Hedonites of Slaanesh

The followers of Slaanesh take many forms, but every one of them is consumed with the thrill of excess. In times of war their obsessions reach lethal intensity, all semblance of sanity discarded as they plumb the depths of indulgent violence. They may appear ecstatic, but the Hedonites of Slaanesh are cursed beyond all measure.

This page contains all of the rules you need to field your Hedonites of Slaanesh miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Hedonites of Slaanesh
  Hedonites of SlaaneshFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Hedonites of Slaanesh armies can use the following abilities:

Once Per Battle Round (Army), Start of Battle Round
AN EXCESS OF DEPRAVITY: Wherever the Hedonites of Slaanesh roam, reality is unmade. Those who stand against them are assailed by titillating phantasms and mind-bending illusions until they become slaves to their own base urges.

Declare: Pick up to 3 friendly HEDONITES OF SLAANESH units to be the targets.

Effect: The targets have the EUPHORIC keyword for the rest of the battle round.

In addition, for each friendly unit you pick, give your opponent 1 temptation dice. Your opponent can use 1 temptation dice to replace 1 wound roll, 1 save roll, 1 ward roll or 1 run roll for a unit in their army with a 6, or they can use 2 temptation dice to replace 2 of the dice in a charge roll for a unit in their army with two 6s.

Each time your opponent uses a temptation dice, they must roll it. On a 1-2, your opponent’s roll is replaced by that value instead of a 6, and you must allocate D3 damage points to the unit for which the roll was replaced immediately after the ability used by that unit has been resolved (ward rolls cannot be made for those damage points).

At the end of the battle round, any temptation dice that have not been used are lost.

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

Effect: While a friendly unit has the Euphoric keyword:
  • That unit’s weapons have Crit (2 Hits).
  • That unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

Battle Formations

You can pick 1 of the following battle formations for a Hedonites of Slaanesh army. Each battle formation grants a different ability you can use in the battle.

Depraved Carnival

Passive
THE ECSTATIC THRONGS: To the massed supplicants of Slaanesh, any form of sensation – even the most agonising – is to be embraced as a sacrament to their loathsome god.

Effect: Add 1 to hit rolls for friendly SYBARITE INFANTRY units while they are damaged or if they had any models slain in the same turn.


Epicurean Revellers

Passive
EXQUISITE PALATE: The Mortal Realms are vistas of depraved fascination to Slaanesh’s daemons, who will resist banishment with all their might.

Effect: Each time a friendly non-HERO HEDONITES OF SLAANESH DAEMON uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


Seeker Cavalcade

Passive
RECKLESS HASTE: Whether seeking their lost god or simply chasing new heights of speed, the mounted hosts of Slaanesh make war at a breakneck pace.

Effect: Friendly HEDONITES OF SLAANESH CAVALRY units can use a RETREAT ability and still use CHARGE abilities later in the turn. In addition, no mortal damage is inflicted on HEDONITES OF SLAANESH CAVALRY units by RETREAT abilities.


Supreme Sybarites

Passive
GODLY AMBITIONS: There are many who would now seek to supplant imprisoned Slaanesh, and their force of personality fills their worshippers with reverent mania.

Effect: Add 3 to the control scores of friendly non-HERO HEDONITES OF SLAANESH units while they are within the combat ranges of any friendly HEDONITES OF SLAANESH HEROES.

Heroic Traits

Figureheads of the Dark Prince

HERO only

Passive
GLORY HOG: This hero wants nothing more than to revel in the defeat of their enemies.

Effect: If an enemy HERO is destroyed by this unit, this unit has the EUPHORIC keyword for the rest of the battle.

Passive
STRONGEST ALONE: This hero fights most fiercely on their own, lest their followers sully their greatness with their lesser presence.

Effect: Add 1 to hit rolls and wound rolls for this unit’s attacks while it is more than 6" from all other friendly units.

Passive
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.

Effect: If this unit charged this turn and the unmodified charge roll was 8+, this unit has STRIKE-FIRST for the rest of the turn.

Artefacts of Power

Coveted Treasures

HERO only

Once Per Battle, Any Combat Phase
ICON OF INFINITE EXCESS: Slaanesh’s most opulent standard drives both followers and enemies of the Dark Prince into orgiastic fits of violence.

Declare: Pick a non-HERO HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Once Per Battle, Any Combat Phase
THRENODY VOICEBOX: When swallowed and held in the gullet, this tiny music box allows the bearer to let fly a mournful melody that can lull enemies into a stupor.

Effect: For the rest of the turn, subtract 1 from the Attacks characteristic of melee weapons used by enemy units while they are in combat with this unit.

End of Any Turn
PENDANT OF SLAANESH: This pendant burrows deep into the owner’s chest and nestles next to their heart, invigorating them whenever they feel pain.

Effect: If any damage points were allocated to this unit this turn, Heal (3) this unit.

Spell Lore

Lore of Extravagance

Your Hero Phase
6
SADISTIC SPITE: The caster bombards their allies with visions of their most visceral and bloody desires until they can no longer tell what is real and what is fantasy.

Declare: Pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, pick a visible friendly EUPHORIC unit to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have Crit (Mortal) instead of Crit (2 Hits) for the rest of the battle round.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
OVERWHELMING ACQUIESCENCE: The wizard engulfs the foe in an arcane haze of dreams and unattainable desires.

Declare: Pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to wound rolls for attacks that target that enemy unit until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
5
PHANTASMAGORIA: The sorcerer summons illusory creatures that flit across the battlefield, bewildering the enemy and enabling their allies to retreat.

Declare: Pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the target is picked to use a FIGHT ability, you can pick a friendly unit in combat with the target. That friendly unit can move 2D3" after the FIGHT ability has been resolved. It can pass through the combat ranges of enemy units and can end that move in combat.
KEYWORDSSPELL

Manifestation Lore

Manifestations of Depravity

Your Hero Phase
6
SUMMON MESMERISING MIRROR: Smashing a small glass mirror to the ground, the wizard uses magical energy to cause it to reform and grow in size.

Declare: If there is not a friendly Mesmerising Mirror on the battlefield, pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mesmerising Mirror wholly within 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON DREADFUL VISAGE: Inhaling draughts of hallucinogenic incense, the caster externalises their most unnatural desires in the form of a screaming daemonic visage.

Declare: If there is not a friendly Dreadful Visage on the battlefield, pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Dreadful Visage wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
6
SUMMON WHEELS OF EXCRUCIATION: Throwing a small multi-bladed knife into the air and channelling magical energy into it, the caster summons forth a storm of swiftly moving razor-sharp blades.

Declare: If there is not a friendly Wheels of Excruciation endless spell on the battlefield, pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Wheels of Excruciation endless spell wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The SYBARITE and INFANTRY keywords are used in the following Hedonites of Slaanesh warscrolls:

The non-HERO DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

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

• Seekers
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The non-HERO HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

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