Hedonites of Slaanesh – Lord of Hubris

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HEDONITES OF SLAANESH WARSCROLL
Lord of Hubris
6"
5
5+
2
Those Slaaneshi champions known as Lords of Hubris have turned pride into a mantle – and what a radiant mantle it is. These swaggering savants of the sword are convinced that there is no being that can truly challenge their martial prowess. Vainglorious though this belief might be, it is rooted in genuine skill, for scarcely can more devilish duellists be found. Eschewing armour, Lords of Hubris lead their hand-picked entourages in search of a worthy contest: a bout that will see them immortalised in gleaming statuary within Slaanesh’s domain. Amongst the Lords of Hubris, it is considered the height of gaucheness to launch the first blow in a duel. Indeed, these champions will spread their arms wide and outright invite an intriguing foe to land a strike – if they can. Rarely does this blow ever connect, for the wicked blade carried by a Lord of Hubris is as a serpent of pouncing steel. As it swings, it lets out the faint but palpable sound of derisive laughter, prickling the foe’s humiliated fury. The clumsy strikes that follow are, of course, neatly deflected by the Lord of Hubris, before the warrior launches the lethal coup de grâce.
HEDONITES OF SLAANESH WARSCROLL
Lord of Hubris
MELEE WEAPONS
AtkHitWndRndDmg
Exquisite Scimitar
Exquisite Scimitar53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SYBARITE
Notes: This HERO can join an eligible regiment as a Dark Egotist.

Any Combat Phase
’YOU FIRST, I INSIST...’: So confident is this champion of excess that they allow their foe a futile swipe for free.

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

Effect: Your opponent must decide whether the target will accept or decline this unit’s challenge.

Accept: The target has STRIKE-FIRST for the rest of the turn. If this unit is in combat with the target when the target is picked to use a FIGHT ability, all of the target’s attacks must target this unit.

Decline: The target has STRIKE-LAST for the rest of the turn.

Any Combat Phase
ONLY THE BEST WILL SUFFICE: Lords of Hubris refuse to fight alongside any but the finest warriors of the Sybarite hordes. In doing so, they inspire a level of pride worthy of their title.

Declare: Pick a friendly Myrmidesh Painbringers or Symbaresh Twinsouls unit that is in combat and is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the 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. For each 4+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE
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 (such as named characters) may say that they can be added to the regiment of another HERO.
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).
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.

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Those HEROES can join an eligible regiment as a Dark Egotist.

Infantry Hero
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.
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.
© Vyacheslav Maltsev 2013-2024