Hedonites of Slaanesh

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

BookKindEditionLast update
  Hedonites of Slaanesh
  Hedonites of SlaaneshBattletome3September 2023
  Slaves to Darkness
  Slaves to DarknessBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Warhammer Underworlds: Deathgorge
  Warhammer Underworlds: DeathgorgeWarscroll3October 2023
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion2August 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Hedonites of Slaanesh

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.
Q:Can I use the ‘Figureheads of the Dark Prince’ ability more than once in each hero phase?
A:
No.
Q:Does the Bladebringer’s Slavering for Sensation ability modify both effects of the Soulscent ability, i.e. the effect that causes mortal wounds and the effect that adds to the Attacks characteristic of the unit’s melee weapons?
A:
No, it only modifies the effect that causes mortal wounds.
Q:If 2 different friendly Lords of Hubris use the You First, I Insist... ability and pick the same enemy unit, what happens?
A:
That enemy unit can only attack the Lord of Hubris that used the You First, I Insist... ability last.
Q:If I offer a Temptation Dice to my opponent and they reject the offer, is that Temptation Dice still lost?
A:
Yes.
Q:If an artefact of power was offered at the Fane of Slaanesh, does it still count as being equipped by the HERO for the purposes of the ‘Coveted Riches’ grand strategy?
A:
No.

Allies

CHAOSALLIES
Hedonites of SlaaneshDisciples of Tzeentch, Maggotkin of Nurgle, Slaves to Darkness (excluding units that can or must be given a Mark of Chaos)

Hedonites of Slaanesh Battle Traits

Hosts of the Dark Prince

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

You must pick 1 of the following subfactions for your army (core rules, 27.2.1). All HEDONITES OF SLAANESH units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Temptations of Slaanesh

Wherever the Hedonites of Slaanesh roam, reality is unmade. Those who stand against them are assailed by titillating phantasms and mind-bending illusions until they become slaves to their own base urges.

At the start of each battle round, after determining who will take the first turn, you gain a pool of 6 dice. These are your Temptation Dice. Each time your opponent makes a failed hit roll, a failed wound roll or a failed save roll, you can offer them a Temptation Dice. If they accept your offer, that roll is replaced with a 6. Rolls replaced in this way cannot be re-rolled or modified.

Designer’s Note: Remember that the success or failure of a hit roll, wound roll or save roll is determined after re-rolls and modifiers.

Each time your opponent accepts your offer of a Temptation Dice, you gain D6 depravity points after all of the attacks have been resolved. Each time your opponent rejects your offer of a Temptation Dice, the unit for which the roll was made suffers D3 mortal wounds after all of the attacks have been resolved. You cannot offer your opponent a Temptation Dice for the same enemy unit more than once per phase. At the end of the battle round, any Temptation Dice that have not been offered are lost.

Legions of Chaos

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 cannot include coalition units with the KHORNE keyword. A Hedonites of Slaanesh army can include coalition units as follows:
  • 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. Those units must be given the SLAANESH keyword.
  • 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction that does not have the TZEENTCH or SLAANESH keyword. Those units gain the SLAANESH keyword.

COALITION UNITS
Coalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

Euphoric Killers

The followers of Slaanesh revel in slaughter, the thrill of battle sending them into an electrified frenzy as they mutilate their foe.

Once per turn, at the start of your combat phase, you can pick 1 friendly HEDONITES OF SLAANESH unit and 1 enemy unit within 1" of that unit. If you do so, until the end of that phase, you gain 1 depravity point for each wound and mortal wound caused by attacks made by that friendly unit that are allocated to that enemy unit.

Revel in Depravity

To the Hedonites of Slaanesh, suffering - be it their own or that of others - is a formidable source of power. The more torment that smothers a battlefield, the faster and stronger these unholy hosts become.

Friendly HEDONITES OF SLAANESH units gain abilities based on the number of depravity points (DP) you have. These abilities are cumulative.

DPABILITY
12+Tantalising Torment: As the first screams echo across the battlefield, Hedonites enter a trance-like state, darting gracefully past their enemies’ clumsy strikes.
Subtract 1 from hit rolls for attacks that target friendly HEDONITES OF SLAANESH units.
24+Sadistic Spite: As the fighting devolves into a horrendous carnival of slaughter, the Hedonites indulge their cruellest whims.
If the unmodified hit roll for an attack made with a melee weapon by a friendly HEDONITES OF SLAANESH unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.
36+Oblivious Indulgence: Lost to the sensory thrills of battle, Hedonites ignore even grievous wounds in their desperation to kill.
Friendly HEDONITES OF SLAANESH units have a ward of 5+.

Summon Slaaneshi Daemons

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

You can summon HEDONITES OF SLAANESH DAEMON units to the battlefield if you collect enough depravity points (DP). If you have any depravity points at the end of your movement phase, you can summon 1 unit from the list below to the battlefield and add it to your army. Each unit you summon costs the number of depravity points shown on the list, and you can only summon it if you have enough depravity points to do so. Units must be set up more than 9" from all enemy units and wholly within 12" of a friendly HEDONITES OF SLAANESH HERO.

HEDONITES OF SLAANESH UNITDP COST
1 Soulfeaster Keeper of Secrets12*
1 Keeper of Secrets36
1 Fiends unit with 3 models30
1 BLADEBRINGER30
1 Contorted Epitome24
1 Seekers unit with 5 models24
1 CHARIOT OF SLAANESH with 1 model24
1 Infernal Enrapturess, Herald of Slaanesh18
1 Viceleader, Herald of Slaanesh18
1 Daemonettes unit with 10 models18
* Note that Monstrous Arcanum has not been updated since Hedonites of Slaanesh 3.0 release. Discuss this number with your opponent.

Invaders

Battle Traits


Figureheads of the Dark Prince

An Invader host is led by numerous warlords, each vying for control and glory. Below these figureheads fight a whirling riot of Slaanesh’s minions.

All friendly INVADERS HEROES are treated as generals even if they are not the model picked to be your general. In addition, roll a dice each time you pick a friendly INVADERS HERO to carry out a heroic action. On a 2+, you can pick 1 other eligible INVADERS HERO on the battlefield to also carry out that heroic action.

Escalating Havoc

Invaders wreak havoc in their attempts to outdo one another in Slaanesh’s name.

This is a heroic action that you can carry out with 1 friendly INVADERS HERO instead of picking 1 from the table in the core rules. If you do so, pick 1 eligible command trait from the list below that INVADERS HERO does not already have. That HERO is considered to have that command trait until the end of the turn. The same command trait cannot be picked with this ability more than once in the same turn. Unique units cannot benefit from this ability.

Command Traits


Obsessions of the Invader

INVADERS HERO only.

Best of the Best

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

Add 1 to the Attacks characteristic of this general’s melee weapons while they are within 6" of a different HERO.

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 phase and this general is on the battlefield, you receive 1 command point.

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 unit within 6" of this general. Until the end of that phase, add 1 to hit rolls for attacks made by that unit, but subtract 1 from save rolls for attacks that target that unit.


Artefacts of Power


Sacred Spoils of War

INVADERS HERO only.

The Rod of Misrule

This bejewelled staff of office plants suggestions of megalomania in the mind of anyone who holds it, lending them charisma while also spurring them on to ever greater acts of depravity.

Keep track of the number of unmodified hit rolls of 6 and unmodified wound rolls of 6 for attacks made by the bearer in each turn. At the end of the battleshock phase, if the total is 6 or more and the bearer is on the battlefield, you gain 1 depravity point.

Icon of Infinite Excess

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

Once per battle, at the start of the combat phase, you can say that the bearer will plant the Icon of Infinite Excess. If you do so, add 1 to the Attacks characteristic of weapons used by friendly HEDONITES OF SLAANESH units on the battlefield until the end of that phase.

The Beguiling Gem

Any who 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 that HERO’s melee weapons (to a minimum of 1) until the end of that phase.


Spell Lores


Lore of the Despoiler

INVADERS WIZARD (including Unique units) only.

Lash of Slaanesh

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

Lash of Slaanesh is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to the number of models in that unit. For each 5+, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until your next hero phase.

Pavane of Slaanesh

The wizard whistles the tune to a darkling dance of Slaanesh, causing the foe to jerk spasmodically until their bones break.

Pavane of Slaanesh is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to that unit’s Move characteristic. For each 5+, subtract 1" from that unit’s Move characteristic (to a minimum of 1") for the rest of the battle. The same unit cannot be affected by this ability more than once per battle.

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 is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to that unit’s Bravery characteristic. For each 6, that unit suffers D3 mortal wounds.

Pretenders

Battle Traits


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 vain and ambitious mortal champion.

If the model picked to be your general is a PRETENDERS HERO, you receive 3 command points instead of 1 if they are on the battlefield at the start of the hero phase.

Warlord Supreme

Pretender warlords must constantly prove their authority in order to deter any challengers that might otherwise rise from the ranks.

If the model picked to be your general is a PRETENDERS HERO, they can issue the same command up to 3 times in the same phase. If it does so, each command must be received by a friendly PRETENDERS unit. No command points are spent the second and third times your general issues that command in that phase.

Command Traits


Aspects of the Perfect Liege

PRETENDERS HERO only.

Strongest Alone

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

Add 1 to hit rolls and wound rolls for this general while they are more than 6" from all other friendly units.

Monarch of Lies

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

Roll a dice each time an enemy unit receives a command within 6" of this general. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

Strength of Godhood

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

Once per turn, if this general issues a command to a different friendly HEDONITES OF SLAANESH unit, until the end of that turn, improve the Rend characteristic of this general’s melee weapons by 1 and add 1 to the Damage characteristic of this general’s melee weapons.


Artefacts of Power


Regalia of the Rightful Heir

PRETENDERS HERO only.

The Crown of Dark Secrets

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

At the start of your first hero phase, pick 1 enemy unit on the battlefield. For the rest of the battle, while that unit is within 6" of the bearer, the Attacks characteristic of that unit’s melee weapons is 1.

Sceptre of Domination

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

At the start of the combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 5+, the strike-last effect applies to that unit until the end of that phase.

Breathtaker

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

Pick 1 of the bearer’s melee weapons. If an enemy model is slain by an attack made with that weapon, all effects that would be triggered when that model is slain are ignored.


Spell Lores


Lore of the Magnificent

PRETENDERS WIZARD (including Unique units) only.

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 is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, that unit cannot issue or receive commands until your next hero phase.

Phantasmagoria

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

Phastasmagoria is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, each time that unit is picked to fight, roll a dice. On a 3+, you can pick 1 friendly HEDONITES OF SLAANESH unit within 3" of that unit. That friendly unit can retreat before that enemy unit piles in.

Born of Damnation

The sorcerer creates a small portal through which the raw power of the Dark Prince can flow.

Born of Damnation is a spell that has a casting value of 6. If successfully cast, roll 6 dice. For each 4+, you receive 1 depravity point.

Godseekers

Battle Traits


Thundering Cavalcade

Hosts of Slaaneshi Godseekers are thundering cavalcades of cruel-eyed hedonists galloping forth on Steeds of Slaanesh or riding atop whirl-bladed chariots.

You can re-roll charge rolls for friendly GODSEEKERS units while they are wholly within 12" of a friendly GODSEEKERS HERO.

Maniacal Hunters

Trilling and shrieking, laughing and groaning, Godseekers sweep down on their prey in a wild mass.

At the start of each battle round, before the players receive their starting command points, you can move up to D3 friendly GODSEEKERS units that are more than 3" from all enemy units up to D6" (roll separately for each unit). Those units must finish the move more than 3" from all enemy units.

Command Traits


Traits of the Seeker Supreme

GODSEEKERS HERO only.

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 strike-first effect applies to this general if they made a charge move in the same turn.

Speed-chaser

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

After this general makes a charge move, you can pick 1 enemy unit within 1" of this general and roll a number of dice equal to the charge roll for that charge move. For each 4+, that enemy unit suffers 1 mortal wound.

Hunter Supreme

This warlord is an expert at cornering their victims; to them, the sense of ecstasy they feel at bringing their prey to bay is beyond compare.

MONSTER only. Enemy units within 3" of this general cannot make pile-in moves if this general made a charge move in the same turn. In addition, add 1 to the Attacks characteristic of this general’s melee weapons if they made a charge move in the same turn.


Artefacts of Power


Treasures of the Hunt

GODSEEKERS HERO only.

Cameo of the Dark Prince

This 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, you can say that the bearer will gaze upon the cameo. If you do so, until the end of that turn, the bearer can issue commands to friendly HEDONITES OF SLAANESH units without any command points being spent.

Threnody Voicebox

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

Once per battle, at the start of the combat phase, you can say that the bearer will play their melody. If you do so, until the end of that phase, subtract 1 from the Attacks characteristic of melee weapons used by enemy units within 6" of the bearer (to a minimum of 1).

Girdle of the Realm-racer

This magic belt digs in painfully at the waist. It renders the bearer feather-light, allowing them to skip across their enemies and even the most hazardous terrain.

The bearer can fly. In addition, the bearer is eligible to fight in the combat phase if they are within 6" of any enemy units instead of 3", and they can move an extra 3" when they pile in.


Spell Lores


Lore of the Pursuer

GODSEEKERS WIZARD (including Unique units) only.

Paths of the Dark Prince

The sorcerer gracefully floats toward their foe, striding on a lilac haze that forms under each footstep.

Paths of the Dark Prince is a spell that has a casting value of 5. If successfully cast, roll 3D6 instead of 2D6 when making a charge roll for the caster until your next hero phase.

Progeny of Damnation

The caster rips a massive portal through which the raw power of Slaanesh can flood the battlefield.

Progeny of Damnation is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly HEDONITES OF SLAANESH unit wholly within range and visible to the caster. Until your next hero phase, if that unit finishes a normal move, run or retreat within 9" of any enemy units, those units cannot receive the Redeploy command.

Slothful Stupor

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

Slothful Stupor is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, the Move characteristic of that unit is 3" and all run rolls and charge rolls for that unit are treated as being 3.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Hedonites of Slaanesh army.

Surrender to Impulse

The Hedonites of Slaanesh draw both pleasure and power from the agonies and sinful urges of their foes.

Enemy units can gain Impulse Dice that can be spent during a Path to Glory battle. At the end of the charge phase, enemy units that are within 3" of any friendly HEDONITES OF SLAANESH units and that do not already have an Impulse Dice beside them gain an Impulse Dice (D6). Impulse Dice must be placed next to the enemy unit with the ‘1’ facing up. A unit cannot have more than 1 Impulse Dice beside it at any given time.

At the end of the charge phase, if an enemy unit already has an Impulse Dice beside it, increase the value of that dice by 1 (to a maximum of 6) for each friendly HEDONITES OF SLAANESH unit within 3" of that enemy unit. At the end of each turn, after the battleshock phase, you gain 1 depravity point for each enemy unit on the battlefield that has an Impulse Dice beside it.

Once per battle, at the start of the combat phase, your opponent can choose for 1 of their units that has an Impulse Dice beside it to surrender to impulse. If they do so, add the value of the Impulse Dice beside that unit to the Attacks characteristic of that unit’s melee weapons (excluding those of its mounts) until the end of that phase, then remove the dice. In addition, you gain a number of depravity points equal to the value of that Impulse Dice. At the end of the battle, each enemy unit that has an Impulse Dice beside it is said to have resisted the temptations of Slaanesh and gains a number of renown points equal to the value of that dice.

Obsessions of Excess

Many of Slaanes’s champions experience visions and dreams of the sub-domains known as the Circles of Seduction, often drawn to one that most embodies their own perversions. The faithful believe that if they dedicate themselves to unrestrained excess, they will earn a place in that hellish paradise at their master’s side.

You can pick 1 of the following Obsessions of Excess and give it to the model picked to be your general. If that model is slain, its Obsession of Excess cannot be indulged.

Obsession of Avidity: Once per battle, at the end of the charge phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but the strike-first effect applies to friendly HEDONITES OF SLAANESH units in the following combat phase.

Obsession of Gluttony: Once per battle, at the start of the hero phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but the number of depravity points you need to summon each unit from the Summon Slaaneshi Daemons battle trait is halved for the rest of the battle.

Obsession of Carnality: Once per battle, at the start of the hero phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but for the rest of the battle, friendly HEDONITES OF SLAANESH units cannot be picked as the target of shooting or combat attacks by more than 1 enemy unit per phase.

Obsession of Paramountcy: Once per battle, at the start of the hero phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but for the rest of the battle, friendly HEDONITES OF SLAANESH units can issue commands without any command points being spent.

Obsession of Vainglory: Once per battle, at the start of the hero phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but friendly HEDONITES OF SLAANESH HEROES are treated as being affected by the Their Finest Hour heroic action for the rest of the battle.

Obsession of Indolency: Once per battle, at the start of the hero phase, if you have 36 or more depravity points, you can say that your general will indulge their obsession. If you do so, your depravity points are reset to 0, but for the rest of the battle, friendly HEDONITES OF SLAANESH units are eligible to fight in the combat phase if they are within 6" of any enemy units instead of 3", and they can move an extra 3" when they pile in.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

In Pursuit of a God

For many Hedonites, the search for their absent god is the ultimate obsession. They will slaughter thousands for the merest clue as to his location.
At the end of each Path to Glогу battle, add 1 quest point to the progress section of your quest log for each enemy unit on the battlefield that has an Impulse Dice beside it.

Once you have gained 6 or more quest points, you can fight Path to Glory battles using the ‘Chasing Whispers’ battleplan. If you win a major victory using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Driven by Obsession

Fulfilling one sadistic urge merely inspires a Slaaneshi champion to hurl themselves into a new, even more thrilling obsession.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and at least 6 enemy units were destroyed in that battle.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, you can pick 2 Obsessions of Excess to give to the model picked to be your general instead of 1.

QUEST

Miasma of Temptation

Where the armies of the Dark Prince roam, they wreath the land in a heady musk, inciting the faithful to ever more depraved acts.
At the end of a Path to Glory battle, if you won a major victory, you complete this quest.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, after deployment, roll a dice for each enemy unit on the battlefield. On a 4+, that unit gains an Impulse Dice.

QUEST

Endless Depravity

Only those who plunge to the deepest depths of depravity can earn the favour of Slaanesh’s daemonic spawn.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and you have 36 or more unspent depravity points.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, at the end of your first movement phase, you can summon 1 unit from the Summon Slaaneshi Daemons table and add it to your army. That unit must be set up wholly within 12" of a friendly HEDONITES OF SLAANESH HERO and more than 9" from all enemy units.

Veteran Abilities

Each time a HEDONITES OF SLAANESH unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

Hedonites of Slaanesh Veteran Abilities
Goading Hedonites: These warriors know how best to antagonise their opponents, luring them deeper into the clutches of Slaanesh’s temptations.
This unit can use this veteran ability once per battle at the end of the charge phase. Pick 1 enemy unit within 6" of this unit that has an Impulse Dice beside it. Add 1 to the value of that Impulse Dice.
Exquisite Dexterity: In the unlikely event that these warriors come across a worthy opponent, they use all their martial prowess to counter the foe’s strikes.
This unit can use this veteran ability once per battle at the start of the combat phase. Subtract 1 from hit rolls and wound rolls for attacks that target this unit until the end of that phase.
Scholars of the Perfect Strike: Each cut delivered by these warriors is measured to inflict the most pain and extract the most piercing screams.
This unit can use this veteran ability once per battle at the start of the combat phase. Keep track of the number of unmodified hit rolls of 6 for attacks made by this unit in that phase. At the end of that phase, you gain a number of depravity points equal to the total.
Executioners of the Dark Prince: These warriors exploit their opponents’ impulses before rewarding them with an excruciating death.
This unit can use this veteran ability once per battle at the end of the charge phase. Pick 1 enemy unit within 6" of this unit that has an Impulse Dice beside it. That unit suffers a number of mortal wounds equal to the value of that dice.
Locus of Diversion: These warriors release perfumed mists that fill the minds of the enemy with almost everything but the matter at hand.
This unit can use this veteran ability once per battle at the start of the combat phase. Pick 1 enemy unit within 1" of this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit until the end of that phase.
Painbringer Impulses: These warriors are most impatient and seek to deliver the sweet embrace of pain as soon as possible.
This unit can use this veteran ability once per battle at the end of your charge phase. The strike-first effect applies to this unit in the following combat phase.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

HEDONITES OF SLAANESH FACTION TERRITORIES (D66)
61-62 ORCHARD OF FLAYED SKIN
A jaunt through these glorious gardens, hung with the flensed skins of your foes and filled with all manner of heady aromas, is sure to revitalise even the most flagging of Hedonites.
This territory cannot be upgraded. In step 7 of the aftermath sequence, for each enemy unit destroyed in the battle, you can recuperate 1 unit on your order of battle without spending any glory points to do so.

63-64 HOUSE OF HIDDEN VICES
Slaanesh has always found eager converts in the upper echelons of society. Behind closed doors, the rich and powerful give honour to the Dark Prince, while warriors mass to join the Hedonite hosts.
Reduce the glory points cost of adding and reinforcing HEDONITES OF SLAANESH units by 1 (to a minimum of 1).
[Upgrade 15GP] Cult of Perversion: Reduce the glory points cost by 3 instead of 1 (to a minimum of 1).

65-66 ANCIENT AELVEN TEMPLE
Destroyed in ages past, this temple still contains slivers of aelven spirit-essence. Desecrate the ruins in the name of the Dark Prince, and harvest the anguished soul-matter that lingers here.
When fighting a Path to Glory battle against an opponent who is using a Path to Glory army, you start the battle with D3 depravity points.
[Upgrade 20GP] Profane Statue of Slaanesh: When fighting a Path to Glory battle against an opponent who is using a Path to Glory army, you start the battle with 2D3 depravity points instead of D3.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points the HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

Chasing Whispers

For many Hedonites, the path to ultimate power involves finding and freeing the captive Dark Prince, for surely then, claim these crazed narcissists, will they be elevated to sit at the right hand of their grateful deity. In true Slaaneshi fashion, the Hedonites do not undertake this search by hunting for dues or carefully considering the evidence; instead, they run their foes to the ground and torturously extract any secrets they might possess, winning knowledge at the tip of an elegant blade or wicked claw.

This battleplan recreates the efforts of one such Hedonite host to locate Slaanesh. The leaders of the fractious cavalcade believe that by offering up sufficient pain and sacrifice, they will be rewarded with the truths they seek. Unable to outrun the sensation-seekers, their adversaries must target the Hedonite champions and shatter the fragile cohesion of their disciples.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Hedonites of Slaanesh army, has embarked on the ‘In Pursuit of a God’ quest and has earned 6 or more quest points. Use the Path to Glory battlepack.

THE ARMIES
The player on the ‘In Pursuit of a God’ quest is the Hedonites of Slaanesh player. Their opponent is the purger. The Hedonites of Slaanesh player must use a Hedonites of Slaanesh army.

THE BATTLEFIELD
This battle is fought on the outskirts of the Hedonites’ domain, and appropriate terrain features should be used to represent this. The Hedonites of Slaanesh player sets up the battlefields terrain features.

FACTION TERRAIN
Only the Hedonites of Slaanesh player can set up a faction terrain feature.

DEPLOYMENT
The players alternate setting up units one at a time, starting with the Hedonites of Slaanesh player. Players must set up units wholly within their territory and more than 12" from enemy territory. The players continue to set up units until all units have been set up. If one player finishes setting up their units first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The purger takes the first turn in the first battle round.

PRIZED VICTIMS
Once per turn, at the start of their hero phase, the Hedonites of Slaanesh player can pick 1 enemy unit on the battlefield. If that enemy unit is destroyed in this turn, the Hedonites of Slaanesh player gains 3 depravity points.

GATHERING MOMENTUM
Once per turn, in their hero phase, the purger can pick 1 enemy HEDONITES OF SLAANESH HERO on the battlefield. If that HERO is slain in this turn, the purger can pick 1 other enemy HEDONITES OF SLAANESH HERO on the battlefield. Add 1 to hit rolls and wound rolls for attacks that target that HERO until the purger’s next hero phase.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The Hedonites of Slaanesh player wins a major victory if they have 36 or more unspent depravity points at the end of the battle.

The purger wins a major victory if the Hedonites of Slaanesh player has fewer than 36 unspent depravity points at the end of the battle and all enemy HEDONITES OF SLAANESH HEROES have been slain.

If neither player has won a major victory, the player who has slain the most enemy HEROES at the end of the battle wins a minor victory. If both players have slain the same number of enemy HEROES at the end of the battle, the battle is a draw.

PATH TO GLORY REWARDS
If the Hedonites of Slaanesh player wins a major victory, they complete the ‘In Pursuit of a God’ quest, gain 10 glory points and can make 2 exploration rolls in step 6 of the aftermath sequence of the battle instead of 1.

MATCHED PLAY

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 Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

GRAND VANITIES
Hedonites of Slaanesh army only.

Coveted Riches: When the battle ends, you complete this grand strategy if there are no enemy units that have artefacts of power on the battlefield and there are 1 or more friendly units that have artefacts of power on the battlefield.
Arch-tempter: When the battle ends, you complete this grand strategy if you offered a Temptation Dice to your opponent for the same enemy unit 6 or more times during the battle.
Selfish Desire: When the battle ends, you complete this grand strategy if you did not summon any units using the Summon Slaaneshi Daemons battle trait during the battle.
Glutton for Depravity: When the battle ends, you complete this grand strategy if you have 36 or more unspent depravity points.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

METHODS OF TORTURE
Hedonites of Slaanesh army only.

Death by a Thousand Cuts: Pick 1 enemy unit. You complete this tactic if wounds caused by attacks made by 3 or more different friendly units were allocated to that unit during this turn.
An Enrapturing Blur: Pick 1 enemy HERO that has 0 wounds allocated to it. You complete this tactic if that unit is destroyed in the combat phase of this turn before it is picked to fight.
The Grand Feast: You complete this tactic if you gain 12 or more depravity points from the Euphoric Killers battle trait during this turn.
Excessive Carnage: Pick 1 enemy unit that is contesting an objective. You complete this tactic if you pick that unit using the Euphoric Killers battle trait and that unit is destroyed during this turn.
Realm-racers: You complete this tactic if 3 or more different friendly HEDONITES OF SLAANESH units make a charge move of 7" or more during this turn.
Depraved Unity: Pick 1 objective that you do not control. You complete this tactic if you control that objective at the end of this turn and at least 1 friendly HEDONITES OF SLAANESH MORTAL unit and 1 friendly HEDONITES OF SLAANESH DAEMON unit are contesting that objective.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

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).

Coveted Riches

When the battle ends, you complete this grand strategy if there are no enemy units that have artefacts of power on the battlefield and there are 1 or more friendly units that have artefacts of power on the battlefield.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
1.5.4 Re-rolls
Some rules refer to re-rolls. To make a re-roll, roll the dice used for the roll again. You cannot re-roll a dice roll more than once. If a rule allows you to re-roll an xD6 roll, you must re-roll all of the dice used for the roll.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

The SLAANESH keyword is used in the following Beasts of Chaos warscrolls:

None
Behemoth
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The BLADEBRINGER keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader

The CHARIOT OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:

None
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The HEDONITES OF SLAANESH and MORTAL keywords are used in the following Hedonites of Slaanesh warscrolls:

Leader, Behemoth
Leader
Battleline
None
Army List
Warscrolls collated

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