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 Slaanesh
  Hedonites of SlaaneshBattletome21.2August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Soul Wars: Wrath of the Everchosen
  Soul Wars: Wrath of the EverchosenExpansion21.3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  The Host of Syll’Esske
  The Host of Syll’EsskeWhite Dwarf2October 2019

Designers’ Commentary

Battletome: Hedonites of Slaanesh

 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.

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)

Battle Traits

Hedonites of Slaanesh army only.

Feast of Depravities

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.

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 a number of depravity points as shown on the list, and you can only summon a unit if you have enough depravity points to do so. Summoned units must be set up wholly within 12" of a friendly SLAANESH HERO and more than 9" from any enemy units.


Hosts of Slaanesh

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 Slaanesh units in your army gain that keyword, and you can use the allegiance abilities listed for that Host of Slaanesh.

INVADERS
PRETENDERS
GODSEEKERS

If a unit already has a Host of Slaanesh 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 Host of Slaanesh.

Locus of Diversion

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).

Euphoric Killers

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.

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 can include coalition units (see below) 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 Mark of Chaos 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 keyword. Those units gain the SLAANESH keyword.
A Hedonites of Slaanesh army cannot include coalition units with the KHORNE keyword.

COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

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.

Hosts of Chaos

This section includes new allegiance abilities available to a Chaos army on the battlefield.

When you choose a Hedonites of Slaanesh army you can say that it will be a Hosts of Chaos army. If you do so, you must give it a Host of Chaos keyword from the list below. All units in that army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos. If a model already has a Host of Chaos 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 Host of Chaos.

If you have a Hedonites of Slaanesh army, you can give a Godseekers, Pretenders or Invaders army the applicable keyword below:

LURID HAZE (Invaders)
FAULTLESS BLADES (Pretenders)
SCARLET CAVALCADE (Godseekers)

If a model already has a Host of Chaos 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 Host of Chaos.


Invaders Battle Traits

The Despoiler’s Art

INVADERS 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.
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.


Invaders Command Traits

Obsessions of the Invader

INVADERS HERO general only

D6COMMAND TRAIT
1

Best of the Best

This warlord has to be at the apex of their craft 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 it 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 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 phase, add 1 to hit rolls for attacks made by that HERO that target this general, but subtract 1 from save rolls for attacks that target that HERO.

4

Territorial

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

You can re-roll hit rolls for attacks made with melee weapons by this general if they are wholly within your territory.

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 phase, you can heal up to D3 wounds allocated to this general.

6

Delusions of Infallibility

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

Add 2 to the Wounds characteristic of this general.



Invaders Artefacts of Power

Sacred Spoils of War

INVADERS HERO only

D6ARTEFACT OF POWER
1

The Rod of Misrule

This bejewelled staff of office plants suggestions of megalomania in the mind of anyone who holds 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 their 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, then pick 1 other enemy unit within 3" of that HERO. That unit suffers a number of mortal wounds equal to the unmodified Attacks characteristic of the melee weapon 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 phase, add 1 to hit rolls for attacks made with melee weapons by friendly HEDONITE units while they are wholly within 12" of the bearer.

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 1 enemy HERO on the battlefield, 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 that HERO’s melee weapons (to a minimum of 0) until the end of that phase.



Pretenders 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 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.


Pretenders Command Traits

Aspects of the Perfect Liege

PRETENDERS 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 1 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 HERO in that phase.

3

Craving Stare

Those foes who catch this warlord’s gaze quail under the endless, unfathomable hungers that light their eyes.

If an enemy unit fails a battleshock test within 6" of this general, add D3 to the number of models that flee.

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 them.

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.

You can re-roll battleshock tests for friendly PRETENDERS units while they are wholly within 9" of this general.



Pretenders Artefacts of Power

Regalia of the Rightful Heir

PRETENDERS 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 the bearer for spells 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 1 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 6" 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 Battle Traits

Blessings of the Gleeful Chase

GODSEEKERS 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 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.


Godseekers Command Traits

Traits of the Seeker Supreme

GODSEEKERS 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.

Re-roll hit and wound rolls of 1 for attacks made with melee weapons by this general if it made a charge move in the same turn.

2

Sweeping Slash

This general strikes at exposed limbs to cut down several enemies in a matter of moments.

After this general makes a charge move, roll a dice for each enemy unit within 1" of them. On a 2+, that unit suffers D3 mortal wounds.

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 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 their minds fray apart.

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

Treasures of the Hunt

GODSEEKERS 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.

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 spun of soul-stuff. 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 3+, that unit suffers 1 mortal wound.

6

Bindings of Slaanesh

Writhing chains and leather straps burrow into the flesh of this champion. In combat, the semi-sentient bindings jealously lash out at their host’s 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 HERO’s Move characteristic, subtract 1 from hit rolls for attacks made by that HERO until the end of that phase.



The Host of Syll’Esske Battle Traits

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 Unleashed

SYLL’ESSKAN HOST units only

COMMON 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.


Hosts of Chaos

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 Haze

The 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 Blades

Followers 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 Cavalcade

Entirely 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.


Spell Lores

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 Slaanesh

SLAANESH DAEMON WIZARD (including Unique units) only.’

D6SPELL
1

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 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. SLAANESH units are unaffected by this spell.

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+, subtract 1 from that unit’s Bravery characteristic (to a minimum of 1) until your next hero phase.

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 4. If successfully cast, pick 1 friendly HEDONITE HERO within 6" of the caster that is visible to them. You can heal up to D3 wounds allocated to that HERO.


Forbidden Sorceries of Slaanesh

SLAANESH GREATER DAEMON (including Unique units) only.

D3SPELL
1

Paths of the Dark Prince

The greater daemon graciously floats over would-be foes, striding on a lilac haze that forms under each footstep.

Paths of the Dark Prince has a casting value of 7. If successfully cast, the caster can fly until your next hero phase.

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

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 7. 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 issue or receive commands and cannot run or attempt a charge.


Lore of Pain and Pleasure

SLAANESH MORTAL WIZARD (including Unique units) 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 SLAANESH MORTAL units wholly within 18" of the caster that is visible to them instead of 1.

2

Judgement of Excess

The caster summons swarms of show-off Slaaneshi daemonmites that eagerly hunt down the most densely packed congregations of foes.

Judgement of Excess has a casting value of 5. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. That unit suffers 1 mortal wound for every 5 models in that unit. If that unit has fewer than 5 models, it suffers 1 mortal wound instead.

3

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 4. 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.



Battleplans

Battleplan

Chasing Whispers

For 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.

This battleplan recreates the efforts of one such Hedonite host to find Slaanesh. The leaders of the fractious cavalcade believe that through offering up sufficient pain and sacrifice they will be rewarded with the truths they seek. Unable to outrun the sensation-seekers, their adversaries must surrender not an inch of ground, instead targeting the champions of the Hedonites and shattering the fragile cohesion of their disciples.

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 Sin

Some 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.

This battleplan allows you to recreate an ambush by the worshippers of the Dark Prince on an isolated enemy. The Hedonites have established several ritual sites, the sacred daemonblood incense burnt there granting them even greater haste and agility than normal. The foe must stave off their rapid assault and deny the Hedonites slaughter and sacrifices in the name of their vile god.

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

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.

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.

Mortal Followers Rewards Table

D6REWARD
1

Sinful Euphoria

The rush of battle and bloodshed sees these Sybarites shrug off even the most debilitating wounds.

At the end of the combat phase, you can heal up to D3 wounds allocated to this unit if it is within 3" of any enemy units.

2

Truly Depraved

The acts perpetrated by this warband are so sickening, so vile, that even the bravest warriors quail before them.

Subtract 2 from the Bravery characteristic of enemy units while they are within 3" of this unit.

3

Relentless Torturers

There is little more pleasing to these Sybarites than the sight of a suffering foe.

Add 1 to wound rolls for attacks made with melee weapons by this unit.

4

Restless Appetite

Never content to rest upon their unholy laurels, these followers are forever searching for new horrors to indulge in – the sooner, the better.

This unit can run and still charge later in the same turn.

5

Explosion of Mania

The lust for battle pulses through these Sybarites like a manic drumbeat. By the time they reach the foe, their violent urges are ready to be unleashed – with terrifying results.

Add 1 to hit and wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.

6

Enrapturing Stare

Foes who catch the gaze of these Hedonites quail under the unsettling, desirous lights that seem to spark in their staring eyes.

If an enemy unit fails a battleshock test within 6" of this unit, add 1 to the number of models that flee.


Daemon 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

Rooted in Vice

The terrible acts of excess these daemons have committed has strengthened their presence in the Mortal Realms, making it more difficult to banish them.

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, this unit can fight at the start of the 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 duplicates or further rolls of 6.


Mortal Champion Rewards Table

D6REWARD
1

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.

2

Exalted Champion of Slaanesh

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

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.

3

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.

4

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.

5

Skin-taker

This champion 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 champion’s attacks in that phase, you can heal up to D3 wounds allocated to this champion.

6

Twice-blessed Champion

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

Roll twice on this table and apply both results to this champion. Re-roll duplicates, rolls of 1 or further rolls of 6.


Daemon Champion Rewards Table

D6REWARD
1

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.

2

Self-obsessed

This champion is justifiably proud of their 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.

3

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.

4

Aura of Acquiescence

Few can resist the charms of this refined warrior.

You can re-roll the dice roll that determines if an enemy unit within 1" of the bearer is affected by the Locus of Diversion battle trait if that unit is a HERO.

5

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.

6

Twice-blessed Champion

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

Roll twice on this table and apply both results to this champion. Re-roll duplicates, rolls of 1 or further rolls of 6.


14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).
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.

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

Leader, Behemoth
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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).
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

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.
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.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

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.
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.
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.
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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
27.3.2 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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

Leader, Behemoth
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.
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
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.
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.

The SLAANESH, MORTAL and WIZARD keywords are used in the following Hedonites of Slaanesh warscrolls:

Leader
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.
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.
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.
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.
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.
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.
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.
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.
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.
8.3 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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021