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.Contents • Invaders | ||
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Q: | Do wounds dealt in a turn still count for depravity even if healed later in the same turn? |
A: | Yes. |
Q: | Does the Gorge on Excess command ability apply to the total damage inflicted by a Hedonite unit after all of that Hedonite unit’s attacks have been resolved? |
A: | Yes. |
Q: | The Legions of Chaos rule states ‘2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword’. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units? |
A: | No. |
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Hedonites of Slaanesh army only.
With violence and excess, the walls of reality can be made thin enough to draw forth Slaaneshi daemons.
You can summon SLAANESH DAEMON units to the battlefield if you collect enough depravity points (DPs). At the end of the battleshock phase, you receive 1 depravity point for each unit on the battlefield that had a wound or mortal wound that was not negated allocated to it in that turn, or has fewer models than it had at the start of that turn.
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The disappearance of Slaanesh has divided his followers into several factions, each with their own agenda.
When you choose a Hedonites of Slaanesh army, you can give it a Host of Slaanesh keyword from the list below. All HEDONITE units in your army gain that keyword, and you can use the allegiance abilities listed for that Host of Slaanesh.The greatest Slaaneshi daemons can fill the minds of those nearby with perverse and compelling desires.
At the end of the charge phase, each friendly HEDONITE DAEMON HERO within 1" of an enemy unit can create a locus of diversion. If they do so, pick 1 enemy unit that is within 1" of that HERO and roll a dice, adding 1 if that HERO is a GREATER DAEMON. On a 4+, that unit cannot make a pile-in move before it attacks in the following combat phase. You cannot pick the same unit as the target for this ability more than once in the same phase (whether the roll is successful or not).The followers of Slaanesh revel in slaughter, the thrill of battle driving them to strike again and again.
If the unmodified hit roll for an attack made with a melee weapon by a HEDONITE 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.When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.
A Hedonites of Slaanesh army can include coalition units (see below) as follows:To the Hedonites of Slaanesh, pain and suffering - be it their own or that of others - is a potent source of power. The more torment that smothers a battlefield, the stronger these unholy hosts become.
During battle, a Hedonites of Slaanesh army gains the following abilities based on their current number of unspent depravity points (DP). These abilities are cumulative:
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The Despoiler’s ArtINVADERS units onlyFIGUREHEADS 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.Your army can have up to 3 generals instead of 1. Only 1 of your generals can have a command trait, but all 3 are considered to be a general for the purposes of using command abilities. However, none of your generals can use a command trait or command ability while they are within 12" of any of your other generals. In addition, each time 1 of your generals is slain for the first time, you receive 1 command point. You receive the command point for having a general on the battlefield at the start of the hero phase if 1 or more of these generals are on the battlefield (you still only receive 1 command point if you have 2 or more generals on the battlefield). You receive the +2 modifier to the Heroic Leadership heroic action only if all of the generals have been slain. ESCALATING HAVOC Invaders wreak havoc upon the lands in their attempts to outdo one another in Slaanesh’s name.At the end of your battleshock phase, you receive 1 depravity point if any of your generals are wholly within enemy territory. If 3 of your generals are wholly within enemy territory at the end of your battleshock phase, you receive D3 depravity points instead of 1. INVADERS HEDONITE HOST An Invaders host contains a vast multitude of Daemonettes.Hedonite Hosts in your army must include 2-4 Epicurean Revellers battalions instead of 1-3, and 0-2 Seeker Cavalcades instead of 1-3. | ||
Obsessions of the InvaderINVADERS HERO general only
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Sacred Spoils of WarINVADERS HERO only
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Magnificence Made FleshPRETENDERS HOST units onlyHEIR 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 army is a HERO, they have 2 different command traits instead of 1. In addition, you can re-roll hit rolls of 1 for attacks made with melee weapons by friendly PRETENDERS units that have 10 or more models while your general is on the battlefield. PRETENDERS SUPREME SYBARITES A Pretender will rarely brook any rivals.A Supreme Sybarites battalion in a PRETENDERS army must include 1 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 end of your battleshock phase, you receive 1 depravity point if your general is within 3" of an enemy unit. At the end of your battleshock phase, you receive D3 depravity points instead of 1 if your general is within 3" of 2 or more enemy units. | ||
Aspects of the Perfect LiegePRETENDERS HERO general only
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Regalia of the Rightful HeirPRETENDERS HERO only
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Blessings of the Gleeful ChaseGODSEEKERS units onlyTHUNDERING 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 to charge rolls for friendly GODSEEKERS units. GODSEEKERS HEDONITE HOST A Godseekers host contains a vast vanguard of Seekers.Hedonite Hosts in your army must include 0-2 Epicurean Revellers battalions instead of 1-3, 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 your general made a charge move in the same turn. Add 1 to the roll if any other friendly GODSEEKERS units made a charge move in that turn. | ||
Traits of the Seeker SupremeGODSEEKERS HERO general only
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Treasures of the HuntGODSEEKERS HERO only
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A Syll’Esskan Host is a new Host of Slaanesh which can be used by any player that is using a Hedonites of Slaanesh army chosen from Battletome Hedonites of Slaanesh. If you decide to do so, after you have chosen the Slaanesh allegiance for your army, you can choose for your army to be a SYLL’ESSKAN HOST instead of an INVADERS HOST, a PRETENDERS HOST or a GODSEEKERS HOST. All units in your army gain the SYLL’ESSKAN keyword and benefit from the following Battle Traits as well as the allegiance abilities they have for being a Hedonites of Slaanesh army.
Vengeance UnleashedSYLL’ESSKAN HOST units onlyCOMMON PURPOSE In reflection of their leader, the hosts that follow Syll’Esske count both daemons and mortals in roughly equal number, working together in perfect symmetry.At the start of the battle, if the number of MORTAL units in a Syll’Esskan Host army is exactly equal to the number of DAEMON units, you receive D3 extra command points. If the total number of units in the army is more than 12, and the number of MORTAL units in a Syll’Esskan Host army is exactly equal to the number of DAEMON units, you receive D6 extra command points instead of D3 extra points. Syll’Esske counts as 2 units, 1 MORTAL and 1 DAEMON, for the purposes of this rule. DEADLY SYMBIOSIS The followers of Syll’Esske are united in their desire to wreak vengeance, and they take shivering pleasure in their comrades committing acts of violence and excess in the name of the Vengeful Allegiance.Add 1 to the number of depravity points you receive in the battleshock phase if a friendly SYLL’ESSKE is on the battlefield and is within 6" of at least 1 other friendly SYLL’ESSKAN HOST DAEMON unit and at least 1 friendly SYLL’ESSKAN HOST MORTAL unit. SYLL’ESSKAN HOST A Syll’Esskan host contains far more mortal warriors that any other host of Slaanesh.A Syll’Esskan Host can include only the following warscroll battalions: The Vengeful Alliance, Epicurean Revellers, Seeker Cavalcade, Devout Supplicants, Vengeful Throng and Daemonsteel Contingent. The Vengeful Alliance, Devout Supplicants, Vengeful Throng and Daemonsteel Contingent warscroll battalions can only be used in an army that is a Syll’Esskan Host. | ||
These rules can be used by units in a Slaanesh army that have been given the appropriate keyword (see the Hosts of Chaos).
The Lurid HazeThe Invaders known as the Lurid Haze announce their presence by unleashing great billows of suffocating, perfumed mist that sweep across the battlefield, concealing their movements and heightening every sensation. Striking from the midst of this intoxicating cloud, they indulge their every sadistic passion upon their foes. ABILITIES Billowing Mists: The Lurid Haze unleash clouds of perfumed smoke to conceal their movements.After set up is complete but before the first battle round begins, you can remove D3 friendly LURID HAZE INVADERS HOST units from the battlefield and say that they are set up in ambush as reserve units (any set-up restrictions in the battleplan being used still apply). If you do so, at the end of your first movement phase, you must set up those friendly LURID HAZE INVADERS HOST units on the battlefield, wholly within 6" of the battlefield edge and more than 9" from any enemy units. COMMAND TRAIT A LURID HAZE INVADERS HOST general must have this command trait.Feverish Anticipation: Lurid Haze warriors cannot wait to glut themselves with the sensations of battle. You can re-roll run rolls for friendly LURID HAZE INVADERS HOST units that are wholly within 12" of this general when the run roll is made. COMMAND ABILITY Intoxicating Pall: Immersed in the swirling vapours of their incense, warriors of the Lurid Haze find their reactions honed to a formidable edge.You can use this command ability once per turn in the combat phase. If you do so, pick 1 friendly LURID HAZE INVADERS HOST unit wholly within 12" of a friendly LURID HAZE INVADERS HOST HERO with this command ability. Until the end of that phase, add 1 to save rolls for attacks that target that unit. The same unit cannot benefit from this command ability more than once per turn. ARTEFACT OF POWER The first LURID HAZE INVADERS HOST HERO to receive an artefact of power must be given the Oil of Exultation.Oil of Exultation: This profane blend of unguents toughens the skin and heightens the senses. Add 1 to the Wounds characteristic of the bearer. | ||
The Faultless BladesFollowers of the Pretender warlord Zaresta Silverheart, the Faultless Blades are an order of Slaaneshi war-cultists who have dedicated themselves entirely to mastering single combat. They seek out only the most monstrous and deadly foes against which to test their perfection of the martial form. ABILITIES Send Me Your Best: The Faultless Blades desire to test their skill against the very deadliest of duellists.Add 1 to hit rolls for attacks made with melee weapons by friendly FAULTLESS BLADES PRETENDERS HOST units that target a HERO if that friendly unit made a charge move in the same turn. COMMAND ABILITY Armour of Arrogance: These warriors refuse to acknowledge any wounds that their enemies inflict upon them, so sure are they of they own superiority.You can use this command ability once per turn in the combat phase. If you do so, pick 1 friendly FAULTLESS BLADES PRETENDERS HOST unit wholly within 12" of a friendly FAULTLESS BLADES PRETENDERS HOST HERO with this command ability. The first 2 wounds allocated to that unit in that phase are negated. COMMAND TRAIT A FAULTLESS BLADES PRETENDERS HOST general must have this command trait in addition to any others it has.Contest of Cruelty: Warlords of the Faultless Blades like to inspire fierce competition amongst their warriors to see who can score the most memorably gruesome kill. Friendly FAULTLESS BLADES PRETENDERS HOST units that start a pile-in move wholly within 12" of this general can move an extra 3" when they pile in. ARTEFACT OF POWER The first FAULTLESS BLADES PRETENDERS HOST HERO to receive an artefact of power must be given the Contemptuous Brand.Contemptuous Brand: This ebon blade has supped on the blood of countless kings, warriors and champions. Pick one of the bearer’s melee weapons. Add 1 to wound rolls for attacks made with that weapon that target a HERO. | ||
The Scarlet CavalcadeEntirely obsessed with the sensation of speed, the deviant Godseekers of the Scarlet Cavalcade rampage across vast distances, scything through everything in their path. They believe that when they achieve their full and deadly velocity, they are blessed with brief glimpses of their missing god. ABILITIES Excessive Swiftness: Warriors of the Scarlet Cavalcade believe that by attaining a lethal velocity, they can commune with their absent god.At the start of your charge phase, if 2 friendly SCARLET CAVALCADE GODSEEKERS HOST units that each have 10 or more models are within 6" of each other, you can make 1 charge roll to determine the charge distance for both units in that phase. COMMAND ABILITY Vicious Spurs: Cavalcade riders wear barbed spurs that can be used on their foes as well as their steeds.You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCARLET CAVALCADE GODSEEKERS HOST unit that made a charge move that turn and is wholly within 12" of a friendly SCARLET CAVALCADE GODSEEKERS HOST HERO. Until the end of that phase, if the unmodified save roll for an attack that targets that unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. COMMAND TRAIT A SCARLET CAVALCADE GODSEEKERS HOST general must have this command trait.Embodiment of Haste: This rider’s fearsome speed is inspiring to all. You can re-roll battleshock tests for friendly SCARLET CAVALCADE GODSEEKERS HOST units wholly within 12" of this general. ARTEFACT OF POWER The first SCARLET CAVALCADE GODSEEKERS HOST HERO to receive an artefact of power must be given the Helm of the Last Rider.Helm of the Last Rider: The last heirloom of a ruined kingdom of horselords, this gilded helm radiates an aura of regal surety. Add 1 to the Bravery characteristic of friendly SCARLET CAVALCADE GODSEEKERS HOST units while they are wholly within 12" of the bearer. | ||
Total Acquiescence: Any number of SLAANESH WIZARDS in a Hedonites of Slaanesh army that have the Acquiescence spell on their warscroll can use it in the same turn, but the same WIZARD cannot attempt to cast it more than once per turn.
Lore of SlaaneshSLAANESH DAEMON WIZARD (including Unique units) only.’
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Forbidden Sorceries of SlaaneshSLAANESH GREATER DAEMON (including Unique units) only.
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Lore of Pain and PleasureSLAANESH MORTAL WIZARD (including Unique units) only.
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Battleplan Chasing WhispersFor many Hedonites, the path to ultimate power is to find and free the captive Dark Prince – for surely then, so claim these crazed narcissists, will they be elevated to sit at the left hand of their grateful deity. In true Slaaneshi fashion, the Hedonites do not undertake this search by hunting for clues or carefully considering the evidence, but rather by running foes to the ground and torturously extracting any secrets they may possess, winning knowledge at the tip of an elegant blade or wicked claw. THE ARMIES Each player picks an army. One player is the Slaanesh player. Their opponent is the Purger. The Slaanesh player must use a Hedonites of Slaanesh army.SET-UP The players alternate setting up units one at a time, starting with the Slaanesh player. Players must set up units wholly within their territory, more than 12" from enemy territory. The territories are shown on the map.Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another. OBJECTIVES Set up 3 objectives as shown on the map.NO RESERVES In this battle, all units must be set up on the battlefield before the battle begins. Any unit that is set up as a reserve unit is destroyed and all of the models in the unit are slain.COMMAND ABILITIES The Slaanesh player can use the following extra command ability in this battle:Prized Victims: The debauched leaders of this cavalcade hand-pick the foes they believe will produce the most sublime agonies. You can use this command ability once per turn in your hero phase. If you do so, pick 1 enemy unit on the battlefield. If that unit is destroyed this turn, you receive 3 depravity points. The Purger can use the following extra command ability in this battle: Gathering Momentum: Knowing that calamity will surely follow should the Hedonites be victorious, the defiers of the Dark Prince will stop at nothing to thwart them. You can use this command ability once per turn in your hero phase. If you do so, pick 1 enemy SLAANESH HERO on the battlefield. If that HERO is slain this turn, you can pick 1 other SLAANESH HERO on the battlefield. You can re-roll hit rolls for attacks that target that HERO until the start of your next hero phase. TRAIL OF THE DARK PRINCE At the start of your hero phase, you can pick 1 friendly unit wholly within 6" of an objective you control. Until the end of that turn, you can re-roll save rolls of 1 for attacks that target that unit.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The Slaanesh player wins a major victory if they have 18 or more unspent depravity points when the battle ends.The Purger wins a major victory if the Slaanesh player has fewer than 18 unspent depravity points and all enemy SLAANESH HEROES have been slain when the battle ends. If neither player wins a major victory when the battle ends, then the player that controls the most objectives when the battle ends wins a minor victory. Any other result is a draw. ![]() | ||
Battleplan Swarm of SinSome warriors seek to match themselves against worthy foes, but not the Hedonites. These fiendish decadents delight in falling upon weary and wounded prey, ambushing armies on the homeward march to ply their depraved torturer’s craft. Enemies chosen for such a fate must sell their lives dearly, buying time for their more vulnerable comrades to escape the cruel blades and murderous claws of their attackers. THE ARMIES Each player picks an army. One player is the Slaanesh player, and their opponent is the Voyager. The Slaanesh player must use a Hedonites of Slaanesh army.OBJECTIVES Set up 3 objectives as shown on the map.SET-UP The players alternate setting up units one at a time, starting with the Slaanesh player.The Slaanesh player must set up each of their units within 6" of an objective, wholly within their territory and more than 9" from enemy territory. The Voyager must set up their units wholly within their territory and more than 9" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army one after another. FAR FROM HOME At the start of the Voyager’s movement phase, any units from the Voyager’s army that are within 8" of the Escape Edge of the battlefield and not within 3" of any enemy units have escaped and are removed from play.RITUAL SITES At the start of your hero phase, you can pick 1 friendly unit wholly within 6" of an objective you control. Until the end of the turn, that unit can fly.COMMAND ABILITIES The following additional command ability can be used in this battle.No Time To Lose: Urgency grips both armies to move with the utmost purpose. You can use this command ability in your movement phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Add 3 to run rolls for that unit until your next hero phase. BATTLE LENGTH Starting from the fourth 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.GLORIOUS VICTORY The Slaanesh player wins a major victory if more than half of the units from the Voyager’s starting army have been destroyed when the battle ends.The Voyager wins a major victory if more than half of the units from their starting army have escaped when the battle ends. If neither player wins a major victory when the battle ends, then each player adds up the Wounds characteristics of all enemy models slain during the battle. The player with the higher total wins a minor victory. Any other result is a draw. ![]() | ||
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.These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign. | ||
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Mortal Followers Rewards Table
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Daemon Rewards Table
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Mortal Champion Rewards Table
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Daemon Champion Rewards Table
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This section contains rules for using a Hedonites of Slaanesh army on a Path to Glory campaign. It includes additional rules, quests, veteran abilities and unique territories that can only be used by a Hedonites of Slaanesh army.
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QUEST ENTERTAIN NO RIVALSHaving proclaimed yourself the most superlative warrior in all the realms, you can hardly allow your rivals to live - and the more you slay, the more the Dark Prince will come to dote on you... Each time an enemy HERO is slain by wounds caused by an attack made by your warlord, add 1 quest point to the progress section of your quest log.Once you have gained 6 or more quest points, you complete this quest. When you complete this quest, you can roll on the table below to see which Boon of Slaanesh your warlord earns. Boons of Slaanesh are used in a Path to Glory battle against another Path to Glory army. Make a note of this on your order of battle. If you have completed this quest multiple times, re-roll results your warlord has already earned. | ||
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If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
GRAND VANITIES Hedonites of Slaanesh army only.
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METHODS OF TORTURE Hedonites of Slaanesh army only.
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If the players are using the Open War battlepack from the Warhammer Age of Sigmar Core Book, players using a Hedonites of Slaanesh army can use the following twists and ruses as well as those found in the battlepack.
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The MARK OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:
The SLAANESH and DAEMON keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The HEDONITE keyword is used in the following Hedonites of Slaanesh warscrolls:
The HEDONITE, DAEMON and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The GREATER DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:
The HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:
The INVADERS keyword is used in the following Hedonites of Slaanesh warscrolls:
The INVADERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The PRETENDERS keyword is used in the following Hedonites of Slaanesh warscrolls:
The PRETENDERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The GODSEEKERS keyword is used in the following Hedonites of Slaanesh warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The GODSEEKERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SYLL’ESSKAN HOST keyword is used in the following Hedonites of Slaanesh warscrolls:
The MORTAL keyword is used in the following Hedonites of Slaanesh warscrolls:
The DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:
The SYLL’ESSKAN HOST and DAEMON keywords are used in the following Hedonites of Slaanesh warscrolls:
The SYLL’ESSKAN HOST and MORTAL keywords are used in the following Hedonites of Slaanesh warscrolls:
The LURID HAZE and INVADERS keywords are used in the following Hedonites of Slaanesh warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The LURID HAZE, INVADERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
The FAULTLESS BLADES and PRETENDERS keywords are used in the following Hedonites of Slaanesh warscrolls:
The FAULTLESS BLADES, PRETENDERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SCARLET CAVALCADE and GODSEEKERS keywords are used in the following Hedonites of Slaanesh warscrolls:
The SCARLET CAVALCADE, GODSEEKERS and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH and WIZARD keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH, DAEMON and WIZARD keywords are used in the following Hedonites of Slaanesh warscrolls:
The HEDONITE and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH and GREATER DAEMON keywords are used in the following Hedonites of Slaanesh warscrolls:
The DAEMON, HEDONITE and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH, MORTAL and WIZARD keywords are used in the following Hedonites of Slaanesh warscrolls:
The MORTAL and SLAANESH keywords are used in the following Hedonites of Slaanesh warscrolls:
The KEEPER OF SECRETS keyword is used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH, DAEMON and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The SLAANESH, MORTAL and HERO keywords are used in the following Hedonites of Slaanesh warscrolls:
The HERO keyword is used in the following Hedonites of Slaanesh warscrolls:
The BLADEBRINGER keyword is used in the following Hedonites of Slaanesh warscrolls:
Contents • Invaders | ||