Hedonites of Slaanesh – Scourge of Ghyran Slaangor Fiendbloods

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•HEDONITES OF SLAANESH WARSCROLL•
Scourge of Ghyran Slaangor Fiendbloods
6"
3
5+
1
Hideous beastmen blessed by the Dark Prince with chitinous pincer-limbs, Slaangor Fiendbloods pursue violent excess with a single-minded intensity. They delight in the chaotic slaughter that has overrun the Everspring Swathe, slicing their prey into pieces and taking every opportunity to indulge their primal urge for mayhem and torment.
•HEDONITES OF SLAANESH WARSCROLL•
Scourge of Ghyran Slaangor Fiendbloods
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws and Gilded Weapons [Charge (+1 Damage)]
Razor-sharp Claws and Gilded Weapons
Charge (+1 Damage)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 40mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Deployment Phase
VEILED THREAT: Slaangors can move as smoothly and soundlessly as silk before bursting out into a bleating, bellowing charge.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve waiting in ambush. It has now been deployed.
KEYWORDSDEPLOY

Any Movement Phase
BESTIAL ONSLAUGHT: With primal savagery, the Slaangor Fiendbloods take to the battlefield, ready to surround their enemies.

Declare: Pick this unit if it is waiting in ambush.

Effect: Set up this unit on the battlefield wholly within 9" of a battlefield edge and more than 9" from all enemy units.

Once Per Phase (Army), Reaction: Opponent declared a command for a unit within 12" of this unit
INSTINCTIVE ADVANCE: The Slaangors are drawn to the screams of the battlefield as a hungering predator is drawn to wounded prey.

Effect: This unit can move up to 3" immediately after that command has been resolved, unless that command is a reaction, in which case this unit can move after the ability that it was reacting to has been resolved. That move can pass through the combat ranges of enemy units, and can end in combat.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE
Errata
Slaangor Fiendbloods
Change the effect of the ‘Instinctive Advance’ ability to:
‘This unit can move up to 3" immediately after that command has been resolved, unless that command is a reaction, in which case this unit can move after the ability that it was reacting to has been resolved. That move can pass through the combat ranges of enemy units, and can end in combat.’
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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2026