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 SlaaneshBattletome4June 2026
  Scourge of Aqshy - Hedonites of Slaanesh
  Scourge of Aqshy - Hedonites of SlaaneshExpansion4July 2026
  Legends Warscrolls
  Legends WarscrollsWarscroll4June 2026
  Battle Profiles
  Battle ProfilesRulebook4June 2026
  Rules Updates
  Rules UpdatesRulebook4June 2026
  Spearhead: Hedonites of Slaanesh - Blades of The Lurid Dream
  Spearhead: Hedonites of Slaanesh - Blades of The Lurid DreamExpansion4June 2026
  Battletome Supplement: Hedonites of Slaanesh
  Battletome Supplement: Hedonites of SlaaneshSupplement4June 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome4January 2026
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Helsmiths of Hashut
  Helsmiths of HashutBattletome4September 2025
  Cities of Sigmar
  Cities of SigmarBattletome4July 2025
  Blades of Khorne
  Blades of KhorneBattletome4July 2025
  Scourge of Ghyran - Hedonites of Slaanesh
  Scourge of Ghyran - Hedonites of SlaaneshExpansion4May 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Slaves to Darkness
  Slaves to DarknessBattletome4December 2024
  Skaven
  SkavenBattletome4September 2024

Designers’ Commentary

Battletome: Hedonites of Slaanesh

Q:When using the ‘Joyous Battle Fury’ ability, does Dexcessa need to have slain any models in a turn in order to add 1 to the Attacks characteristic of their Impaling Talons for each battle fury token they have?
A:
No. Battle fury tokens are gained (and Dexcessa can heal) on any turn in which Dexcessa slew any enemy models, but can gain the additional attacks on any turn that they have any battle fury tokens.
Q:The effect of the Scourge of Ghyran ‘Master of Temptationheroic trait states that units can only use Core abilities. How does this affect passive abilities?
A:
It doesn’t. Passive abilities are not ‘used’, so this ability doesn’t have any effect on them.
Q:When using the Keeper of Secrets’ ‘Dark Temptations’ ability, can I pick the ‘If the target is damaged, Heal (D3) the target’ option if the target is not damaged?
A:
No.

Faction Rules


Battle Traits

Hedonites of Slaanesh armies can use the following abilities:

Start of Your Turn
PARAGONS OF SLAANESH: Those who serve their own dark desires earn Slaanesh’s favour.

Declare: If there are fewer than 3 friendly PARAGONS on the battlefield, pick a friendly HEDONITES OF SLAANESH unit that does not have the PARAGON keyword and has not had the PARAGON keyword this battle to be the target.

Effect: The target gains the PARAGON keyword.

Designer’s Note: Friendly units with the PARAGON keyword on their warscroll count towards the number of friendly PARAGONS on the battlefield. If there are more than 3 friendly PARAGONS on the battlefield at the same time, you must immediately remove those units from the battlefield one at a time until there are only 3 friendly PARAGONS left on the battlefield.

Passive
FALL FROM GRACE: Slaanesh is a capricious patron, and he can quickly lose interest…

Effect: A friendly non-UNIQUE PARAGON immediately loses the PARAGON keyword when any of the following happen:
  • That PARAGON has 3 or more damage points allocated to it by the same use of a non-ATTACK ability.
  • That PARAGON uses a CHARGE ability and the unmodified charge roll is 5 or less (after any re-rolls).
  • A spell cast by that PARAGON is miscast (after any re-rolls).

Once Per Turn (Army), Your Hero Phase
SENSUOUS ARCANA: Those who please Slaanesh are granted mystical secrets of excess.

Declare: Pick a friendly non-UNIQUE PARAGON that has successfully cast a spell this turn and has not used a TEMPTATION ability this turn to use this ability.

Effect: Until the start of your next turn, while the unit using this ability is a PARAGON, add 1 to casting rolls for visible friendly HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
KEYWORDSTEMPTATION

Once Per Turn (Army), Any Movement Phase
CUTTING BARBS: This champion releases a wave of snide vitriol that pierces to their foe’s core.

Declare: Pick a friendly HEDONITES OF SLAANESH HERO that has not used a TEMPTATION ability this turn to use this ability. Then, pick an enemy unit in combat with that HERO to be the target.

Effect: If the unit using this ability is a PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.

Rise to the Insults: For the rest of the turn, the target has a maximum control score of 1.

Turn Aside from the Insults: For the rest of the turn, add 1 to hit rolls for attacks made by friendly HEDONITES OF SLAANESH units that target that enemy unit.
KEYWORDSTEMPTATION

Once Per Turn (Army), Any Shooting Phase
BEGUILING GLANCE: One glance from Slaanesh’s chosen can ensnare a wayward soul.

Declare: Pick a friendly HEDONITES OF SLAANESH HERO unit that has not used a TEMPTATION ability this turn to use this ability. Then, pick a visible enemy unit within 12" of that HERO to be the target.

Effect: If the unit using this ability is a PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.

Succumb: For the rest of the turn, when the target is using a CHARGE ability, it must end that charge move no further from the HERO using this ability.

Resist: For the rest of the turn, subtract 2 from charge rolls for the target.
KEYWORDSTEMPTATION

Once Per Turn (Army), Your Charge Phase
CHIEF OF REVELS: Slaanesh’s champions earn favour through locating and embracing new debaucheries at a voracious pace.

Declare: Pick a friendly non-UNIQUE PARAGON that charged this turn and has not used a TEMPTATION ability this turn to use this ability.

Effect: Until the start of your next turn, while the unit using this ability is a PARAGON, add 2 to charge rolls for friendly HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
KEYWORDSTEMPTATION

Once Per Turn (Army), Any Combat Phase
ENTHRALLING VANITY: When a Hedonite champion calls for adoration, it is difficult to resist.

Declare: Pick a friendly HEDONITES OF SLAANESH HERO unit that has not used a TEMPTATION ability this turn to use this ability. Then, pick a visible enemy unit within 12" of that HERO to be the target.

Effect: If the unit using this ability is a PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.

Mesmerised: For the rest of the turn, weapons used by friendly HEDONITES OF SLAANESH units for attacks that target that unit, including Companion weapons, have Crit (2 Hits).

Break their Gaze: For the rest of the turn, other than the Companion ability, weapon abilities for combat attacks made by the target have no effect.
KEYWORDSTEMPTATION

Once Per Turn (Army), Any Combat Phase
EXCESS OF AGILITY: When truly ‘inspired’, the servants of Slaanesh are almost impossible to strike, twisting around blows with mocking laughter.

Declare: Pick a friendly non-UNIQUE PARAGON that has not used a TEMPTATION ability this turn to use this ability.

Effect: For the rest of the turn, while the unit using this ability is a PARAGON and is in combat, subtract 1 from hit rolls for attacks that target visible friendly HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
KEYWORDSTEMPTATION

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.

BATTLE PROFILE
NamePoints
Depraved Carnival0
Artisans of Torment0
Godseeker Cavalcade0
Lurid Dreamers0
Pretenders0
Invaders10

Depraved Carnival

Once Per Turn (Army), End of Any Turn
IN SEARCH OF SIN: Numbness dogging their heels, these Hedonites are always seeking new thrills.

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

Effect: Each target can move D6". It can only end that move in combat with units it was in combat with at the start of that move.


Artisans of Torment

Your Combat Phase
1
SADISTIC TENDENCIES: These Hedonites have given themselves to pleasures of the flesh – or rather, of torturing said flesh without limit.

Declare: Pick a friendly HEDONITES OF SLAANESH unit to use this ability, then pick an enemy unit in combat with that unit and that had any damage points allocated to it this turn to be the target.

Effect: For the rest of the turn:
  • All of the combat attacks made by that friendly unit must target that enemy unit.
  • Add 1 to the Attacks characteristic of that friendly unit’s melee weapons.


Godseeker Cavalcade

Passive
GODLY SPOOR: The merest trace of Slaanesh’s divine power sees these Hedonites hurtling along at pace.

Effect: While they are wholly within 9" of a battlefield edge, friendly HEDONITES OF SLAANESH units can use CHARGE abilities even if they used a RUN ability in the same turn.


Lurid Dreamers

Once Per Turn (Army), Enemy Shooting Phase
AMIDST THE PHANTASMAGORIA: Where these revellers travel, their divine ecstasy breaks down the nature of reality; everything becomes as a twisted dream, through which the devotees of pain dance without warning.

Declare: Pick a friendly HEDONITES OF SLAANESH unit that had any damage points allocated to it this turn by an enemy ability to be the target.

Effect: Remove the target from the battlefield, then set it up again on the battlefield more than 9" from all enemy units.


Pretenders

Once Per Battle (Army), Deployment Phase
PRODIGY OF EXCESS: A narcissistic monstrosity, this follower of the Dark Prince possesses a grotesque surfeit of hedonistic qualities that inspire craven envy in their followers.

Declare: Pick a friendly HEDONITES OF SLAANESH HERO that has an artefact of power to be the target.

Effect: Give the target a heroic trait from the ‘Figureheads of the Dark Prince’ or ‘Hedonistic Obsessions’ tables.

Designer’s Note: This heroic trait is given to the target during the deployment phase, not during army composition.


Invaders

Passive
ECSTATIC REVELLERS: The thrill of piercing the lands of their enemies like a hot needle through flesh gives strength to these avaricious revellers.

Effect: Add 1 to the Rend characteristic of melee weapons used by friendly SYBARITE INFANTRY units while they are wholly outside friendly territory.

Heroic Traits

The Dark Prince’s Beloved

HERO Only

BATTLE PROFILE
NamePoints
CENTRE OF ATTENTION0
DILETTANTE0
UNSEEMLY VITALITY0
Any Hero Phase
CENTRE OF ATTENTION: Such is the dazzling self-possession of this champion that many enemies cannot help but be stupefied around them.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, while this unit is wholly within 12" of the centre of the battlefield and visible to the target:
  • Subtract 1 from hit rolls for attacks made by that enemy unit that target other friendly HEDONITES OF SLAANESH units.
  • Add 1 to hit rolls for combat attacks made by other friendly HEDONITES OF SLAANESH units that target that enemy unit.

Once Per Battle, Your Movement Phase
DILETTANTE: This champion is always flitting to and fro, forever hungry to sample new horrors.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

End of Any Turn
UNSEEMLY VITALITY: No wound or exertion seems able to slow this libertine for long.

Effect: Heal (D3) this unit.


Hedonistic Obsessions

HERO only

BATTLE PROFILE
NamePoints
CELEBRITY WARLORD0
MASTER OF TEMPTATION0
THE NEED FOR PERFECTION0
Once Per Battle, Your Movement Phase
1
CELEBRITY WARLORD: This hero has gained a cult following that seeks them out on the battlefield.

Declare: Pick a friendly non-HERO SYBARITE unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Enemy Hero Phase
MASTER OF TEMPTATION: Twisting the old adage, this hero demonstrates that good things do not come to those who wait.

Declare: You can only use this ability if your opponent has any temptation dice. Pick a visible enemy unit within 18" of this unit to be the target.

Effect: For the rest of the turn, while your opponent has not used any of their temptation dice to replace a roll for the target this turn, the target can only use CORE abilities.

Passive
THE NEED FOR PERFECTION: This hero inspires a compulsive, self‐destructive desire in their allies to push themselves ever further, all thoughts of temperance and restraint dismissed from their minds.

Effect: The first time each turn that an unmodified charge roll, casting roll, unbinding roll or banishment roll for a friendly non-EUPHORIC unit wholly within 12" of this unit is 5 or less, that unit has the EUPHORIC keyword for the rest of the turn.


The Dark Prince’s Beloved

HERO only

BATTLE PROFILE
NamePoints
AGONISINGLY ELUSIVE0
INCENSED0
ARCANE MAGNETISM0
Any Movement Phase
AGONISINGLY ELUSIVE: Sinuous and graceful, this Hedonite leaps and twirls around their opponents, inflicting delicious pain before nimbly springing out of reach.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: If it is your turn, apply the effect below. If it is your opponent’s turn, roll a dice. On a 3+, apply the effect below:

Inflict D3 mortal damage on the target. Then, this unit must move a distance up to its Move characteristic. It can move through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDSCORE, MOVE

Your Hero Phase
1
INCENSED: By burning a mixture of tree resin and aromatic leaves, this champion envelops a key location in an eye‑stingingly pungent cloud of smoke.

Declare: Pick an objective within 6" of this unit to be the target.

Effect: Until the start of your next turn, friendly HEDONITES OF SLAANESH units are not visible to enemy units more than 9" from them while all models in those friendly units are contesting the target objective.

Any Combat Phase
ARCANE MAGNETISM: Though they are no natural mage, something about this hero’s blood attracts errant motes of magic and renders them ripe for exploitation.

Effect: If this unit has 3 or more damage points, it can use a SPELL ability as if it were your hero phase, as if that ability had the UNLIMITED keyword and as if this unit had WIZARD (1).

Artefacts of Power

Coveted Treasures

HERO only

BATTLE PROFILE
NamePoints
BASHFUL VISAGE0
CROWN OF THE UR-SLAANESH20
THE ROD OF MISRULE10
Passive
BASHFUL VISAGE: Those who meet the gaze of this delicate mask are compelled to turn away in shame as they are confronted with sudden awareness of their own basest desires.

Effect: While they are wholly within 6" of this unit, friendly non-MONSTER non-WAR MACHINE HEDONITES OF SLAANESH units are not visible to enemy units more than 12" from them.

Once Per Battle, Your Movement Phase
1
CROWN OF THE UR-SLAANESH: Once worn by Luxcious, the first Pretender, this majestic crown draws in devoted followers by the score.

Declare: Pick a friendly non-HERO INFANTRY HEDONITES OF SLAANESH unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

End of Any Turn
THE ROD OF MISRULE: This bejewelled staff bestows a lunatic charisma, with which champions bid their warriors achieve the impossible.

Declare: Pick another visible friendly HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, when the target uses the ‘Power Through’ command, you can pick an enemy target for that command that does not have a lower Health characteristic than the unit using that command.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Extravagance0

Lore of Extravagance

Your Hero Phase
6
HYSTERICAL FRENZY: The wizard fires a sudden surge of ecstasy through nearby flesh, inspiring their minions into a maddened and cackling assault.

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

Effect: Add 1 to wound rolls for the target’s combat attacks until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
LAST ECSTASY: The caster induces such a state of mania that even death cannot stop a final revel.

Declare: Pick a friendly HEDONITES OF SLAANESH WIZARD to cast this spell, pick a visible friendly HEDONITES OF SLAANESH unit wholly 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 a model in the target unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. If the target unit is a MONSTER, roll 10 dice instead. For each 4+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSSPELL

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 the caster to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, weapons used by friendly HEDONITES OF SLAANESH units for attacks that target that enemy unit, including Companion weapons, have Crit (2 Hits).
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Depravity0

Manifestations of Depravity

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

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.
KEYWORDSSPELL, SUMMON

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 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 wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

All-Consuming Obsessions

All-consuming Obsessions are unique enhancements that can be given to NON-HERO HEDONITES OF SLAANESH INFANTRY or CAVALRY units. A unit can only have 1 All-consuming Obsession.

BATTLE PROFILE
NamePoints
OBSESSION WITH CONTROL0
OBSESSION WITH FORM0
OBSESSION WITH PAIN0
Deployment Phase
OBSESSION WITH CONTROL: Once these Hedonites have acquired the object of their desire, they simply will not relinquish it.

Declare: Pick an objective to be the target.

Effect: For the rest of the battle, while this unit is contesting the target objective:
  • This unit has WARD (5+).
  • Add 5 to this unit’s control score.

Reaction: You declared the ‘Run’ ability for this unit
OBSESSION WITH FORM: Instead of sprinting, these warriors skip and spin their way across the battlefield with acrobatic grace.

Effect: Subtract 1 from hit rolls for attacks that target this unit for the rest of the turn.

Any Combat Phase
OBSESSION WITH PAIN: The throbbing of a fresh wound coupled with the feeling of blood trickling over their skin sends these warriors into apoplexy.

Effect: If this unit is damaged, spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, add 1 to the Rend characteristic of this unit’s non-Companion melee weapons for the rest of the turn.

Army of Renown

Court of the Godlings

When you pick the Hedonites of Slaanesh faction for your army, you can choose for it to be a Court of the Godlings Army of Renown. If you do so, use the faction rules on these pages instead of the Hedonites of Slaanesh faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the COURT OF THE GODLINGS keyword.

ROSTER OPTIONS

Battle Traits

Passive
THE VOICE AND THE TALON: For all their mutual and endless antipathy, Slaanesh’s twin heirs are most deadly when they work in tandem.

Effect: The friendly Synessa and Dexcessa have the TWIN keyword.

Once Per Turn, Start of Any Turn
THE MORE GLORIOUS SLAUGHTER: In a flush of vainglory, one of the Twins boasts extravagantly of their superior acts of death-dealing, goading their sibling and their entourage to new heights of lethality in their efforts not to be overshadowed.

Declare: If a friendly TWIN destroyed an enemy unit in the previous turn and the other did not, pick the one that did not to use this ability.

Effect: For the rest of the turn, add 1 to hit rolls for combat attacks made by units in the regiment of the unit using this ability.

Your Hero Phase
THE LONGER SHADOW: Both Synessa and Dexcessa are forever competing to prove themselves the more domineering of their god-father’s spawn.

Declare: If a friendly TWIN is contesting an objective you control and the other is not, pick the one that is not to use this ability.

Effect: Until the start of your next turn, while the unit using this ability is contesting an objective you control, add 5 to the control scores of units in its regiment.

Once Per Turn (Army), Any Hero Phase
THE GRANDER VISAGE: Should one of the Twins show a sign of weakening, the other will seize the chance to better display their own immaculacy.

Declare: If either friendly TWIN is damaged, pick the one with fewer or no damage points to use this ability.

Effect: For the rest of the turn, the unit using this ability has WARD (4+).

Once Per Turn (Army), Any Charge Phase
THE SWIFTER SURGE: To be the first into the fray is a mark of honour between the vindictive Twins. Should one of them fall behind for even a moment, they will act swiftly lest they leave themselves open to their sibling’s ridicule.

Declare: If a friendly TWIN charged in the previous turn and the other did not, pick the one that did not to use this ability.

Effect: For the rest of the phase, when making charge rolls for units in the regiment of the unit using this ability, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

Once Per Turn (Army), End of Any Turn
THE MORE CUNNING RUSE: Strategic intellect is another arena of mastery – one that both Twins are eager to prove the superior in.

Declare: If both friendly TWINS are within 12" of and visible to each other, pick one of them to use this ability.

Effect: Remove the unit using this ability from the battlefield and set it up on the battlefield more than 9" from all enemy units.


Heroic Traits

HERO only
Once Per Battle, Your Hero Phase
TETHERED TO THE TWINS: This daemon is a vassal of Synessa or Dexcessa – or both. So long as they persist, so will the accursed Twins.

Declare: Pick a friendly TWIN that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target within 12" of this unit and more than 9" from all enemy units.


Artefacts of Power

HERO only
Passive
THE TRIPLET TRINKET: This bipartite charm is given to the Twins’ latest plaything – a supposed mark of favour that protects the godlings also.

Effect: While a friendly TWIN is within 3" of and visible to this unit, subtract 1 from hit rolls for attacks that target that TWIN and this unit.

While 2 friendly TWINS are within 3" of and visible to this unit, subtract 1 from hit rolls and wound rolls for attacks that target those TWINS and this unit instead.


Spell Lore

Your Hero Phase
6
ESSENCE TRANSFUSION: Though bitter rivals, the Twins are ultimately born of the same godly stuff and can share strength between them if necessary.

Declare: Pick a friendly COURT OF THE GODLINGS WIZARD to cast this spell, pick a visible friendly TWIN to be the donor, pick another visible friendly TWIN to be the target, then make a casting roll of 2D6.

Effect: Allocate any number of damage points to the donor (ward rolls cannot be made for those damage points). Then, Heal (X) the target, where X is double the number of damage points allocated to the donor by this use of this ability.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SIBILANT WHISPERS: The commands of the Twins are cast into the enemies’ minds, leaving them stumbling, uncertain and vulnerable.

Declare: Pick a friendly COURT OF THE GODLINGS 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: Until the start of your next turn, while a friendly TWIN is visible to the target, halve the target’s Move characteristic. In addition, while 2 friendly TWINS are visible to the target, your opponent must roll 1 fewer dice, to a minimum of 1, when making charge rolls for it.
KEYWORDSSPELL

Your Hero Phase
7
ECSTATIC FURORE: The baser, bloodier aspects of Slaanesh’s nature are channelled through one of the Twins, filling their sycophants with rapturous murder‑lust.

Declare: Pick a friendly COURT OF THE GODLINGS WIZARD to cast this spell, pick a visible friendly TWIN wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to wound rolls for combat attacks made by friendly COURT OF THE GODLINGS units while they are wholly within 12" of and visible to the target.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON MANIFESTATION OF DEPRAVITY: The god-spawn of Slaanesh and their chosen retainers are masters of the most extreme and decadent forms of magical conjuration.

Declare: Pick a friendly COURT OF THE GODLINGS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Pick a friendly HEDONITES OF SLAANESH MANIFESTATION that is not on the battlefield and that was not removed from play earlier in the same turn.

If you picked a Dreadful Visage or Wheels of Excruciation, set it up wholly within 12" of the caster, visible to them and more than 9" from all enemy units. If you picked a Mesmerising Mirror, set it up wholly within 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

Army of Renown

The Decadent Host

When you pick the Hedonites of Slaanesh faction for your army, you can choose for it to be the Decadent Host Army of Renown. If you do so, use the faction rules on these pages instead of the Hedonites of Slaanesh faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the DECADENT HOST keyword.

ROSTER OPTIONS

Battle Traits

Once Per Turn (Army), Any Hero Phase
PERFECTION MADE MANIFEST: To witness Sigvald at war is to witness a martial skill so magnificent that onlookers are entranced even as they are cut down.

Declare: Pick the friendly Sigvald to use this ability then pick a visible unit (friendly or enemy) within 3" of him to be the target.

Effect: Inflict D3 mortal damage on the target. For each model slain by this ability this turn, add 2 to the Attacks characteristic of the friendly Sigvald’s melee weapons for the rest of the turn.

Your Movement Phase
THE PRINCE IN THE MIRROR: It is said that all mirrors are enthralled by Sigvald’s beauty. Should he fall, they readily allow his soul back to the field.

Declare: If the friendly Sigvald has been destroyed, pick him to be the target. He can be replaced any number of times.

Effect: Set up a replacement unit identical to the target wholly within 6" of a friendly Contorted Epitome and not in combat.

Once Per Turn (Army), Any Combat Phase
PETULANT WRATH: Woe betide the hapless Hedonite who looks liable to upstage Sigvald in their eagerness to reach combat…

Declare: If the friendly Sigvald is not in combat and did not charge this turn, pick him to use this ability, then pick another friendly DECADENT HOST unit within 1" of him to be the target.

Effect: Inflict D6 mortal damage on the target. Before removing any slain models from play, remove the friendly Sigvald from the battlefield then set him up again within 1" of the target.

Passive
INFERNAL HANDMAIDENS: Sigvald is often accompanied by throngs of adulating daemons who delight in the Prince’s utter unrighteous conviction.

Effect: While the friendly Sigvald is within 3" of and visible to any friendly DECADENT HOST DAEMON units, add 1 to wound rolls for combat attacks made by those DAEMON units.

Passive
ALL FOR THE PRINCE: Sigvald is the centre of his libertine followers’ world – they would rather be rent limb from limb than allow a single blade to mar his immaculate flesh.

Effect: While the friendly Sigvald is within the combat range of another friendly DECADENT HOST SYBARITE unit:
  • He has WARD (2+).
  • Each time you make a successful ward roll for him, allocate 1 damage point to another friendly DECADENT HOST unit within his combat range after the damage sequence for him has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), End of Any Turn
IMPORTANT PEOPLE HAVE IMPORTANT PLACES TO BE: Sigvald is easily bored and easily distracted – but when something does catch his eye, he moves with incredible haste.

Effect: If the friendly Sigvald is not contesting an objective, he can move 2D6" but must end that move contesting an objective. He can move through the combat ranges of enemy units but cannot end that move in combat.


Heroic Traits

HERO only
Once Per Battle (Army), Reaction: You declared the ’The Prince in the Mirror’ ability
PROTÉGÉ: Sigvald took a liking to this champion, to the point of binding their souls in a one-sided ritual of great power. Of course, the Prince has ways of using this bond…

Effect: You can set up a replacement Sigvald within 1" of this unit instead of within 6" of a friendly Contorted Epitome. If you do so, after setting up that replacement unit, this unit is automatically destroyed.


Artefacts of Power

HERO only
Passive
MIRROR-PLATE: One who wears this polished armour is a member of the vaunted Mirror Guard. Their duty is not to fight but to ensure the Prince can always admire his favourite sight: himself.

Effect: Weapons used by this unit have a maximum Attacks characteristic of 1.

While this unit is within 3" of and visible to the friendly Sigvald, add 20 to the friendly Sigvald’s control score.


Spell Lore

Your Hero Phase
6
DIVERTING EXCRUCIATION: Sigvald’s pet mages know all sorts of magical means to enthuse, empower and revive their beloved lord.

Declare: Pick a friendly DECADENT HOST WIZARD to cast this spell, pick a visible friendly Sigvald wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Heal (D3) the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
VISIONS OF ETERNAL BLISS: One of the chief duties of Sigvald’s sorcerers is to stoke his eager sword-arm with mystic visions of his master’s sinful domain.

Declare: Pick a friendly DECADENT HOST WIZARD to cast this spell, pick a visible friendly Sigvald wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target scores critical hits on unmodified hit rolls of 5+.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON MANIFESTATIONS OF DEPRAVITY: There is no sort of spellcraft that Sigvald will not encourage his lackeys to pursue – no matter how vile.

Declare: Pick a friendly DECADENT HOST WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Pick a friendly HEDONITES OF SLAANESH MANIFESTATION that is not on the battlefield and that was not removed from play earlier in the same turn.

If you picked a Dreadful Visage or Wheels of Excruciation, set it up wholly within 12" of the caster, visible to them and more than 9" from all enemy units. If you picked a Mesmerising Mirror, set it up wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

SPEARHEAD


Blades of the Lurid Dream

Slaanesh, the loathsome yet beguiling Dark Prince of the Ruinous Powers, excels in ensnaring mortals. He whispers that they might slake their most salacious desires, if only they should enter into his service. For many who endure existences of privation and drudgery, it is an offer too tempting to resist. Reality becomes a phantasmagoric paradise of revelry to these Sybarites, every torment theirs to inflict and have inflicted upon them. Many form warbands who seek to inhabit this blissful dream-state for eternity – and drag more noble souls down into the depths of their depravity.

It is the Shardspeakers who direct these packs of murderous libertines and who channel the power of the Dark Prince like a powerful intoxicant. Through clouds of incense dart Blissbarb Archers, whose arrows are smeared with poisons that distort the senses. Only then do the elite of the Sybarites move in for the kill. Disdainful laughter echoes as Slickblade Seekers sprint forwards to slice off heads, herding surviving prey towards their doom. That doom is delivered by the Slaangor Fiendbloods. The arrival of these trilling beast-kin is the breaking point for the foe; some weep in terror, some cry out in joy and try desperately to embrace them. All are ripped asunder, their dream turning to a gruesome nightmare in their agonised final moments.

This Spearhead army consists of the following units:
General
  • Shardspeaker of Slaanesh
Units
  • 5 Blissbarb Archers with 1 Blissbrew Homonculus
  • 5 Blissbarb Archers
  • 5 Slickblade Seekers
  • 3 Slaangor Fiendbloods

Battle Traits

TEMPTATIONS OF SLAANESH

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.

You receive 6 temptation dice at the start of the battle round. Each time your opponent makes a failed hit roll, a failed wound roll or a failed save roll, you can offer them a temptation dice. If they accept your offer, that roll is replaced with a 6. Rolls replaced in this way cannot be re-rolled or modified.

Each time your opponent accepts your offer of a temptation dice, you gain D6 depravity points. Each time your opponent rejects your offer of a temptation dice, inflict D3 mortal damage on the unit for which the roll was made.

You cannot offer your opponent a temptation dice for the same enemy unit more than once per phase. At the end of the battle round, all remaining temptation dice are lost.

All friendly units gain passive abilities from the table below based on the number of depravity points you have. These abilities are cumulative.

DPABILITY
12+TANTALISING TORMENT: This unit can use a RUN ability and still use CHARGE abilities later in the turn
18+SADISTIC SPITE: This unit’s melee weapons have Crit (Mortal).
24+OBLIVIOUS INDULGENCE: This unit has WARD (5+).

Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Battle, Any Combat Phase
UNPARALLELED SPEED: They say the first blow struck is the sweetest…

Declare: Pick a friendly unit to use this ability.

Effect: That unit has STRIKE-FIRST this phase.

Your Movement Phase
LOCUS OF DIVERSION: These warriors release perfumed mists that fill the foes’ minds with everything but the matter at hand.

Declare: Pick a friendly unit to use this ability.

Effect: For the rest of the turn, that unit can use a RETREAT ability and still use SHOOT and/or CHARGE abilities later in the turn.


Enhancements

Give your general 1 of the following enhancements.

Any Combat Phase
SCEPTRE OF DOMINATION: The staff carried by this Shardspeaker contains magic that can seduce the minds of their foes.

Declare: Roll a dice for each enemy unit in combat with your general.

Effect: On a 5+, the unit being rolled for has STRIKE-LAST this phase.

Your Hero Phase
CACOPHONIC CHOIR: The Shardspeaker summons a sanity‑shattering symphony of sound.

Declare: Make a casting roll of 2D6.

Effect: On a 6+, make a cacophony roll of D6. Inflict D3 mortal damage on each enemy unit (roll for each) within 6" of your general that has a Control characteristic less than the cacophony roll.

Once Per Turn, Your Shooting Phase
TWISTED MIRROR: A Twisted Mirror tests the spirit of any who gaze into it, immobilising those who fall victim to its illusions.

Declare: Pick an enemy unit within 9" of your general and roll a dice.

Effect: On a 4+, subtract 1 from save rolls for that unit until the start of your next turn.

Your Hero Phase
PENDANT OF SLAANESH: This pendant burrows through the Shardspeaker’s rich fabrics and scarred chest before nestling next to their heart, invigorating them with sublime energy whenever they feel pain.

Effect: Heal (D3) your general.


Warscrolls

SPEARHEAD WARSCROLL
Shardspeaker of Slaanesh
6"
5
5+
2
The Shardspeakers are sorcerers and seers amongst the Hedonite hosts, inducted into the higher mysteries of their decadent god. Wrapped in sumptuous fabrics and surrounded by swirling, sighing mist-daemons, they cut enigmatic figures amongst the hordes of revellers. Each Shardspeaker bears a Twisted Mirror, a fragment of ensorcelled glass said to be taken from Slaanesh’s own palace. By channelling their will through these relics, a Shardspeaker can display to their foe a vision of utmost perfection or abject personal horror, enrapturing them with the unhallowed majesty of Slaanesh.
SPEARHEAD WARSCROLL
Shardspeaker of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Haze Staff
Haze Staff33+4+1D3
Your Hero Phase
VISION OF DAMNATION: The sorcerer conjures a vision of excess so intense that reality itself shimmers and distorts.

Declare: Make a casting roll of 2D6.

Effect: On a 6+, roll 6 dice. For each 4+, you receive 1 depravity point.

KEYWORDS
HERO, WIZARD, INFANTRY

SPEARHEAD WARSCROLL
Slickblade Seekers
12"
4
5+
1
Whooping and screaming in unearthly glee, Slickblade Seekers ride at the fore of the Sybarite carnivals. They make war at a blistering pace, carried atop their daemonic steeds – creatures able to exist in the Mortal Realms due to a blooddeep connection with their rider. For a Slickblade Seeker, no sensation is finer than to slay an enemy without breaking stride. As they charge into melee they spin and twirl their glaives so fast the air itself seems to shriek, before the Sybarites lash out to neatly sever heads from necks.
SPEARHEAD WARSCROLL
Slickblade Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Slickblade Glaive [Charge (+1 Damage)]
Slickblade Glaive
Charge (+1 Damage)
33+4+11
Exalted Steed’s Poisoned Tongue [Companion]
Exalted Steed’s Poisoned Tongue
Companion
33+4+-1
Passive
UNRIVALLED VELOCITY: Slickblade Seekers are obsessed with high-speed kills, tearing towards the foe with relentless haste.

Effect: You can re-roll charge rolls for this unit.

KEYWORDS
CAVALRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Slaangor Fiendbloods
6"
3
5+
1
The Slaangor Fiendbloods are towering beastmen utterly in thrall to the Lord of Dark Delights. With an animalistic lack of restraint, they have over-indulged until only the most visceral and torturous of sensations can now rouse them. Slaangors roam Slaaneshi camps in a glassy-eyed stupor, allowing fellow Sybarites to drape them in fine gems and silks. When battle beckons, a transformation seizes them; they become arrow-swift instruments of manic violence, barrelling forwards without a hint of self preservation in their maddened desire to feel anything at all.
SPEARHEAD WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claw and Gilded Weapon
Razor-sharp Claw and Gilded Weapon54+3+12
Razor-sharp Claws
Razor-sharp Claws44+3+12
This unit has 2 Slaangor Fiendbloods armed with Razorsharp Claws, and 1 Slaangor Fiendblood armed with a Razor-sharp Claw and Gilded Weapon.

Enemy Shooting Phase
SLAUGHTER AT ANY COST: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.

Declare: This unit can use this ability if any damage points were allocated to it this turn.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Blissbarb Archers
6"
1
6+
1
Blissbarb Archers are the footsoldiers of Slaanesh’s mortal hosts, the sinful masses who partake in the bacchanals and the carnivals of agony. Having abandoned their past lives, these fleet-footed Sybarites are single-minded in their pursuit of decadence. Though forbidden from engaging in the glorious sensations of melee by their cruel overlords – though many cannot help but seek to wet their daggers when opportunity arises – they instead assail the foe with barbed arrows, laced with hallucinogenic toxins that open the mind to new vistas of dark possibility.
SPEARHEAD WARSCROLL
Blissbarb Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Blissbarb Bow
Blissbarb Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sybarite Blade
Sybarite Blade13+4+-1
One unit has 5 Blissbarb Archers and 1 Blissbrew Homonculus. The other unit has 5 Blissbarb Archers.

The Blissbarb Archers are each armed with a Blissbarb Bow and Sybarite Blade. The Blissbrew Homonculus is armed with a Sybarite Blade.

Passive
LIGHT-FOOTED KILLERS: Blissbarb Archers can deliver pinpoint shots even while cavorting wildly across the battlefield.

Effect: This unit can use SHOOT abilities even if it used a RUN ability in the same turn.

KEYWORDS
INFANTRY, REINFORCEMENTS
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
Enemy Hero Phase
MASTER OF TEMPTATION: Twisting the old adage, this hero demonstrates that good things do not come to those who wait.

Declare: You can only use this ability if your opponent has any temptation dice. Pick a visible enemy unit within 18" of this unit to be the target.

Effect: For the rest of the turn, while your opponent has not used any of their temptation dice to replace a roll for the target this turn, the target can only use CORE abilities.
5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
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).

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

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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

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.

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

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.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
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).
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

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The arcane forces sustaining a manifestation are disrupted.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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).
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

The non-HERO HEDONITES OF SLAANESH and INFANTRY keywords are used in the following Hedonites of Slaanesh warscrolls:

End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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.

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

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.
The non-Hero Hedonites of Slaanesh Infantry keyword is used in the following Hedonites of Slaanesh warscrolls:

Infantry
The non-Hero Hedonites of Slaanesh Cavalry keyword is used in the following Hedonites of Slaanesh warscrolls:

Cavalry
• Seekers
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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

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

Monster Hero
The non-UNIQUE COURT OF THE GODLINGS HERO keywords are used in the following Hedonites of Slaanesh warscrolls:

Infantry Hero
War Machine Hero
Monster Hero
The COURT OF THE GODLINGS WIZARD keywords are used in the following Hedonites of Slaanesh warscrolls:

Infantry Hero
War Machine Hero
Monster Hero

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

Endless Spell
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

Infantry Hero
Infantry
The non-unique DECADENT HOST HERO keyword is used in the following Hedonites of Slaanesh warscrolls:

Infantry Hero
Your Movement Phase
THE PRINCE IN THE MIRROR: It is said that all mirrors are enthralled by Sigvald’s beauty. Should he fall, they readily allow his soul back to the field.

Declare: If the friendly Sigvald has been destroyed, pick him to be the target. He can be replaced any number of times.

Effect: Set up a replacement unit identical to the target wholly within 6" of a friendly Contorted Epitome and not in combat.
The DECADENT HOST WIZARD keyword is used in the following Hedonites of Slaanesh warscrolls:

Infantry Hero
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.
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.
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 after any non-FIGHT combat phase abilities have been used, 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.

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Army List
Warscrolls collated

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