Hedonites of Slaanesh – Lord of Hubris

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HEDONITES OF SLAANESH WARSCROLL
Lord of Hubris
6"
5
4+
2
Utterly enamoured with their own magnificence, the strutting peacocks known as Lords of Hubris swagger into battle, loudly demanding that the enemy’s finest face them in single combat. Those foolish enough to answer this challenge are cut to ribbons in a matter of seconds.
HEDONITES OF SLAANESH WARSCROLL
Lord of Hubris
MELEE WEAPONS
AtkHitWndRndDmg
Exquisite Scimitar
Exquisite Scimitar53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SYBARITE
Notes: This HERO can join an eligible regiment as a Dark Egotist.

Once Per Turn (Army), 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: If this unit has not used a TEMPTATION ability this turn, 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:

If they accept, 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, subtract 1 from hit rolls for the target’s attacks and all of the target’s attacks must target this unit.

If they decline, for the rest of the turn:
  • The target has STRIKE-LAST.
  • Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target that enemy unit.
KEYWORDSTEMPTATION

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
ALLOW ME TO DEMONSTRATE: For all their boasting and crushing arrogance, Lords of Hubris truly are astounding to behold in combat – a fact that inevitably galvanises their devoted sycophants.

Effect: Pick a friendly non-HERO SYBARITE unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. Add 1 to hit rolls for attacks made by this unit and the target for the rest of the turn.

KEYWORDS
HERO, INFANTRY
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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

Infantry Hero
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.

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).
© Vyacheslav Maltsev 2013-2026