls for unbinding attempts made by the bearer for spells that were cast by that HERO.

2

Pendant of Slaanesh

This pendant burrows deep into the owner’s chest and nestles next to their heart, invigorating them with sublime energy whenever they feel pain.

At the start of your hero phase, you can heal up to D3 wounds allocated to the bearer.

3

Sliverslash

Said to be a sliver of Slaanesh’s own elegant blade, this arcane sword is bathed in the energies of excess, and moves like quicksilver to slake its deadly thirst.

Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.

4

Sceptre of Domination

The bearer of this bejewelled sceptre can seduce the minds of their foes.

At the start of the hero phase, if the bearer is within 12" of any enemy HEROES, and your opponent has any command points, roll a dice. On a 4+, your opponent loses 1 command point and you receive 1 command point.

5

Breathtaker

Laced with ornate filigrees and capable of moving with unnatural grace, this gorgeous blade captivates those around it and saps their will to retaliate against attacks.

You can re-roll the dice roll that determines if an enemy HERO within 3" of the bearer is affected by the Locus of Diversion battle trait.

6

Mask of Spiteful Beauty

This mask fills the souls of those who behold it with disgust at their own grotesque appearance.

At the start of your hero phase, pick 1 enemy unit within 6" of the bearer. Subtract 2 from that unit’s Bravery characteristic until your next hero phase.


Godseekers Host Battle Traits

Blessings of the Gleeful Chase

GODSEEKERS HOST units only

THUNDERING CAVALCADE
Hosts of Slaaneshi Godseekers are thundering cavalcades of cruel-eyed hedonists that gallop forth on Steeds of Slaanesh or ride atop whirl-bladed chariots.
Add 1 charge rolls for units in a GODSEEKERS HOST army.

GODSEEKERS HEDONITE HOST
A Godseekers host contains a vast vanguard of Seekers.
A Hedonite Host in a GODSEEKERS HOST army must contain 0-2 Epicurean Revellers battalions and 2-4 Seeker Cavalcade battalions instead of 1-3.
MANIACAL HUNTERS
Trilling and shrieking, laughing and groaning, Godseekers sweep down upon their prey in a wild mass.
At the end of your charge phase, you receive D3 depravity points if any friendly GODSEEKERS HOST units made a charge move in that phase. If 3 or more friendly GODSEEKERS HOST units made a charge move in that phase, you receive D6 depravity points instead of D3.

Godseekers Host Command Traits

Traits of the Seeker Supreme

GODSEEKERS HOST HERO general only

D6COMMAND TRAIT
1

Hunter Supreme

The sense of ecstasy when the hunter has its prey at bay is thrilling, but to this warlord it is beyond compare – they are expert at cornering their victims before the kill.

You can re-roll hit and wound rolls of 1 for attacks made by this general if this general made a charge move in the same turn.

2

Thrill-seeker

This warlord seeks out sensation, the more extreme the better – and will go to the ends of the realms to find it.

This general can run and still charge later in the same turn. If this general already has an ability that allows them to run and still charge later in the same turn, add 3 to run rolls for this general instead.

3

Into the Fray

The first blow struck is the sweetest, and this warlord makes sure they slake their desire for violence with force and skill.

The hit roll for the first attack made by this general during the battle is automatically a 6 (do not roll the dice).

4

Trail-sniffer

Finding even the tiniest hint of Slaanesh’s presence sends this warlord into a violent ecstasy.

At the start of your hero phase, roll a dice for this general if this general is wholly within enemy territory. On a 3+, add 1 to the Attacks characteristic of this general’s melee weapons until your next hero phase.

5

Symphoniac

The warlord is attuned to the lilting strains of Slaanesh’s music – when they add their voice to the chorus of screams, the enemy’s ears bleed and minds fray apart.

At the start of the combat phase, roll 1 dice for each enemy unit within 3" of this general. On a 2+, that enemy unit suffers 1 mortal wound.

6

Speed-chaser

To be slow is to die! This warlord must keep moving, going ever faster and reaching a deadly velocity that leaves a trail of corpses in their wake.

This general can retreat and still charge later in the same turn.


Godseekers Host Artefacts of Power

Treasures of the Hunt

GODSEEKERS HOST HERO only

D6ARTEFACT OF POWER
1

Cameo of the Dark Prince

This tiny locket holds a cameo magically sculpted to emit Slaanesh’s radiance. To look upon it is to feel a great surge of inspiration and resolve.

Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, you receive 1 command point, and until your next hero phase you do not have to take battleshock tests for friendly CHAOS SLAANESH units while they are wholly within 18" of the bearer.

2

Girdle of the Realm-racer

This magic belt cinches in the waist, its teeth digging in painfully. It renders the wearer and their steed featherlight, allowing them to skip across their enemies and even the most hazardous terrain.

Subtract 1 from the bearer’s Wounds characteristic. In addition, the bearer can fly.

3

Threnody Voicebox

When swallowed and held in the gullet, this tiny music box allows the bearer to let fly a mournful melody that can drive enemies into a half-manic stupor.

At the start of the combat phase, you can pick 1 enemy HERO that is within 3" of the bearer. Subtract 1 from the Attacks characteristic of melee weapons used by that HERO (to a minimum of 1) until the end of that phase.

4

Lash of Despair

The cords of this whip are span of soul-stuff, and when the lash cracks the soul-streamers splay outward, striking wildly at all nearby.

At the start of your shooting phase, you can roll a dice for each enemy unit within 6" of the bearer. On a 4+ that unit suffers 1 mortal wound.

5

Enrapturing Circlet

The variegated tendrils exuding from this daemonic band capture and ensnare nearby warriors.

Enemy units within 3" of the bearer cannot retreat. In addition, at the start of your hero phase, roll a dice for each enemy unit within 3" of the bearer. On a 2+, that enemy unit suffers 1 mortal wound.

6

Bindings of Slaanesh

This champion is clad in writhing chains and leather straps that have burrowed deep in their flesh. In combat, these bindings lash out at their foes.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer and roll 2D6. If the roll is greater than that enemy HERO’s Move characteristic, subtract 1 from hit rolls for attacks made by that enemy HERO until the end of that phase. In addition, if the roll is greater than that enemy HERO’s Wounds characteristic, that enemy HERO suffers D3 mortal wounds.


Spell Lores

You can choose or roll for one spell from one of the following tables for each SLAANESH WIZARD in a Slaanesh army. In addition, any number of different SLAANESH WIZARDS in a Slaanesh army that have the Acquiescence spell on their warscroll can use it in the same turn, as long as the same WIZARD does not attempt to cast it more than once in that turn.

Lore of Slaanesh

SLAANESH DAEMON WIZARDS only

D6SPELL
1

Lash of Slaanesh

A long tongue-like whip of energy erupts from the caster’s forehead and lashes into the ranks of the enemy.

Lash of Slaanesh has a casting value of 5. If successfully cast, pick 1 point on the battlefield within 12" of the caster that is visible to them, and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each enemy model passed across by this line. On a 4+ that model’s unit suffers 1 mortal wound.

2

Pavane of Slaanesh

The caster whistles the tune to one of the darkling dances of Slaanesh, causing their foe to jerk spasmodically until their bones break.

Pavane of Slaanesh has a casting value of 7. If successfully cast, pick 1 enemy HERO within 6" of the caster that is visible to them, and roll a number of dice equal to that HERO’s Move characteristic. For each 5+, that HERO suffers 1 mortal wound.

3

Hysterical Frenzy

The caster’s victims are engulfed by a torrent of unreasoning emotion, causing them to claw at themselves in blissful rapture.

Hysterical Frenzy has a casting value of 7. If successfully cast, pick 1 enemy unit wholly within 18" of the caster that is visible to them, and roll 1 dice for each model in that unit. For each 6, that unit suffers D3 mortal wounds.

4

Soulslice Shards

The caster flicks their wrist and a cloud of ethereal darts bursts from their hand, flensing the minds and souls of their foes.

Soulslice Shards has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them, and roll 2D6. If the roll is higher than that unit’s Bravery characteristic, that unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the roll.

5

Phantasmagoria

The sorcerer summons illusory creatures that flit across the battlefield, seducing and bewildering the sorcerer’s foes.

Phantasmagoria has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them, and roll 6 dice. For each 5+, until your next hero phase, subtract 1 from that unit’s Bravery characteristic (to a minimum of 1).

6

Born of Damnation

The sorcerer creates a small portal though which the raw power of Slaanesh can flow.

Born of Damnation has a casting value of 5. If successfully cast, pick 1 friendly HEDONITE HERO within 6" of the caster that is visible to them. You can heal 1 wound allocated to that HERO. If the casting roll was 10+, you can heal D3 wounds allocated to that HERO instead of 1.


Forbidden Sorceries of Slaanesh

SLAANESH GREATER DAEMONS only

D3SPELL
1

Song of Secrets

Everyone has deep-rooted secrets, and greater daemons of Slaanesh are adept at divining them and manipulating them to their own ends.

Song of Secrets has a casting value of 7. If successfully cast, pick 1 enemy unit wholly within 18" of the caster that is visible to them, and roll 1 dice for each model in that unit. For each 6, you receive 1 depravity point.

2

Progeny of Damnation

The greater daemon rips a massive portal though which the raw power of Slaanesh can flood.

Progeny of Damnation has a casting value of 7. If successfully cast, pick 1 friendly DAEMON HEDONITE HERO within 6" of the caster that is visible to them. You can heal D3 wounds allocated to that HERO. If the casting roll was 10+, you can heal D6 wounds allocated to that HERO instead of D3.

3

Slothful Stupor

No natural malaise is this, but a deep spiritual ennui that saps all sense of purpose and enthusiasm.

Slothful Stupor has a casting value of 8. If successfully cast, pick 1 enemy HERO within 12" of the caster that is visible to them. Until your next hero phase, that HERO cannot use command abilities, and cannot run or attempt to charge.


Lore of Pain and Pleasure

MORTAL SLAANESH WIZARDS only

D3SPELL
1

Battle Rapture

The caster fills an ally with a glorious delight in battle that drives out any feelings of fear or need for self-preservation.

Battle Rapture has a casting value of 5. If successfully cast, pick 1 friendly MORTAL SLAANESH unit wholly within 18" of the caster that is visible to them. Do not take battleshock tests for that unit until your next hero phase. If the casting roll is 10+, you can pick up to 3 friendly MORTAL SLAANESH units that are wholly within 18" of the caster and visible to them, instead of 1.

2

Dark Delusions

The caster creates an illusion of the enemy’s darkest desire and dangles it before them, breaking their concentration and leaving them vulnerable to attack.

Dark Delusions has a casting value of 5. If successfully cast, pick 1 enemy unit wholly within 18" of the caster that is visible to them, and roll 2D6. If the roll is equal to or greater than that unit’s Bravery characteristic, add 1 to hit rolls for attacks that target that unit until your next hero phase.

3

Hellshriek

The sorcerer summons a chorus of diabolical screams that torture the soul with a symphony of pain.

Hellshriek has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 6" of the caster. On a 5+, that enemy unit suffers 1 mortal wound.


Battleplans

Battleplan

Two Hosts Go To War

The hosts of Slaanesh have long held bitter rivalries. With their deity missing, many warlords hope to claim dominion over all their kith and kin, and in doing so dominate the realms and consecrate them in the name of their fell patron – or even replace him entirely. Invaders seek to conquer the territory and material possessions of their foes, while Godseekers try to get as close to Slaanesh as possible – usually through committing acts of depravity on the altar of war. Pretenders merely seek to eliminate the strongest of their rivals, and in doing so prove their right to become a living god.

THE ARMIES
Each player picks an army as described in the core rules. Both players must use a Slaanesh army. Neither army can include a Fane of Slaanesh.

Both players can use the following command ability.

COMMAND ABILITY
Glory of the Dark Prince: The leaders of the host entreat their followers to fight their hardest to capture the Fane of Slaanesh.
You can use this command ability at the end of the combat phase if there are any friendly HEROES within 12" of the Fane of Slaanesh (see ‘The Battlefield’, below). If you do so, pick 1 friendly unit wholly within 12" of the Fane of Slaanesh and within 3" of an enemy unit. That unit can pile in and attack with its melee weapons. You cannot pick the same unit to benefit from this command ability more than once per combat phase.

Designer’s Note: If both players wish to use this command ability at the end of the same combat phase, remember that the player whose turn is taking place does so first.

THE BATTLEFIELD
Set up 1 FANE OF SLAANESH terrain feature in centre of the battlefield, as shown on the map below.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

OBJECTIVES
This battle is fought to control the Fane of Slaanesh, and to achieve a quest. The Fane of Slaanesh is located at the centre of the battlefield, as shown on the map, and is treated as an objective in addition to the other rules that apply to it.

QUESTS
The quest each player is trying to achieve is determined by the Host of Slaanesh the player’s army belongs to:

Invaders Host Quest: You complete your quest if any friendly units with 5 or more models are wholly within your opponent’s territory at the end of the battle.

Pretenders Quest: You complete your quest if the Leader with the highest points value on your opponent’s roster is slain at the end of the battle. If 2 or more models are eligible, pick 1 at the start of the first battle round.

Godseekers Quest: You complete your quest if, at the end of the battle, you have 6 or more unspent depravity points.

GLORIOUS VICTORY
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+ the battle ends. On any other roll, the battle continues.

When the battle ends, if one player controls the objective and has completed their quest, then that player wins a major victory. If neither player controls the objective, but only one has completed their quest, then the player that has completed their quest wins a minor victory. Any other result is a draw.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Slaanesh Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Keeper of Secrets1 units
Bladebringer, Herald on Exalted Chariot3 units
The Contorted Epitome3 units
Lord of Chaos with mark of SLAANESH4 units
Infernal Enrapturess, Herald of Slaanesh4 units
Bladebringer, Herald on Hellflayer or Bladebringer, Herald on Seeker Chariot4 units
Viceleader, Herald of Slaanesh4 units
Chaos Lord on Daemonic Mount with mark of SLAANESH4 units
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-43 Fiends
5-6Exalted Chariot
HERO FOLLOWERS TABLE
D6Mortal FollowersDaemon Followers
1-4Lord of Chaos with mark of SLAANESHViceleader, Herald of Slaanesh
5-6Chaos Lord on Daemonic Mount with mark of SLAANESHBladebringer, Herald on Hellflayer or Bladebringer, Herald on Seeker Chariot

Followers Rewards Table

D6REWARD
1

Sworn Disciples

These loyal retainers will follow their leader to death and beyond.

You can re-roll hit rolls of 1 for this unit while it is wholly within 12" of your champion.

2

Rapturous Oblivion

The fierce joy of battle has so overwhelmed these warriors that they have forgotten the meaning of fear.

Do not take battleshock tests for this unit.

3

Unnatural Swiftness

Heightened senses allow these warriors to strike before all but the fastest opponent.

Once per battle, in the combat phase, this unit can fight at the start of the combat phase, before the players pick any other units to fight with in that combat phase.

4

Violent Excess

Bloodshed causes these hedonists to commit acts of heinous violence.

If the unmodified wound roll for an attack made with a melee weapon by this unit is 6, add 1 to the damage inflicted by that attack.

5

Fuelled by Pain

A wound that would fell another creature only drives these warriors to fight all the harder.

You can re-roll save rolls of 1 for attacks that target this unit.

6

Twice-blessed Followers

These hedonists have the favour of Slaanesh.

Roll twice on this table and apply both results to this unit. Re-roll any duplicates or further rolls of 6.


Champion Rewards Table

2D6REWARD
2

What the Gods Give…

This champion has offended the Dark Prince and is punished accordingly.

You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.

3

Self-obsessed

This champion is justifiably proud of their own incredible prowess.

In your hero phase, roll a dice for this champion. On a 1, you lose D3 command points (to a minimum of 0). On a 2-5, you receive 1 command point. On a 6, you receive D3 command points.

4

Lightning Riposte

This champion replies to an attack with a lightning fast counter-attack.

If the unmodified save roll for an attack that targets this champion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

5

Ensorcelled Weapon

Slaanesh gifts this champion with a magical weapon.

Pick 1 of this champion’s melee weapons when you receive this reward. Improve the Rend characteristic of that weapon by 1.

6

Aura of Acquiescence

Few can resist the charms of this refined warrior.

You can re-roll the dice roll that determines if an enemy HERO within 3" of the bearer is affected by the Locus of Diversion battle trait.

7

Graceful Feint

The champion side-steps round an opponent, leaving them flat-footed and confused.

This champion can retreat and still charge later in the same turn.

8

Cruel Tormentor

This champion glories in making their rivals writhe and flinch in pain.

You can re-roll hit and wound rolls for attacks made with melee weapons by this champion that target a HERO.

9

Exalted Champion of Slaanesh

This champion’s exploits have earned them high status among Slaanesh’s champions.

In your hero phase, roll a dice for this champion. On a 1, you lose D3 depravity points (to a minimum of 0). On a 2-5, you receive 1 depravity point. On a 6, you receive D3 depravity points.

10

Insensate to Pain

This champion relishes pain, and even a terrible wound will not slow them.

You can re-roll save rolls for attacks that target this champion.

11

Daemonic Armour

This champion’s armour is infused with protective energies stolen from a daemon of Slaanesh.

Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+, that wound or mortal wound is negated.

12

Twice-blessed Champion

This champion has pleased the Dark Prince and is rewarded accordingly.

Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 and further rolls of 12.

Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The HEDONITE, HERO and GREATER DAEMON keywords are used in following Slaanesh warscrolls:

Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The SLAANESH and GREATER DAEMON keywords are used in following Slaanesh warscrolls:

Leader, Behemoth

The MORTAL and SLAANESH keywords are used in following Slaanesh warscrolls:

None

The FANE OF SLAANESH keyword is used in following Slaanesh warscrolls:

Scenery Warscroll
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
© Vyacheslav Maltsev 2013-2019