Hedonites of Slaanesh – Glutos Orscollion, Lord of Gluttony

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18
3+
9
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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Leerstave of Loth’shar
Leerstave of Loth’shar12"12+2+-6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wailing Greatblade
Wailing Greatblade1"33+3+-22
Flaying Scourge
Flaying Scourge2"33+4+-1
Sacrificial Dagger
Sacrificial Dagger1"13+4+-1
Crushing Claws
Crushing Claws2"3+3+-23
DAMAGE TABLE
Wounds SufferedMoveCrushing Claws
0-88"5
9-116"4
12-145"3
15+4"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Leader, Behemoth
Base size: 170 x 105mm
Notes: Single, Unique

Glutos Orscollion. Lord of Gluttony, is armed with the Leerstave of Loth’shar.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

MOUNT: This unit’s palanquin is drawn by palanquin bearers armed with Crushing Claws.

CREW: This unit’s palanquin has a crew armed with a Wailing Greatblade, Flaying Scourge and Sacrificial Dagger.

Blessings of the Dark Prince: Glutos’ priestess Dolece graces her master with Slaanesh’s divine protection.
This unit has a ward of 5+.

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 unit.

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

Battle Round 1 - Aperitif: Add 1 to the Bravery characteristic of friendly HEDONITES OF SLAANESH MORTAL units while they are wholly within 12" of this unit.

Battle Round 2 - Starter: This unit can run and still charge later in the turn.

Battle Round 3 - Main Course: Do not take battleshock tests for friendly HEDONITES OF SLAANESH MORTAL units while they are wholly within 12" of this unit.

Battle Round 4 - Dessert: This unit can attempt to cast 1 extra spell in your hero phase and attempt to unbind 1 extra spell in the enemy hero phase.

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

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.
At the start of your hero phase, you can pick 1 friendly HEDONITES OF SLAANESH MORTAL unit wholly within 12" of this unit. If you do so, until your next hero phase, each time that unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to that unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units (up to a maximum of 6).

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

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, MORTAL, SLAANESH, HERO, WIZARD, GLUTOS ORSCOLLION
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.
Army List
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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.
19.1.2 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.
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.
19.3.2 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.

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

Leader, Behemoth
Leader
Battleline
None
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.
© Vyacheslav Maltsev 2013-2024