Hedonites of Slaanesh – Lord of Pain
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WARSCROLL

Lord of Pain

Lords of Pain are champions of Slaanesh who have sampled countless vices and excesses. Armed with wicked soulpiercer maces, they lead warbands of devoted followers and are always eager to demonstrate their mastery of all forms of agony.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulpiercer Mace
Soulpiercer Mace2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 155
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Depraved Carnival

DESCRIPTION

A Lord of Pain is a single model armed with a Soulpiercer Mace.

ABILITIES

Share the Pain: Lords of Pain have mastered every kind of torment and are adept at enduring the most terrible of agonies – as well as gifting the same sensation to their foes.
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. In addition, each time a wound or mortal wound inflicted by a melee weapon is negated by this ability, the attacking unit suffers 1 mortal wound.

COMMAND ABILITIES

Paragon of Depravity: Lords of Pain are held in awe by Slaanesh’s mortal supplicants, who seek to emulate the excessive carnage perpetrated by these depraved champions.
You can use this command ability in the combat phase. If you do so, pick 1 friendly MORTAL HEDONITE unit wholly within 12" of this model. You can re-roll hit rolls for attacks made by that unit in that phase.

KEYWORDS
CHAOS, MORTAL, SLAANESH, HEDONITE, HERO, LORD OF PAIN
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.
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).
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).
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.
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