Hedonites of Slaanesh – Scourge of Ghyran Syll’Esske, the Vengeful Allegiance

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HEDONITES OF SLAANESH WARSCROLL
Scourge of Ghyran Syll’Esske
the Vengeful Allegiance
8"
9
4+
4
5+
Not a single Slaaneshi fiend but a mortal and daemon joined in malicious harmony, Syll’Esske has entered the war in Ghyran in the hope of gathering sycophants to join their host. They aim to achieve this via gratuitous acts of violence, cutting a bloody swathe across the land and impressing each other with particularly vile feats of depravity.
HEDONITES OF SLAANESH WARSCROLL
Scourge of Ghyran Syll’Esske
the Vengeful Allegiance
MELEE WEAPONS
AtkHitWndRndDmg
Axe of Dominion
Axe of Dominion43+3+23
Scourging Whip
Scourging Whip62+4+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler or Dark Egotist, Any HEDONITES OF SLAANESH
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
CHAMPIONS OF THE GILDED THRONE: Blessed by Syll’Esske, nearby daemons and mortals fight with a synergy that defies comprehension.

Effect: When players are alternating picking units to use a FIGHT ability, when it is your turn to pick a unit, instead of picking 1 unit, you can pick a friendly non-HERO HEDONITES OF SLAANESH DAEMON unit wholly within 18" of this unit and a friendly non-HERO SYBARITE unit wholly within 18" of this unit. Resolve the second FIGHT ability immediately after the first.

Your Hero Phase
6
WANDERING MINDS: The dark enchantments woven by Syll and the domineering aura of Esske cause mystical wards and mental defences to slip away like silk sliding from burnished silver.

Declare: Pick up to 1 visible friendly non-HERO SYBARITE INFANTRY unit and up to 1 visible friendly non-HERO HEDONITES OF SLAANESH DAEMON INFANTRY unit to be the targets, then make a casting roll of 2D6.

Effect: If you picked a SYBARITE target, subtract 1 from ward rolls for damage points inflicted by its combat attacks until the start of your next turn. If you picked a DAEMON target, it has WARD (5+) until the start of your next turn.
KEYWORDSSPELL

End of Any Turn
VIOLENT OFFERINGS: Esske will go to great lengths to please Syll, delicately prising magical trinkets from severed heads and limbs to gift to the source of his obsession.

Effect: If any damage points were allocated to an enemy WIZARD or PRIEST by this unit’s combat attacks this turn and that enemy unit has been destroyed, add 1 to this unit’s power level for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON, SYBARITE
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry 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.

The non-HERO DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers
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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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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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

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.
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.

The non-HERO SYBARITE keyword is used in the following Hedonites of Slaanesh warscrolls:

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

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

© Vyacheslav Maltsev 2013-2025