Hedonites of Slaanesh – Glutos Orscollion, Lord of Gluttony
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WARSCROLL

Glutos Orscollion, Lord of Gluttony

Guided by the daemon Loth’shar, Glutos Orscollion is on a quest to sample the most exotic tastes in the Mortal Realms. Riding atop an opulent palanquin and surrounded by his devoted court, he can unmake whole armies through his loathsome magics.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wailing Greatblade
Wailing Greatblade1"33+3+-22
Flaying Scourge
Flaying Scourge1"23+4+-1
Sacrificial Dagger
Sacrificial Dagger1"14+3+-1
Crushing Claws
Crushing Claws1"3+3+-13
DAMAGE
Wounds SufferedCompanionsMoveCrushing Claws
0-4All8"6
5-8Painbringer Kyazu, Lashmaster Vhyssk6"5
9-12Painbringer Kyazu5"4
13+None4"3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Leader
Base size: 170 x 109mm
Notes: Single, Unique

DESCRIPTION

Glutos Orscollion is a named character that is a single model.

COMPANIONS: Glutos is accompanied by Painbringer Kyazu, who attacks with a Wailing Greatblade; Lashmaster Vhyssk, who attacks with a Flaying Scourge; and Priestess Dolece, who attacks with a Sacrificial Dagger.

The companions that currently accompany Glutos vary depending on the number of wounds suffered by this model, as shown on the damage table. You can only use the companion abilities for the companions currently accompanying Glutos, and only those companions can attack. For all other rules purposes, companions are treated in the same manner as a mount.

MOUNT: This model’s Palanquin Bearers attack with their Crushing Claws.

ABILITIES

The Grand Gourmand: Glutos sees battle as a grand banquet in which his darkest appetites may be given free rein.
This model gains an ability each battle round, as shown below. Note that all of these abilities are cumulative.

Battle Round 1 – Aperitif: Add 1 to Bravery characteristic of friendly MORTAL HEDONITE units within 6" of this model.

Battle Round 2 – Starter: This model can run and still charge later in the same turn.

Battle Round 3 – Main Course: Do not take battleshock tests for friendly MORTAL HEDONITE units while they are wholly within 12" of this model.

Battle Round 4 – Dessert: At the end of your hero phase, you can replace the spell this model knows from the Lore of Pain and Pleasure table with a new spell from that table. In addition, this model can attempt to cast 1 extra spell in your hero phase.

Battle Round 5 – Digestif: You can re-roll casting, dispelling and unbinding rolls for this model.

Fog of Temptation: Those who inhale the scented mist emanating from Glutos’ palanquin are wracked with agonising hunger-spasms.
Subtract 1 from hit rolls for attacks made by enemy units within 12" of this model.

The Leerstave of Loth’shar: Loth’shar constantly drives Glutos on in pursuit of nearby delicacies, and rewards him for each unholy act of consumption.
Add 1 to casting, dispelling and unbinding rolls for this model.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Crippling Famishment spells.

Crippling Famishment: With a snap of his fingers, Glutos shares his endless hunger with those he finds appetising, paralysing his prey with a violent surge of immeasurable hunger.
Crippling Famishment has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of that unit, halve run rolls for that unit, and halve charge rolls for that unit.

COMMAND ABILITIES

Gorge on Excess: The followers of the Gluttonous Host grow strong on acts of excess, be it gulping down raw flesh or engaging in some other depraved perversion in the heat of battle.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 friendly HEDONITE unit wholly within 12" of this model. Until your next hero phase, if an enemy unit is destroyed by an attack made by that HEDONITE unit and there are wounds that remain to be allocated to that enemy unit from that attack, heal up to the same number of wounds allocated to that HEDONITE unit.

COMPANION ABILITIES

Painbringer Kyazu: Kyazu is a formidable warrior that will stop at nothing to protect his liege.
If the unmodified wound roll for an attack made with this model’s Wailing Greatblade is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a save roll).

Lashmaster Vhyssk: Vhyssk spurs the palanquin bearers to achieve destructive speed.
You can re-roll charge rolls for this model.

Priestess Dolece: Dolece calls upon Slaanesh to bless the Grand Gourmand.
In your hero phase, you can say that Dolece will call to Slaanesh to protect her master. If you do so, roll a dice. On a 1, nothing happens. On a 2+, until your next hero phase, you can roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

KEYWORDS
CHAOS, MORTAL, SLAANESH, HEDONITE, HERO, WIZARD, GLUTOS ORSCOLLION
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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).
14.4 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.
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.
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.
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