Hedonites of Slaanesh – Lord of Pain

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HEDONITES OF SLAANESH WARSCROLL
Lord of Pain
6"
5
4+
2
Agony has come to define the Lords of Pain. Whatever fixations first led these champions into Slaanesh’s embrace has been buried beneath an obsession with torment. Only the most excruciating sensations can intoxicate these sadomasochists, for they have scoured their body and soul repeatedly in pursuit of ever more gloriously grotesque sensations. Despite their flesh being pierced by cruel hooks and barbs, by Slaanesh’s dubious graces, a Lord of Pain remains a formidable physical specimen. In combat, they fight not to slay but to inflict the most torment possible, using their spiked maces and the sharpened curves of their armour to lacerate and puncture enemies by the score. The hosts ruled by a Lord of Pain are amongst the most discomfiting to look upon of all Slaanesh’s worshippers. No violation of the flesh is forbidden amongst their ranks, as long as it elongates the sensation of pain. The fact that the Hedonites perform these mutilations on the canvas of their own bodies only renders the sight more horrific. The Lords of Pain stand at the apex of the torturer’s art, and their ability to endure hurt – whether in riotous worship or fighting at the most contested point of the battlefield – is awe-inspiring to their devotees.
HEDONITES OF SLAANESH WARSCROLL
Lord of Pain
MELEE WEAPONS
AtkHitWndRndDmg
Soulpiercer Mace
Soulpiercer Mace53+3+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.

Passive
DISCIPLES IN TORMENT: Slaanesh’s Sybarites flock around a battling Lord of Pain, eager to be rewarded with the choicest expressions of agony.

Effect: While this unit is contesting an objective, add 1 to wound rolls for combat attacks made by friendly SYBARITE units wholly within 12" of this unit.

Passive
SHARE THE PAIN: Lords of Pain have mastered every kind of torment and are adept at gifting the most terrible of agonies to their foes.

Effect: Each time you make a successful ward roll for this unit for a damage point inflicted by a combat attack, 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.
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.
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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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.
Those HEROES can join an eligible regiment as a Dark Egotist.

Infantry Hero
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.
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.
© Vyacheslav Maltsev 2013-2024