Hedonites of Slaanesh – Warscrolls


Infantry Hero


HEDONITES OF SLAANESH WARSCROLL
Contorted Epitome
9"
7
5+
2
Unlike most of Slaanesh’s servants, whose sense of superiority makes them disinclined towards cooperation, Contorted Epitomes are magically skilled Daemonettes who share a close bond. Their willingness to collaborate has seen them entrusted with a Mirror of Absorption; taken from the depths of Slaanesh’s palace, this daemonic entity reflects the most unpalatable desires of any who look upon it. One who gazes into a Mirror of Absorption finds it truly agonising to pull away, while magics cast against the construct are greedily swallowed down, their energies perverted to Slaanesh’s service. It is said that the first Mirrors of Absorption were fashioned long ago by the master artisan Vennatan. Trapped within a lair of illusions by the Dark Prince, Vennatan intended his creations to drain Slaanesh’s power, but they proved unable to contain the god’s vanity. Amused nevertheless, Slaanesh forced Vennatan to make more mirrors, fusing them with daemon-stuff so that they could move of their own will. Some believe the artisan, or whatever scraps are left of his soul, still labours in the depths of the Palace of Pleasure, consumed by his craft and unaware that Slaanesh no longer sits the sinful throne.
HEDONITES OF SLAANESH WARSCROLL
Contorted Epitome
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claws and Coiled Tentacles
Piercing Claws and Coiled Tentacles73+4+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any DAEMON

Reaction: Opponent declared a command or Retreat ability for a unit in combat with this unit
HORRIBLE FASCINATION: Many of weaker will would rather die than abandon the glories shown by a Mirror of Absorption – and the daemonic entity readily obliges.

Effect: Inflict D3 mortal damage on that enemy unit.

Passive
SWALLOW ENERGY: A Contorted Epitome steals the most intense and excessive energies, channelling them back to Slaanesh’s Temple of Twisted Mirrors.

Effect: If you make a successful ward roll for this unit, add 1 to this unit’s power level until the end of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (4+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Infernal Enrapturess
Herald of Slaanesh
6"
5
5+
2
The Infernal Enrapturesses consider themselves virtuosos, delighting in fine music and art. Yet these daemons’ truest desire is to plant seeds of selfdestruction within talented mortal artists and lead them to ruin. Many are the tales of struggling composers who have been visited by what they perceive to be angelic muses, driving them to craft the symphony that will define them. This obsession soon becomes all-consuming. The artist grows to reject all kinship and self-preservation, crumbling beneath what they see as a divinely ordained endeavour. In the end, they give themselves to Slaanesh, desperate for the inspiration needed to become one with their craft. The Enrapturess acquiesces – by tearing the mortal apart in body and spirit, transforming them into a macabre living instrument that, when plucked, plays notes of purest torment. As the legions of Slaanesh indulge their warlike excesses, the Enrapturesses serenade them with compositions of reality-shaking agony. These notes of discord can overpower even the stuff of sorcery, blunting the aether in a wave of spiritual pain. Yet an Enrapturess can never remain fascinated with their instrument for long; they are always on the lookout for new and talented supplicants, those whose unmaking might produce sweeter melodies still…
HEDONITES OF SLAANESH WARSCROLL
Infernal Enrapturess
Herald of Slaanesh
RANGED WEAPONS
RngAtkHitWndRndDmg
Heartstring Lyre
Heartstring Lyre12"22+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claw
Piercing Claw33+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler.

Once Per Turn (Army), Reaction: Opponent declared a SPELL ability for a Wizard within 18" of this unit
DISCORDANT DISRUPTION: An Infernal Enrapturess can play music so dissonant that it causes physical harm to those attuned to magic.

Effect: The casting roll for that spell must be re-rolled. If 2 or more dice in the re-rolled casting roll have the same value or if 1 of the dice is a 6, inflict D3 mortal damage on that Wizard after the effect of that spell has been resolved.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


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


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


HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
6"
5
5+
2
Shardspeakers are the enigmatic mages, seers and soothsayers of the Hedonite carnivals. It is said that their hypnotic gaze can enthral even the most resolute heroes – but better this fate than to stare into the enchanted mirrors carried by these perfumed sorcerers. Relics from Slaanesh’s palace, these arcane foci allow a Shardspeaker to channel their power into reflecting a target’s innermost fears or desires, conjuring phantasmal visions that seem indistinguishable from reality. It is an assault that only the strongest of wills can hope to resist, and should a warrior fail this test, they are overcome by the urge to indulge their worst excesses. The virtuous side of their psyche is forced to watch, powerless, as their destructive compulsions are unleashed against their comrades. Shardspeakers have other powers besides, of course: arcane means of overloading the senses and burning out sanity in a wave of punishing sensation. As they work their spells, mist-daemons swirl around them, claws and needle-fangs flashing. These entities relish any opportunity to set upon mortals who draw too close – be they friend or foe – and string out their torment for as long as possible.
HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Shadow-cloaked Claws [Companion]
Shadow-cloaked Claws
Companion
44+3+1D3
Haze Staff
Haze Staff33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any SYBARITE

This unit is armed with a Haze Staff.

It can only attack with Shadow-cloaked Claws by using the ‘Mist Lurkers’ ability.

Once Per Turn (Army), Your Shooting Phase
TWISTED MIRROR: A Twisted Mirror tests the spirit of any who gaze into it, weakening those who fall victim to its illusions.

Declare: Pick an enemy unit within 8" of this unit to be the target.

Effect: Roll a dice. On a 4+, subtract 1 from save rolls for the target until the start of your next turn.

Passive
MIST LURKERS: The mist-daemons that billow and slink around a Shardspeaker are empowered by arcane energies.

Effect: If this unit successfully casts a spell, until the start of your next turn, it can attack with its Shadowcloaked Claws.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
6"
7
3+
2
The salacious saga of Sigvald the Magnificent, Slaanesh’s supreme scion, stokes sordid sensations amongst his sinful supplicants. Though he appears clean-limbed and in the prime of health, Sigvald’s misdeeds pre-date the realms themselves: it is said that he was sired through unnatural acts and that he would put cities to the torch for offending him with their odour. It is undeniable that he is a bladesman par excellence, striking faster than the eye can follow and leaving a carpet of bisected dead with each lightning-fast flurry of the sword Shardslash. However, legend also claims that Sigvald once suffered a humiliating defeat and, as punishment, had his soul sealed in an enchanted mirror. Only through great cunning did he escape and return to the Dark Prince’s favour. Sigvald is determined to reassert his status as the Dark Prince’s favoured champion. At his approach, a mirror-curse washes over the land; those who spy their reflection in glass see themselves as monstrously warped and deformed, for all beauty is reserved for the Geld-Prince alone. To offend Sigvald is to meet with death – though this most prideful of champions considers falling by his hand to be a singular honour.
HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Shardslash
Shardslash52+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 60mm
Can be reinforced: No
Regiment Options: Any SYBARITE, 0-1 Dark Egotist, 0-1 DAEMON

Passive
POWERED BY VAINGLORY: Sigvald is the epitome of vainglory, one of Slaanesh’s favourite sins. So great is his sense of superiority that few can stand before his prideful assaults.

Effect: If this unit charged this turn and the unmodified charge roll was 6+, the Attacks characteristic of this unit’s Shardslash is equal to the unmodified charge roll.

Passive
THE GLORIOUS REBORN: None can best Sigvald in hand-to-hand combat, or so he believes, and the Geld-Prince is determined to prove it.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

Passive
SHARDSLASH: This majestic blade slices through sigmarite and arcane wards alike as if they were merely the thinnest silk.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, WARD (4+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Syll’Esske
the Vengeful Allegiance
8"
9
4+
4
The tale of Syll’Esske is strange indeed. Once, this conjoined entity was two distinct beings: Syll, a daemonic Herald scorned by her fellows for obsessing too greatly over her mortal muses, and Esske, a lowly war-thrall in the pits of the Palace of Pleasure. Syll selected Esske as the focus of her patronage, overseeing his meteoric rise. Esske, in turn, showed a loyalty well beyond expectation, going so far as to sacrifice his own soul to aid Syll after she was brought low by a jealous rival. Through the Herald’s latter deeds, he was not only saved but fused with her very being, the two becoming a single entity that fights in perfect synchronicity. The Vengeful Allegiance marches at the head of a warhost comprising both mortals and daemons, all of whom have been spurned by their betters and seek symbiosis as a means of realising their depraved ambitions. Should Syll or Esske block a blow, their other half will take cruel advantage, striking with lash or greataxe to slip inside the foe’s guard. Having known well the scorn of the highhanded, Syll’Esske delights in subverting heroes and champions, undermining their will and replacing certainty with unclean desires.
HEDONITES OF SLAANESH WARSCROLL
Syll’Esske
the Vengeful Allegiance
MELEE WEAPONS
AtkHitWndRndDmg
Scourging Whip
Scourging Whip62+4+12
Axe of Dominion
Axe of Dominion43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler or Dark Egotist, Any HEDONITES OF SLAANESH

Any Combat Phase
DEADLY SYMBIOSIS: In battle, the hosts of Syll’Esske seek to emulate the symbiosis of their master, compelling one another to escalating acts of depraved violence.

Declare: Pick a friendly non-HERO SYBARITE unit and a friendly non-HERO HEDONITES OF SLAANESH DAEMON unit to be the targets. Both units must be wholly within 12" of this unit.

Effect: For the rest of the turn, if either target uses the ‘All-out Attack’ or ‘All-out Defence’ command, the other target can also use the same command in the same phase and no command points are spent to use the command a second time.

Passive
THE VENGEFUL ALLEGIANCE: Should one aspect of the Vengeful Allegiance deflect a blow, their other half will swiftly capitalise on the situation.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Your Hero Phase
7
SUBVERT: Syll torments the foe with whispers and visions, distracting them from their duties.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
The Masque
8"
5
5+
2
The Masque was once the most favoured of the Dark Prince’s attendants, for their breathtaking dances never failed to bolster the mercurial god when his mood turned foul. In the aftermath of a disastrous war against the forces of both Nurgle and Khorne, the Masque sought to soothe their master through their most ambitious performance yet. Yet where once Slaanesh had marvelled at their agility and grace, now he brooded upon imagined slights in every motion. In a spiteful rage, the Dark Prince banished the Masque, and laid a curse upon them: if they wished to dance, they would do so forever. The Masque has continued their performance across the realms. They appear unbidden, often amongst the ranks of the enemy, for they are ever eager to find new audiences for their art. As the Masque enacts the tales of Slaanesh’s glories, their face flickers to match the characters they embody; their stance changes too, sometimes wild and aggressive, other times so graceful that it is all but impossible to land a blow upon them. Those whom the Masque does not slay with their eviscerating claws are nevertheless dragged into the performance, compelled to dance themselves to death as they try to keep pace with the daemon’s twirls and somersaults.
HEDONITES OF SLAANESH WARSCROLL
The Masque
MELEE WEAPONS
AtkHitWndRndDmg
Razor-edged Claws
Razor-edged Claws63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler.

Deployment Phase
THE ENDLESS DANCE: The Masque dances eternally across the Mortal Realms, endlessly seeking an audience to confound and swiftly slay.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 3" from all enemy units.

Any Hero Phase
STAFF OF MASKS: The masks on this staff constantly flicker and change, enhancing the Masque’s attacks or protecting them from harm.

Effect: Pick 1 of the following effects:
  • Add 3 to the Attacks characteristic of this unit’s Razor-edged Claws for the rest of the turn.
  • Heal (3) this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Viceleader
Herald of Slaanesh
6"
5
5+
2
The Viceleader is a masterful artiste in the grand theatre of war. To look upon these surreal, quicksilver Heralds is to feel a yearning for forbidden arts and excesses that addles the mind. Woe betide those who acquiesce to their strange allure.
HEDONITES OF SLAANESH WARSCROLL
Viceleader
Herald of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Ravaging Claws
Ravaging Claws63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 25mm
Can be reinforced: No
Regiment Options: Any DAEMON

Passive
LITHE AND SWIFT: Charging Daemonettes can riddle an enemy with a quicksilver flurry of claw-strikes.

Effect: Add 1 to the Attacks characteristic of this unit’s Ravaging Claws for the rest of the turn if this unit charged in the same turn.

Reaction: You declared a FIGHT ability for this unit
LUST FOR VIOLENCE: Viceleaders bid their fellow Daemonettes enter the fray and join them in the bliss of combat.

Effect: Pick a friendly Daemonettes 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.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

Monster Hero


HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
12"
10
5+
5
No daemon can claim a closer connection to Slaanesh than Dexcessa, known as the Talon – no daemon except for their sibling Synessa, a fact that infuriates them both. These twin-entities are shards of the Dark Prince’s truest essence, formed through the ritual that saw the aelf Morathi ascend to godhood. Dexcessa represents the elements of Slaanesh’s psyche that favours unthinking indulgence above all, scornful of those who break under the strain. Battle is the apex of the sensations Dexcessa craves, every spray of blood and howl of the dying sweet beyond words. They cavort across the field as a rapturous cyclone of murder, bladed claws sending heads and limbs spiralling in stately arcs. To watch Dexcessa at war is to witness an artist of the most brutal temperament: a painter who channels turmoil through canvas-lashing strokes, a sculptor who hacks stone into submission. It is a sight that enraptures fellow Hedonites, compelling them to fight with greater orgiastic abandon. Each hopes to catch the attention of Slaanesh’s Talon, but such is a futile endeavour. Dexcessa has no concern for anything but the indulgence of their own desires – that and the appallingly artistic ruin they leave in their wake.
HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Impaling Talons
Impaling Talons73+3+22
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Synessa or Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This HERO can join Synessa’s regiment.

End of Any Turn
JOYOUS BATTLE FURY: Once Dexcessa begins to fight, they become invigorated by the glorious thrill of combat.

Effect: If any enemy models were slain by this unit’s combat attacks this turn, Heal (D3) this unit, then place a battle fury token next to it.

Add 1 to the Attacks characteristic of this unit’s Impaling Talons for each battle fury token it has until the end of the next turn.

Passive
FLEETING DANCE OF DEATH: Dexcessa rarely stays locked in combat in one place for long, flitting swiftly all over the battlefield and bringing death wherever they alight.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

Passive
SCION OF SLAANESH: Despite their mutual enmity, Dexcessa and Synessa are inextricably connected, giving them an advantage over their foes.

Effect: While a friendly Synessa is on the battlefield, subtract 1 from hit rolls for attacks that target this unit.

Once Per Turn (Army), Any Combat Phase
REDOLENCE OF VIOLENCE: The beautiful scent of Dexcessa’s savagery permeates through the Hedonite ranks.

Declare: If this unit charged this turn, pick up to D3 other friendly non-HERO HEDONITES OF SLAANESH DAEMON units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
12"
16
4+
5
Draped in the richest silks and wielding silvered weapons, the Keepers of Secrets stride across the battlefield like living gods. Foes stare agog at these paragons of perversion, their minds aflame with kaleidoscopes of debauchery and ears filled with whispers of the glories that await them in the embrace of lordly Slaanesh. Those few individuals of greater mettle who resist a Keeper’s allure soon find their clumsy blows thwarted with shield or sinuous whip even as they are dispatched with graceful sweeps of sword or bladed limb. When even this onesided slaughter no longer satisfies, the Keeper will flick out a claw and mutter an arcane command, sending its minions forwards in a rapturous frenzy. Keepers of Secrets are no less driven to vile whimsy than any of Slaanesh’s lesser servants. They may go to battle surrounded by the blare of discordant harpsichords, perfume themselves with the ripe corpse-stench of cities they have butchered, or pierce their supple daemonflesh with gemstones containing the screaming souls of mortals led to destruction. There is constant competition amongst the Keepers to become first in Slaanesh’s gaze – and the Mortal Realms are the canvas upon which these arch-libertines create masterworks of horror for the Dark Prince’s consideration.
HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
MELEE WEAPONS
AtkHitWndRndDmg
Elegant Greatblade
Elegant Greatblade62+3+22
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Elegant Greatblade is 4.

Passive
SUPERNATURAL GRACE: Whether they turn blows aside or simply dodge out of harm’s way, it is extremely difficult to pin down a Keeper of Secrets.

Effect: Subtract 1 from hit rolls for combat attacks that target this unit.

Your Hero Phase
LOCUS OF SLAANESH: With violence and excess, the walls of reality can be made thin enough to draw forth reinforcements of Slaaneshi daemons.

Declare: Pick a friendly HEDONITES OF SLAANESH DAEMON unit that started the battle with 3 or more models and has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
DARK TEMPTATIONS: Few can resist the wiles of a Keeper of Secrets.

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

Effect: Pick 1 of the following effects:
  • Add 1 to hit rolls for the target’s attacks for the rest of the turn.
  • Add 1 to save rolls for the target for the rest of the turn.
  • If the target is damaged, Heal (D3) the target.

Then, add 1 to the Damage characteristic of this unit’s Elegant Greatblade for attacks that target that enemy unit for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
6
CACOPHONIC CHOIR: The wizard unleashes a sanity-shattering chorus of magical sound.

Declare: Pick up to 3 visible enemy units within 6" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Roll a dice for each target. If the roll exceeds the target’s Control characteristic, inflict D3 mortal damage on it.
KEYWORDSSPELL

KEYWORDS
HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Shalaxi Helbane
14"
16
4+
5
Shalaxi Helbane’s skill in the arts of combat is so immense that only the most proud and jealous of their fellow greater daemons will contest their martial superiority. This most bellicose of Slaanesh’s champions indulges only a single obsession: the utter humbling of the Dark Prince’s enemies. Few can rival Shalaxi in the skills of the hunter and the tracker. Fewer still can match them in single combat. Legendary warrior kings, proud draconic behemoths and the most favoured spawn of the Dark Gods have all met their end on the tip of Soulpiercer, Shalaxi’s infamous spear, after finding their most deliberate attacks effortlessly dodged or parried by the daemon champion. Of all the prey Shalaxi has hunted, only two have managed to evade the daemon – and, in doing so, come close to representing the ultimate duel they so crave. The first was Skarbrand, most wrathful of Bloodthirsters, who Shalaxi fought to a bitter standstill on the corpse-choked fields of Rantula Sigmaris. The second was the Shadow Queen, bestial aspect of the goddess Morathi-Khaine, whom Shalaxi put to flight. Yet Slaanesh’s champion does not rest upon their laurels, believing that their perfect quarry still awaits them.
HEDONITES OF SLAANESH WARSCROLL
Shalaxi Helbane
MELEE WEAPONS
AtkHitWndRndDmg
Soulpiercer [Anti-HERO (+1 Rend)]
Soulpiercer
Anti-HERO (+1 Rend)
62+3+23
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 490
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Soulpiercer is 4.

Passive
SUPERNATURAL GRACE: Whether they turn blows aside or simply dodge out of harm’s way, it is extremely difficult to pin down a Keeper of Secrets.

Effect: Subtract 1 from hit rolls for combat attacks that target this unit.

Your Hero Phase
4
REFINE SENSES: The sorcerer channels magical power into their senses so that nothing can be hidden from them and none can escape their wrath.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for this unit’s attacks that target enemy HEROES.
  • Add 1 to save rolls for attacks made by enemy HEROES that target this unit.
KEYWORDSSPELL

Once Per Turn (Army), Reaction: Opponent declared a CHARGE ability for a Hero within 9" of this unit
PARAMOUNT HUNTER: Shalaxi will permit none save themselves the honour of striking down their chosen quarry.

Effect: If this unit is not in combat, it can immediately move 2D6". It can pass through the combat ranges of enemy units but it must end that move within ½" of that HERO. If it does so, this unit has charged, and that HERO’s CHARGE ability has no effect.
KEYWORDSCORE, RAMPAGE, CHARGE, MOVE

Once Per Battle, Your Combat Phase
EXCESS OF VIOLENCE: With the subtlest of gestures, Shalaxi Helbane can rouse their followers to attack with redoubled aggression.

Declare: Pick a friendly non-HERO HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target.

Effect: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Synessa
the Voice of Slaanesh
12"
10
5+
5
Synessa is a shard of Slaanesh’s truest essence, formed through the ritual that saw the ascension of the goddess Morathi-Khaine. No daemon can claim a more profound connection to the Dark Prince – no daemon, that is, save Dexcessa, a fact that infuriates both twin-beings. Synessa is that aspect of Slaanesh that beguiles the senses and unmakes the will. They are the honeyed word, the lingering temptation, the promise of ever-sweeter indulgences. With deft oratory, Synessa can inspire foolhardy courage and induce crippling paranoia. Nothing pleases them more than twisting noble causes into unclean obsession, considering the greatest victories to be those that never require them to lift a claw. This is not to say that Synessa is incapable of defending themselves. A flick of their enchanted staff can so completely twist a victim’s mind that they tear themselves apart in a paroxysm of misguided righteousness, while a single whisper can plant a seed of doubt that can hamstring an enemy at a critical moment. Still, this pavonine daemon far prefers to leave the uncouth business of battle to their brute sibling or their flocks of adoring worshippers; to be a voyeur witnessing bloody carnage is a thrill in itself.
HEDONITES OF SLAANESH WARSCROLL
Synessa
the Voice of Slaanesh
RANGED WEAPONS
RngAtkHitWndRndDmg
Staff of Slaanesh [Shoot in Combat]
Staff of Slaanesh
Shoot in Combat
18"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Unraveller’s Talons
Unraveller’s Talons53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Dexcessa or Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This HERO can join Dexcessa’s regiment.

Once Per Turn (Army), Any Combat Phase
ENTHRALLING SPLENDOUR: A mere glance at Synessa’s magnificence leaves those nearby captivated.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

End of Any Turn
VOICE OF SLAANESH: Possessing all the Dark Prince’s skill in intoxicating oratory, Synessa can reduce an enemy warrior to a paranoid wreck or lift an ally to a state of rapturous obedience.

Declare: Pick a visible unit within 18" of this unit to be the target.

Effect: If the target is a friendly unit, add 5 to the target’s control score for the rest of the turn. If the target is an enemy unit, subtract 5 from the target’s control score for the rest of the turn.

Passive
PROGENY OF SLAANESH: Despite their mutual enmity, Synessa and Dexcessa are inextricably connected, giving them an advantage over their foes.

Effect: While a friendly Dexcessa is on the battlefield, add 1 to this unit’s power level.

Your Hero Phase
7
WHISPERS OF DOUBT: Synessa whispers words that reveal the enemy’s darkest desires, breaking their concentration and leaving them vulnerable to attack.

Declare: Pick a visible enemy HERO within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Add 1 to hit rolls and wound rolls for combat attacks that target that enemy unit for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

War Machine Hero


HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Exalted Chariot
12"
12
4+
2
The epithet of Bladebringer is offered to any Herald of Slaanesh who excels at high-speed chariot warfare. Yet in the glorious years of the Age of Chaos, the first of their kind were not slaughterers but messengers, charged to deliver enchanted blades to rulers who might be tempted into Slaanesh’s service. Alas, the Dark Prince’s artisans had infused temptation into the swords too well. The Bladebringers became consumed by a covetous desire for the gifts they carried; even as they handed over the swords, they nursed a deep-seated bitterness that blossomed into obsession. If they could not wield these weapons, they would compensate by affixing as many threshing wheel-blades as possible to their stately chariots. The havoc that the Bladebringers wreak as a result is immense, but it can never ease their deep longing for the swords they gave away. Bladebringers ride atop imperious constructs known as Exalted Chariots, pulled by several hooting Steeds and pursued by throngs of lesser charioteers. Yet for all the murderous majesty of their war-conveyances, it has done little to allay their anger at surrendering their coveted weapons. Bladebringers vent their frustration on the most formidable enemies, directing their squadrons to crash into them at high speed and shred them to ribbons.
HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Exalted Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
83+4+-1
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws123+4+11
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any WAR MACHINE

Once Per Turn (Army), Your Movement Phase
SOULGORGERS: The grandest Bladebringers excel in stoking fits of manic violence in their disciples and hangers-on.

Declare: Pick up to 3 friendly non-UNIQUE HEDONITES OF SLAANESH WAR MACHINES wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn. This ability also affects Companion weapons.

Any Charge Phase
MUTILATING BLADES: A Slaaneshi chariot inflicts carnage when it ploughs into the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Glutos Orscollion
Lord of Gluttony
8"
18
4+
5
Glutos Orscollion is Slaanesh’s Grand Gourmand, his Scrumptious Sinner. This repugnant sorcerer epitomises overindulgence and is entirely in thrall to his gluttony. Nevertheless, Glutos considers himself to possess a refined palate. The spiced flesh of mages, the bodies of daemonkin, even the realmstone hearts of Incarnates: these are the taboo flavours he craves. Atop his opulent palanquin, surrounded by his favoured courtiers, Glutos leads his host in search of ever more depraved feasts. As the incense that billows around him stokes a ravenous mania in nearby Hedonites, a single languid gesture from the sorcerer can leave an enemy emaciated and withered or swelling until they burst in a shower of gore. Glutos was once a famished youth from a family of failing Hyshian merchants. Upon breaking into the Temple of the Cornucopian Rite and devouring its sacred grains, he was cursed by the daemon Loth’shar, the patron of the temple’s cult. Loth’shar bade Glutos indulge the most appalling hungers to survive, culminating in eating the flesh of wizards – and, to the daemon’s delight, Orscollion soon developed a taste for depravity. Loth’shar’s visage still leers from Glutos’s arcane stave, whispering about where his favoured champion might find more indulgent feasts.
HEDONITES OF SLAANESH WARSCROLL
Glutos Orscollion
Lord of Gluttony
RANGED WEAPONS
RngAtkHitWndRndDmg
Leerstave of Loth’shar [Shoot in Combat]
Leerstave of Loth’shar
Shoot in Combat
12"12+2+-6
MELEE WEAPONS
AtkHitWndRndDmg
Greatblade and Claws [Companion]
Greatblade and Claws
Companion
83+3+13
Scourge and Dagger [Companion]
Scourge and Dagger
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, 0-1 DAEMON, Any SYBARITE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Greatblade and Claws is 6.

End of Any Turn
GORGE ON EXCESS: Glutos’s followers grow strong on acts of excess.

Declare: Pick a friendly SYBARITE unit wholly within 12" of this unit to be the target.

Effect: Heal (6) the target.

Your Hero Phase
7
CRIPPLING FAMISHMENT: With a snap of his fingers, Glutos paralyses his prey with immeasurable hunger.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • Halve run rolls and charge rolls for the target.
KEYWORDSSPELL

Passive
THE GRAND GOURMAND: To Glutos, battle is a sumptuous banquet.

Effect: A different effect applies to friendly SYBARITE units each battle round while they are wholly within 12" of this unit, as shown below. The effects of all previous battle rounds also apply to those units while they are wholly within 12" of this unit.

Battle Round 1:
Starter: Add 1 to run rolls and charge rolls for those units.

Battle Round 2:
Main: Add 3 to those units’ control scores.

Battle Round 3:
Dessert: Add 1 to hit rolls for those unit’s attacks.

Battle Round 4+:
Digestif: Add 1 to the Rend characteristic of those units’ melee weapons.

KEYWORDS
WARMASTER, UNIQUE, HERO, WAR MACHINE, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Hellflayer
10"
8
4+
2
Slaaneshi Heralds who wish to glut themselves on as much sensation as possible ride to war on Hellflayer chariots, great threshing contraptions that release an intoxicating scent distilled from the souls of those sliced apart by their axle blades.
HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Hellflayer
MELEE WEAPONS
AtkHitWndRndDmg
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
Axle Blades [Anti-INFANTRY (+1 Rend), Companion]
Axle Blades
Anti-INFANTRY (+1 Rend), Companion
44+2+2D3
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws83+4+11
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any WAR MACHINE

Any Movement Phase
SOULSCENT: The whirling blades of this fearsome chariot mow down the enemy, transmuting their souls into an exhilarating incense that drives its riders into an ecstatic frenzy.

Declare: Pick up to 3 enemy units that this unit passed across this phase to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any models are slain by this ability, this unit has WARD (5+) for the rest of the turn.

Your Movement Phase
SLAVERING FOR SENSATION: This Bladebringer encourages their chariot-mounted followers to plunge themselves into enemy ranks.

Declare: Pick up to 2 friendly Hellflayer units wholly within 12" of this unit to be the targets.

Effect: Add 2" to the Move characteristic of this unit and each target for the rest of the turn.

Passive
THRESHING DOOM: The wail of an approaching Hellflayer sees enemy infantry diving for cover.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end a move in combat unless specified in the ability used.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Seeker Chariot
12"
8
4+
2
Heralds of Slaanesh who value the thrill of speed above all else will take to battle mounted on a Seeker Chariot. These machines of war smash into the foe in a blur of whirring, slashing blades, mutilating all those who stand their ground.
HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Seeker Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any WAR MACHINE

Your Charge Phase
THRILLSEEKING CAVALCADE: A Bladebringer has no patience for minions who dally in the search for new sensation.

Declare: Pick up to 3 friendly Seeker Chariot units wholly within 12" of this unit to be the targets.

Effect: Add 1 to charge rolls for this unit and the targets for the rest of the turn. In addition, for the rest of the turn, when this unit and the targets use the ‘Mutilating Blades’ ability, add 1 to the amount of mortal damage inflicted (if any).

Any Charge Phase
MUTILATING BLADES: A Seeker Chariot inflicts carnage when it ploughs into the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

Beast


HEDONITES OF SLAANESH WARSCROLL
Fiends
10"
4
5+
1
Fiends are perhaps the strangest of all Slaanesh’s daemonspawn, unholy fusions of beast and lurid nightmare. Their two sets of lower limbs are vaguely humanoid, yet their arms end in enormous pincers. Uncannily prehensile tongues flick from their elongated faces, and their whipping tails are tipped with spikes coated in arcane venoms. Unsurprisingly, Fiends cannot inspire deep-seated desire through their appearance alone; rather, they emit a soporific musk that both attracts and immobilises their prey, filling their minds with rapturous hallucinations and allowing the Fiends to tear them apart at their leisure. Packs of Fiends skitter throughout the Six Circles of Seduction, crooning discordant songs wherever they travel. Daemons consider these tunes to be lays of the utmost sweetness, each recalling the greatest atrocities ever to grace the innermost cloisters of the Palace of Pleasure. To those mortals not in Slaanesh’s favour, a Fiend’s song is nigh-on unbearable, rolling through the meat of their minds like a ball of wicked knives. Only through repeated exposure and deep inhalations of the daemon’s musk do they begin to grasp the beauty of a Fiend’s chorus, whereupon the ‘enlightened’ mortal becomes a creature of the Dark Prince through and through.
HEDONITES OF SLAANESH WARSCROLL
Fiends
MELEE WEAPONS
AtkHitWndRndDmg
Deadly Pincers and Barbed Stinger [Anti-MONSTER (+1 Rend), Companion]
Deadly Pincers and Barbed Stinger
Anti-MONSTER (+1 Rend), Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 75 × 42mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
SOPORIFIC MUSK: A Fiend exudes a pervasive and oily musk that numbs a foe to all but the most extreme of stimuli.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

Passive
DISRUPTIVE SONG: Fiends of Slaanesh let out a keening song that disturbs the concentration of spellcasters who hear it.

Effect: Subtract 1 from casting rolls and unbinding rolls for enemy WIZARDS while they are within 12" of this unit.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, CHAMPION, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

Cavalry


HEDONITES OF SLAANESH WARSCROLL
Blissbarb Seekers
12"
4
5+
1
The death dealt by a Blissbarb Seeker comes at a blistering pace. These mounted archers fight atop daemons known as Exalted Steeds, creatures so swift of limb that they seem to defy rationality. It should be all but impossible to aim arrows while riding an entity that appears to outrun the very wind itself, but the gifts of Slaanesh provide. The Seekers’ sensory perception is fiendishly enhanced, allowing them to pick out the slightest chink in a defensive formation even while travelling at great speed. Yet a price must be paid, for any moment in which they are not riding at full pace sees them struck with crippling ennui. To master an Exalted Steed, a Hedonite must pursue the creature across the realms, proving their devotion by discarding all other temptations as they cross wastelands twisted by the Dark Prince’s power. An Exalted Steed may remain in reality far longer than most daemons – but only if it is bound to its rider through strange and uncanny blood-mingling rites. The tongues of these creatures drip with an array of potent toxins, capable of inducing bone-shuddering convulsions at a touch.
HEDONITES OF SLAANESH WARSCROLL
Blissbarb Seekers
RANGED WEAPONS
RngAtkHitWndRndDmg
Seeker Bow
Seeker Bow12"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Exalted Steed’s Poisoned Tongue [Companion]
Exalted Steed’s Poisoned Tongue
Companion
33+4+-1
Sybarite Blade
Sybarite Blade13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
GLORY SHOTS: Nothing pleases the Blissbarb Seekers more than shooting down enemies encamped on a vital point, all without breaking stride.

Effect: Add 1 to the Rend characteristic of this unit’s ranged weapons for attacks that target units contesting an objective you do not control.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Hellstriders
12"
3
5+
1
There are few conceits Slaanesh finds more entertaining than a mortal supplicant who strives for greatness yet is too limited in ability or wit to seize it. To these contemptible souls, the Dark Prince offers a daemonic Steed to bear them into battle and surely carry them to glorious victory. In exchange, Slaanesh desires only that the souls they reap while mounted be dedicated in his name. In a heady lust for power, the mortals leap atop the proffered steed – only to find that they can never dismount. These unfortunates are now cursed to forever ride alongside the Hedonite carnivals, offering a banquet of souls to their gluttonous god. The weapons wielded by the Hellstriders are intended to flay and shred in the moment gruesome fashion, especially when the momentum of a charge is behind them. Each death these cursed cavaliers inflict sees the released soul-energies briefly energise them – but only briefly, for Slaanesh soon takes his due. A hollowness lingers in the core of every Hellstrider, a hunger that cannot be sated and that drives out every other desire that they once possessed.
HEDONITES OF SLAANESH WARSCROLL
Hellstriders
MELEE WEAPONS
AtkHitWndRndDmg
Steed’s Poisoned Tongue [Companion]
Steed’s Poisoned Tongue
Companion
23+4+-1
Claw-spear or Hellscourge [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Claw-spear or Hellscourge
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
33+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
MAIMING CHARGE: The gruesome carnage caused by Hellstriders on the charge can unnerve the staunchest foe.

Effect: If this unit charged this turn, subtract 3 from the control scores of enemy INFANTRY units while they are in combat with this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Seekers
12"
3
5+
1
Across the pain-gardens of Slaanesh’s realm charge infernal beasts known as Steeds of Slaanesh. These serpentine bipeds are said to be swift as impulse. A Steed’s hide shifts through a dazzling array of colours, and its narrow head contains a poisonous tongue and deep-set eyes. Many Daemonettes covet a Steed to carry them to new debaucheries, but to catch one of these creatures is near impossible. Instead, they must be lured in through the grisly sacrifice of prisoners or the scattering of jewels and scented oils; Steeds have swollen sensoriums and cannot help but investigate such appetising temptations, allowing the Daemonette to leap atop the beast and bind it to their will. Seekers of Slaanesh form the daemonic light cavalry of Slaanesh’s hosts and are capable of such bursts of speed that none can hope to outrun them. Many prey do not even see the lashing tongue or barbed claw that kills them. The Steeds of Slaanesh are tireless, allowing the Seekers to hunt their quarry over great distances. Often, the greatest difficulty for the Daemonette rider is not in giving chase to fleeing foes but rather in pulling their Steed’s attention away from the pursuit and rejoining the greater host.
HEDONITES OF SLAANESH WARSCROLL
Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Agonising Claws [Anti-Cavalry (+1 Rend)]
Agonising Claws
Anti-Cavalry (+1 Rend)
33+4+11
Steed’s Poisoned Tongue [Companion]
Steed’s Poisoned Tongue
Companion
23+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
QUICKSILVER SPEED: Seekers of Slaanesh are daemonic hunters and swift beyond belief.

Effect: When making run rolls for this unit, if you roll a 1-3, you can use a value of 4 instead.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Slickblade Seekers
12"
4
5+
1
Slickblade Seekers are the chosen speed-knights of Slaanesh. With whoops and shrieks of glee, they direct their Exalted Steeds into the fray of combat, all while spinning their polearms in great, whistling arcs. They cut a striking figure on the battlefield, clad in silvered armour and sporting great fin-like crests atop their helms, while their Exalted Steeds are studded with gems and glittering chains. All this decoration, however, does nothing to detract from the Slickblades’ lethality. They revel in the decapitating cut, for they consider it the finest expression of the lethal arts to sever a foe’s head without slowing their blistering pace, making so fine a slice that there is not even a spray of blood for Khorne’s brutish warriors. To master an Exalted Steed, a Hedonite must pursue the creature across the realms, proving their devotion by discarding all other temptations as they cross wastelands twisted by the Dark Prince’s power. An Exalted Steed may remain in reality far longer than most daemons – but only if it is bound to its rider through strange and uncanny blood-mingling rites. The tongues of these creatures drip with an array of potent toxins, capable of inducing bone-shuddering convulsions at a touch.
HEDONITES OF SLAANESH WARSCROLL
Slickblade Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Slickblade Glaive [Charge (+1 Damage)]
Slickblade Glaive
Charge (+1 Damage)
33+4+11
Exalted Steed’s Poisoned Tongue [Companion]
Exalted Steed’s Poisoned Tongue
Companion
33+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 190
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
UNRIVALLED VELOCITY: Slickblade Seekers are obsessed with high-speed kills, tearing towards the foe with relentless haste.

Effect: You can re-roll charge rolls for this unit.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE

Infantry


HEDONITES OF SLAANESH WARSCROLL
Blissbarb Archers
6"
1
6+
1
With sighs of sordid glee, the Blissbarb Archers rain sense-twisting death upon an enemy. These are the lowliest of Slaanesh’s mortal servants – those who have most recently come into the Dark Prince’s service or who lack the debauched imagination to rise. Nevertheless, they are utterly the Prince of Pleasure’s creatures. Having abandoned all sense of propriety, the Blissbarbs pierce their flesh in a deliberately painful fashion and wrap themselves in luxuriant silks. Their days are spent in mind-blasting revels, but when battle beckons, they take up their bows and dart forth to do Slaanesh’s work. Blissbarb Archers do not fight at range out of choice. Slaanesh’s champions have no desire for their close-quarters ‘entertainment’ to be disturbed by such lowly acolytes and instead bid the archers attack from afar. Still, the Blissbarb may partake in some of Slaanesh’s gifts. The shuffling Homonculi that follow them carry censers filled with blissbrew, a highly hallucinogenic substance. Not only do the fumes delight the Blissbarb, but by coating their arrow tips with the concoction, they also bring unravelling glee to their enemies. Foes who dutifully hold positions of tedious strategic import are the favoured prey of the Blissbarb, who hunger to drag these souls into their phantasmagoria.
HEDONITES OF SLAANESH WARSCROLL
Blissbarb Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Blissbarb Bow
Blissbarb Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sybarite Blade
Sybarite Blade13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
MODELBASE SIZE
Blissbarb Archers28.5mm
Blissbrew Homonculus25mm
Can be reinforced: Yes

Passive
BLISSBREW HOMONCULUS: Blissbrew Homonculi bear censers from which clouds of sickly-sweet incense emanate.

Effect: This unit’s Blissbrew Homonculus is a token. There is 1 Blissbrew Homonculus for every 10 models in this unit.

Subtract 1 from hit rolls for shooting attacks that target this unit while it has a Blissbrew Homonculus. If you make an unmodified save roll of 1 for this unit, remove the Blissbrew Homonculus from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Daemonettes
6"
1
6+
1
Handmaidens of Desire, Bringers of Joyous Degradation: by these titles – and more grotesque examples still – are Daemonettes known across the realms. The most numerous of Slaanesh’s daemons, they are both his epicurean courtesans and the core of his infernal hosts. Lithe and swift of form, Daemonettes spin, twirl and flit across the battlefield with musical peals of laughter, their crustacean claws severing tendons and slitting arteries to leave enemies immobilised and bleeding upon the floor. Only then do the Daemonettes pause and perform their horrendous ministrations on the fallen – but never for long, as new and more tantalising opportunities for depravity soon draw their attention. To mortal eyes, Daemonettes appear as the very image of temptation, promising an unimaginable degree of luxury and excess. They appear to the onlooker as whatever they most fervently desire, every detail designed to enrapture their senses and lower their guard. Only at the last moment does this glamour fall, and the horrific truth of the Daemonettes is revealed. It is this moment above all that Slaanesh’s lesser daemons crave; after all, what sensation could be sweeter than utmost joy turning to matchless terror?
HEDONITES OF SLAANESH WARSCROLL
Daemonettes
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claws
Piercing Claws23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes

Passive
LITHE AND SWIFT: Charging Daemonettes can riddle an enemy with a quicksilver flurry of claw-strikes.

Effect: Add 1 to the Attacks characteristic of this unit’s Piercing Claws for the rest of the turn if this unit charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Myrmidesh Painbringers
6"
2
3+
1
Clad in immaculately polished armour and wielding elegant scimitars, the warriors of the Myrmidesh embody the martial pride of Slaanesh. Each member of this warlike sect is trained in the Dance of the Wailing Blade, a sword-form that enshrines killing in the most artful and agonising fashion. Myrmidesh view themselves as paragons of the battlefield, far more sophisticated than their fellow Hedonites. Such is their monomaniacal focus that they claim even to surrender self-aggrandisement, concealing their visage behind full helms. Yet this pride in their own warrior purity is a vice in itself. On the rare occasion that a killing blow is thwarted, the Painbringers emit a wail of spiteful fury, descending into a frenzy of hacking strikes. To join the Myrmidesh, an aspirant must seek out their crystalline monasteries and temples of serrated glass. Six harrowing trials, assaults on sense and form, must then be overcome – the last of which is always to ingest a concoction of hallucinogenic potions that expose them to every temptation imaginable. Only those capable of looking past all other distractions and embracing the cut and thrust of combat are permitted to name themselves as true Myrmidesh.
HEDONITES OF SLAANESH WARSCROLL
Myrmidesh Painbringers
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Scimitar
Wicked Scimitar33+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
PARAGONS OF BATTLE: Myrmidesh Painbringers seek to prove their martial prowess in the manic heart of battle.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is contesting an objective you do not control.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
6"
3
5+
1
Violence at its most excessive: that is the obsession of the Slaangor Fiendbloods. These gor-kin know nothing of restraint when there is flesh to flense and throats to slit. They lope forwards with frightening speed, heedless of any sort of danger. This wildness extends into combat. Slaangors do not burden themselves with selfdefence or anything that might distract them from wreaking havoc. The storm of pincers they unleash can overwhelm the most towering prey – for what can resist a warrior who cares for carnage more than even their own life? Many are the legends surrounding the origins of the Fiendbloods. Some say they were gor-kin who drank the vitae of daemons in primitive bacchanals, others that a knightly order was corrupted through lust and pride to create the first of their kind. The Slaangors think nothing of it; indeed, outside of battle, they think of little at all, staggering through the Hedonite warcamps in a glassy-eyed stupor. This numbness fades only when prey is scented on the wind. Wise Slaaneshi champions know that the Slaangors cannot be commanded in any meaningful sense. Some even attempt to play the haruspex with their rampages, divining in the Slaangors’ seemingly random atrocities messages from absent Slaanesh.
HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws and Gilded Weapons
Razor-sharp Claws and Gilded Weapons44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 40mm
Can be reinforced: Yes

Enemy Shooting Phase
SLAUGHTER AT ANY COST: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.

Effect: If any damage points were allocated to this unit this turn, this unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
6"
2
4+
1
Symbaresh are egomaniacal warriors who have made truly dire bargains in their quest for primacy. Once a faceless blade amongst the Myrmidesh order, they grew to chafe at being but one amongst many. Marking themselves with runes of conjugation and offering up the souls of six aelves in sacrifice, they forged a pact with one of Slaanesh’s daemons, allowing the entity to inhabit their soul in exchange for strength and alacrity. Now far beyond a mere mortal, these daemonkin discard their helmets and take up highly bespoke weapons, shrieking rhapsodies of self-praise while slaying with frenzied showmanship. Symbaresh are strong enough to slice an orruk’s head from their neck in one motion and swift enough to unnaturally contort away from what seemed like a sure blow. The daemon within them, however, is no idle passenger. Little by little, it begins to take over the Symbaresh, stripping away their sense of self and hollowing them out ready to be fully possessed. Only the most insanely self-assured of Twinsouls can hope to subordinate this lurking presence. Known as Egopomps, these figures strut with the exaggerated swagger of warrior kings, drawing flocks of lesser Symbaresh to them through their arrogant magnetism.
HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
MELEE WEAPONS
AtkHitWndRndDmg
Merciless Weapons
Merciless Weapons43+4+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
EGO-DRIVEN EXCESS: These warriors refuse to be outdone by their comrades and use unorthodox techniques to best their foes.

Effect: If this unit did not charge this turn, subtract 1 from the Attacks characteristic of melee weapons used by enemy units while they are in combat with this unit.

Passive
FIENDISH REFLEXES: As the daemons possessing these mortals take control, their speed increases tenfold, making them almost impossible to hit.

Effect: If this unit did not charge this turn, it has WARD (5+) while it is in combat.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
The Dread Pageant
6"
3
5+
1
Led by Vasillac the Gifted, a former warrior of the Myrmidesh who now seeks his own glory, the Dread Pageant have brought terrible suffering to the living mountain of Beastgrave. In battle, their manifold skills combine into one blinding storm of blades.
HEDONITES OF SLAANESH WARSCROLL
The Dread Pageant
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Excess
Weapons of Excess33+4+12
BATTLE PROFILE

Unit Size: 4      Points: 110
MODELBASE SIZE
Vasillac32mm
Slakeslash40mm
Glissete, Hadzu25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Weapons of Excess. The models in this unit are:
  • Vasillac the Gifted (champion)
  • Slakeslash
  • Hadzu
  • Glissete

Once Per Turn (Army), Your Shooting Phase
BLISSBARB SHAFTS: Barbed arrows speed through the air, guiding the Dread Pageant to vulnerable enemies.

Declare: If this unit’s Hadzu is on the battlefield, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 4+:
  • Inflict 1 mortal damage on the target.
  • The target is blissmarked for the rest of the turn.
KEYWORDSSHOOT

Passive
SLICING FERVOUR: As the blissbarb arrows dig deep, the Dread Pageant follow up in an ecstatic frenzy.

Effect: This unit has STRIKE-FIRST while it is in combat with a blissmarked unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
The Thricefold Discord
6"
3
5+
1
Travelling together, the Thricefold Discord serve the toughest of punishments: each other’s company. A sorceress, an assassin and an indolent leader, these three daemons are constantly at odds – yet their rivalry destroys everything around them with surprising effectiveness.
HEDONITES OF SLAANESH WARSCROLL
The Thricefold Discord
MELEE WEAPONS
AtkHitWndRndDmg
Carnal Blades and Wicked Claws
Carnal Blades and Wicked Claws33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 130
MODELBASE SIZE
Vexmor40mm
Vashtiss the Coiled and Lascivyr28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Carnal Blades and Wicked Claws. The models in this unit are:
  • Vexmor, the Excessively Indolent (champion)
  • Vashtiss the Coiled
  • Lascivyr, the Bladed Blessing

Passive
INDULGENCE GIVEN FORM: The Thricefold Discord are a sinister example of all of one’s vices and virtues taken to excess.

Effect: Each time an enemy unit uses a command while it is within 12" of this unit, give 1 indulgence point to this unit, to a maximum of 6.

Passive
SUBLIME HARMONIES: The cacophony unleashed by Vashtiss allows the Thricefold Discord to synchronise their weaving of dark magics.

Effect: While this unit’s Vashtiss is on the battlefield, it has WIZARD (1). In addition, each time you make a casting roll for this unit, you can spend any number of indulgence points it has. For each point spent, add 1 to the casting roll.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

War Machine


HEDONITES OF SLAANESH WARSCROLL
Hellflayer
10"
7
4+
2
Hellflayers are designed to cause as much mutilation as possible as they carve into enemy lines. The bladed wheels affixed to the axle of these chariots are imbued with wicked sorceries that transmute the sliced victims into an exhilarating incense. Hellflayers were originally designed not for warfare but to cultivate the flesh-orchards on the outskirts of Slaanesh’s palace. Here, out from the fleshy sediment, protrude the limbs and faces of those who have offended Slaanesh. Cackling Daemonettes would ride Hellflayers to slice off fingers, toes and other appendages, all to a chorus of agonising screams. To further the victims’ torment, Slaanesh had laid a curse of regrowth upon all prisoners in his gardens, so that every day the harvesting could begin anew. Eventually, those Daemonettes assigned to this macabre task grew bored. Abandoning their duties, they joined one of Slaanesh’s Hedonite hosts and were delighted to discover that a Hellflayer was the perfect contraption for shattering tight enemy formations – both in body and spirit, since the diced remnants of comrades-in-arms fell as a gory rain upon the survivors. Use of the Hellflayer soon spread throughout the Hedonite warhosts and has proven a formidable weapon in their arsenal ever since.
HEDONITES OF SLAANESH WARSCROLL
Hellflayer
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
Axle Blades [Anti-INFANTRY (+1 Rend), Companion]
Axle Blades
Anti-INFANTRY (+1 Rend), Companion
44+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No

Any Movement Phase
SOULSCENT: The whirling blades of this fearsome chariot mow down the enemy, transmuting their souls into an exhilarating incense that drives its riders into an ecstatic frenzy.

Declare: Pick up to 3 enemy units that this unit passed across this phase to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any models are slain by this ability, this unit has WARD (5+) for the rest of the turn.

Passive
THRESHING DOOM: The wail of an approaching Hellflayer sees enemy infantry diving for cover.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end a move in combat unless specified in the ability used.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Seeker Chariot
12"
6
4+
2
Slaanesh has always possessed a fondness for chariot warfare. There is an elegance to these conveyances as they glide across the earth at great pace, their regal daemon crew spared the indignity of having to walk, which contrasts most delightfully with the gore-spraying carnage that follows their impact with an enemy line, as whirring blades send mangled flesh and limbs flying. There are daemonic artisans who specialise in the construction of war engines known as Seeker Chariots. Though these lightweight devices appear fragile, they possess remarkable agility, and their spinning scythe-wheels can eviscerate an armoured warrior in moments. Pulled by Steeds of Slaanesh, a Seeker Chariot lets out a disharmonious wailing as it streaks across the battlefield, a cacophony that delights Slaanesh’s worshippers and torments all others. Those Daemonettes who ride a Seeker Chariot wield long and semi-sentient whips, the better to strike at enemies from the high vantage point of their conveyance. These daemons consider it great sport to tangle their whip round a foe’s neck, dragging their writhing body behind the chariot and dashing them against the ground – that is, until they grow bored of the diversion, whereupon they break their prey’s neck with the twitch of a wrist.
HEDONITES OF SLAANESH WARSCROLL
Seeker Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws43+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 120 × 92mm
Can be reinforced: No

Any Charge Phase
MUTILATING BLADES: A Slaaneshi chariot inflicts carnage when it ploughs into the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Exalted Chariot
10"
9
4+
2
The massive chariots ridden by Allurers of the highest rank are machines that embody excess. Their purpose is to bring to bear the most number of blades in the shortest time and, in doing so, fill the air with the scent of carnage.
HEDONITES OF SLAANESH WARSCROLL
Exalted Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
83+4+-1
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Any Charge Phase
EXCESS OF BLADES: An Exalted Chariot inflicts horrendous carnage when it ploughs into the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll for that CHARGE ability. For each roll that exceeds the target’s Save characteristic, the target suffers 1 mortal damage.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON

Faction Terrain


HEDONITES OF SLAANESH WARSCROLL
Fane of Slaanesh
-
10
4+
-
In the hidden pleasure-dens where Slaanesh’s faithful congregate stand monuments of silver. Wrought in the image of the Dark Prince’s rune, their mirrored surface ripples, showing glimpses of Slaanesh’s Six Circles and the pleasures that await therein. These are the Fanes of Slaanesh, cultic altars that bear the touch of the daemonic in the form of a base sentience. As unnatural creations, Fanes may be coaxed into reality upon a battlefield by supplicants, if they provide worthy tribute. Through a Fane, the Hedonites, be they mortal or daemonic, have a conduit to their master’s domain amongst the realms, a conduit that can offer ecstatic power – though always at a price. To gain such a boon, a supplicant must present a suitable offering at the foot of the Fane. Sometimes, this takes the form of sacrifice and pain, the shrine vibrating faintly as spiced blood splatters to the earth. Yet every Fane of Slaanesh possesses an avaricious side and will accept gifts of trinkets, both magical and gilded, to satiate themselves. This has led many weaker souls to destruction; desperate to bathe in favour once more, they are compelled to steal and murder to acquire worthy offerings, until eventually their greed outpaces their ability.
HEDONITES OF SLAANESH WARSCROLL
Fane of Slaanesh
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Your Hero Phase
DAMNED CONDUIT: Slaanesh’s minions can make sacrifices at a Fane of Slaanesh to gain martial prowess.

Declare: Pick a friendly HEDONITES OF SLAANESH unit wholly within 12" of this terrain feature to be the target.

Effect: Allocate D3 damage points to the target (ward rolls cannot be made for those damage points). Then, pick 1 of the following effects to apply until the start of your next turn:

  • Add 1 to wound rolls for the target’s combat attacks.
  • Add 1 to run rolls and charge rolls for the target.
  • Add 1 to casting rolls and unbinding rolls for the target.

KEYWORDS
FACTION TERRAIN, WARD (6+)
CHAOS, HEDONITES OF SLAANESH

Endless Spell


HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
8"
6
6+
7+
The tale of the Dreadful Visage is a favourite amongst Slaanesh’s faithful. Long ago, the Palace Grandiose was hailed as the nexus of debauchery, where no pleasure was forbidden. One night, its lord orchestrated a grand ball for his closest companions in sin. But a six hundred and sixty-sixth guest arrived also, their features hidden by a daemonic mask. So enthralling was their manner that, as the heinous festivities of the night intensified, the assembled libertines lathered them with attention. Infuriated, the master of the palace determined to slay all his sycophantic guests. Rallying his guard, he returned to find the revellers fused into an eidolon of screaming flesh, crowned by the mask’s cruel visage. The Palace Grandiose soon collapsed, and none know where its ruins lie. Whatever the truth of this grim fable, the Dreadful Visage is redolent with horror. It is an entity conjured from the Realm of Chaos whose lash-like tongues flail from its mouth. Those struck by these tongues are wracked by visions of the most atrocious acts imaginable. To most mortals, this is a form of torment that saps all of their will to fight. To the Hedonites, it is a divine gift that bolsters their vile souls.
HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
MELEE WEAPONS
AtkHitWndRndDmg
Hooked Tongues
Hooked Tongues83+4+11
Any Combat Phase
FLENSING TONGUES: Opening its soul-sucking maw, the Dreadful Visage lets fly a plethora of hooked tongues that lash and flense the flesh of those nearby.

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

Effect: Roll 6 dice. For each 4+, inflict 1 mortal damage on the target. If any models are slain by this ability, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH


HEDONITES OF SLAANESH WARSCROLL
Mesmerising Mirror
-
6
5+
7+
Slaanesh is fascinated by mirrors and their ability to reflect the innermost truth of the soul. Many of his manors within the Realm of Chaos are hung with enchanted panes of glass, none more so than the Temple of Twisted Mirrors, a tortuous labyrinth in which the souls of his favoured playthings are trapped. The magical constructs known as the Mesmerising Mirrors are the essence of these daemonic looking-glasses clasped in giant, taloned hands. Those wise to Slaanesh’s wiles know to swiftly avert their gaze, no matter the tearing sensation that wracks their souls, for it is those who stare into the Mirror who suffer the more terrible fate. At first, these onlookers see visions of majesty in the Mirror: idealised reflections of themselves, with every battle won and every accolade laid before them. Pride and weakness compels the watcher to peer deeper, their desire a powerful intoxicant to nearby Hedonites. They cannot look away, even as the vision turns to one of mocking horror in which every ideal they possess is perverted. When their will finally breaks, their soul is sucked into the Mirror outright, drawn into the Dark Prince’s realm to be toyed with by his rapacious daemons.
HEDONITES OF SLAANESH WARSCROLL
Mesmerising Mirror
Reaction: Opponent declared a MOVE ability for a unit wholly within 12" of this Manifestation
IRRESISTIBLE LURE: The Mirror lures mortals as a candle draws moths to its light. Those strong enough to turn away feel knives of anguish and loss driven into their hearts.

Effect: If that enemy unit does not end the move closer to this MANIFESTATION than it was at the start of the move, inflict D3 mortal damage on it after the MOVE ability has been resolved.

Any Movement Phase
GAZE NOT INTO ITS DEPTH: A Mesmerising Mirror can enthral a warrior’s soul, offering tempting gifts of power while slowly sapping their very essence.

Declare: Pick an enemy unit within 6" of this MANIFESTATION to be the target.

Effect: Inflict D3 mortal damage on the target. Then, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, HEDONITES OF SLAANESH


HEDONITES OF SLAANESH WARSCROLL
Wheels of Excrutiation
8"
6
5+
7+
The fabled Wheels of Excruciation are sorcerous flocks of living, bladed discuses that tear mortal creatures into slivers of bleeding flesh. Slaanesh and his scions relish torture in all its forms, but they retain an appreciation for less subtle methods of agonisation, such as wheels that rip and grind those caught amongst them, breaking the body little by little. Many such inventive devices can be found in the torment-boudoirs of the Palace of Pleasure, and the Wheels of Excruciation are magically crafted in their image. They spin across the battlefield at terrible speed, leaving shredded regiments in their wake. Some Slaaneshi sorcerers reserve the Wheels for foes whom they deem to be below their notice: massed mobs of grots, shrieking Clanrat swarms, the lowborn infantry of Sigmar’s cities. Tales are still told of the Laceration of Truth, one such spell-construct that hunted mendicant monk caravans across the deserts of Xintil at the behest of a Hedonite conjurer too indolent to pursue them herself. There are those devotees of the Dark Prince, however, who consider the pain-gift of the Wheels to be a mark of favour – indeed, these faithful summon smaller renditions of these spells to mortify their own flesh away from the battlefield.
HEDONITES OF SLAANESH WARSCROLL
Wheels of Excrutiation
MELEE WEAPONS
AtkHitWndRndDmg
Rending Wheels
Rending Wheels2D64+4+-1
Your Movement Phase
EXQUISITE AGONY: The Wheels of Excruciation deliver death by a thousand exquisite cuts to those who get in their way.

Declare: Pick up to 3 enemy units that this MANIFESTATION passed across this turn to be the targets.

Effect: Roll 6 dice for each target. For each roll that is less than the target’s Save characteristic, inflict 1 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH
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.
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry 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.

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.
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.
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 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.
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

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 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.
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.
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.
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.
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The WARMASTER keyword is used in the following Hedonites of Slaanesh warscrolls:

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

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

• Fiends
• Seekers
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).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Hedonites of Slaanesh warscrolls:

Endless Spell

The MONSTER keyword is used in the following Hedonites of Slaanesh warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The non-HERO HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The non-UNIQUE WAR MACHINE keyword is used in the following Hedonites of Slaanesh warscrolls:

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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.

The CHAMPION keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers

The CAVALRY keyword is used in the following Hedonites of Slaanesh warscrolls:

• Seekers
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Hedonites of Slaanesh warscrolls:

• Seekers
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Hedonites of Slaanesh warscrolls:

• Seekers
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

The MANIFESTATION keyword is used in the following Hedonites of Slaanesh warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Hedonites of Slaanesh warscrolls:

Endless Spell

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024