Hedonites of Slaanesh – Warscrolls


Infantry Hero


HEDONITES OF SLAANESH WARSCROLL
Contorted Epitome
9"
7
5+
2
4+
Contorted Epitomes are a rare thing: a pair of Daemonettes who can abide one another’s company, rather than constantly seeking to humiliate and disgrace a rival. Such devilish duos are granted command over the accursed Mirrors of Absorption. These darkling relics slither forth on metallic tentacles, their shimmering glass soon enrapturing the weak-minded and dragging their souls into an eternity of torment.
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: 150
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any DAEMON

Once Per Turn (Army), Enemy Hero Phase
THE MIRROR’S DEPTHS: When a warrior stares into a Contorted Epitome’s mirror, they see all their hopes and fears reflected there and cannot tear their eyes away.

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

Effect: If the target is within 6" of this unit, the target is gazing into eternity until the start of your next turn. Otherwise, roll a dice. On a 3+, the target is gazing into eternity until the start of your next turn.

While the target is gazing into eternity, it must end all moves no further from this unit than it was at the start of the move and it cannot be removed from the battlefield by an ability that would allow it to be set up again on the battlefield.

Designer’s Note: This includes pile-in moves.

Once Per Turn (Army), End of Any Turn
SWALLOW ENERGY: A Contorted Epitome’s mirror absorbs the most deep-seated conceits of those who look into it, channelling those fantasies back to Slaanesh’s Temple of Twisted Mirrors, where they can be blended into delicious torments.

Declare: Pick a visible MANIFESTATION within 12" of this unit and that was not summoned this turn to be the target, then make a banishment roll of 2D6.

Effect: If the banishment roll equals or exceeds the banishment value on the target’s warscroll, it is banished and removed from play.

The next time a visible friendly unit wholly within 12" of this unit uses a SUMMON ability, roll an additional D6, to a maximum of 3, when making the casting roll for that ability.
KEYWORDSBANISH

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
6+
Maestros of discordance, Infernal Enrapturesses fill the battlefield with screams of pain and unrestrained elation. They are virtuosos among Slaanesh’s infernal choirs, towards whom the Dark Prince’s daemonic legions are drawn.
HEDONITES OF SLAANESH WARSCROLL
Infernal Enrapturess
Herald of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claw
Piercing Claw53+4+12
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.

Passive
SPELL-SHREDDING SYMPHONY: The vile tunes of torture strummed by these daemon-heralds are so unpalatable that even magic comes undone at their vibrations. So too, as it happens, do the casters.

Effect: This unit can use UNBIND and BANISH abilities as if it had WIZARD (1). In addition, each time this unit successfully unbinds a spell, inflict D3 mortal damage on the caster and each time this unit successfully banishes a MANIFESTATION, inflict D3 mortal damage on the unit that summoned that MANIFESTATION.

Once Per Turn (Army), Your Hero Phase
MAESTROS OF DISCORDANCE: An Infernal Enrapturess can play music so dissonant that it causes physical harm to enemies while captivating other daemonic entities beyond the veil of reality.

Declare: Pick a visible enemy unit within 18" of this unit to be the enemy target. Then, you can pick another visible friendly HEDONITES OF SLAANESH DAEMON unit wholly within 12" of this unit to be the friendly target.

Effect: Roll a number of dice equal to the number of models in the enemy target unit. For each 6, inflict 1 mortal damage on the enemy target.

Then, you can pick 1 of the following effects:
  • Heal (X) the friendly target, where X is the number of enemy models slain by this ability this phase.
  • Return a number of slain models to the friendly target unit with a total Health characteristic equal to or less than the number of enemy models slain by this ability this phase.

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


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

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

Once Per Turn (Army), Any Combat Phase
YOU FIRST, I INSIST...: So confident is this champion of excess that they allow their foe a futile swipe for free.

Declare: If this unit has not used a TEMPTATION ability this turn, pick an enemy unit in combat with this unit to be the target.

Effect: Your opponent must decide whether the target will accept or decline this unit’s challenge:

If they accept, for the rest of the turn, if this unit is in combat with the target when the target is picked to use a FIGHT ability, subtract 1 from hit rolls for the target’s attacks and all of the target’s attacks must target this unit.

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

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

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

KEYWORDS
HERO, INFANTRY
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Lord of Hysteria
6"
5
4+
2
Lords of Hysteria are champions devoted to the Sacred Seduction of Paramountcy. Obsessed are they with being known as the greatest and grossest of revellers, they have sold their souls to powerful pleasure-daemons in exchange for both physical prowess and, more dangerously, the ability to plunge otherwise reasoning souls into fits of truly orgiastic violence.
HEDONITES OF SLAANESH WARSCROLL
Lord of Hysteria
MELEE WEAPONS
AtkHitWndRndDmg
Ceremonial Weapons
Ceremonial Weapons53+4+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SYBARITE
Notes: This HERO can join an eligible regiment as a Dark Egotist.

Once Per Turn (Army), Your Hero Phase
MASTER OF THE REVELS: Empowered by the lordly daemon that shares their soul, a Lord of Hysteria knows many means by which to inspire a wild frenzy in their followers.

Declare: If this unit has not used a TEMPTATION ability this turn, pick a visible friendly SYBARITE unit wholly within 12" of this unit to be the target.

Effect: If the target is a PARAGON, apply the following effect to the target. Otherwise, roll a dice. On a 3+, apply the following effect to the target:
  • For the rest of the turn, while the target is wholly within 12" of this unit, add 1 to the Attacks characteristic of the target’s melee weapons.
KEYWORDSTEMPTATION

Passive
SLAUGHTEROUS CELEBRANTS: Those Hedonites who follow a Lord of Hysteria have been stoked into such an inferno of depraved and mindless revelry that to approach them is to be dragged into a pit of wild, slavering animals and soon ripped to shreds.

Effect: While they are wholly within 12" of and visible to this unit, melee weapons used by friendly HEDONITES OF SLAANESH INFANTRY units have Anti-charge (+1 Rend).

KEYWORDS
HERO, INFANTRY
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Lord of Pain
6"
5
4+
2
Lords of Pain are champions of Slaanesh who have sampled countless vices and excesses. Armed with wicked soulpiercer maces, they lead warbands of devoted followers and are always eager to demonstrate their mastery of all forms of agony.
HEDONITES OF SLAANESH WARSCROLL
Lord of Pain
MELEE WEAPONS
AtkHitWndRndDmg
Soulpiercer Mace
Soulpiercer Mace53+4+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SYBARITE
Notes: This HERO can join an eligible regiment as a Dark Egotist.

Passive
SHARE THE PAIN: Lords of Pain have mastered every kind of torment; they shrug off agony as if it were nothing, all while doling out the same hideous sensations to their foes.

Effect: This unit has WARD (5+) while it is in combat. In addition, 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.

Your Hero Phase
ATROCIOUS MINISTRATIONS: To be the subject of a Lord of Pain’s monstrous arts is always energising for a true Hedonite – provided they survive the experience…

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

Effect: You can allocate 1 damage point to the target (ward rolls cannot be made for that damage point). Then, roll a dice. On a 3+, until the start of your next turn, the target can use CHARGE abilities even if they used a RUN or RETREAT ability in the same turn.

KEYWORDS
HERO, INFANTRY
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
6"
5
5+
2
Shardspeakers of Slaanesh are favoured sorcerers who have been gifted with a relic from the Temple of Twisted Mirrors. By tapping into the power of these artefacts, they can reduce a disciplined regiment to a pack of howling beasts ripe for the slaughter.
HEDONITES OF SLAANESH WARSCROLL
Shardspeaker of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Haze Staff
Haze Staff33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any SYBARITE

Your Hero Phase
7
TRUTHS OF THE TWISTED MIRROR: When flushed with the favour of Slaanesh, a Shardspeaker can use their sorcerous ability and cursed mirror to show an enemy a reflection of their darkest and most unspeakable desires, lowering their guard at a crucial moment.

Declare: If this unit is a PARAGON, pick a visible enemy unit within 12" of it to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from save rolls for the target.
KEYWORDSSPELL

Once per Turn (Army), Reaction: You declared a SPELL ability for this unit
BARGAIN WITH THE MIST-DAEMONS: The entities bound into the mists that surround a Shardspeaker can offer power – but one must take caution in dealing with such spiteful creatures...

Effect: Roll a dice. On a 1, inflict 2 mortal damage on this unit. On a 3+, add 2 to the casting roll.

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


HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
6"
7
3+
2
4+
Sigvald the Magnificent considers himself to be the favoured son of Slaanesh. Few would dare question this belief. In battle, the master of the Decadent Host fights as a golden blur, laughing cruelly as his elegant blade slices through rabble and champions alike.
HEDONITES OF SLAANESH WARSCROLL
Sigvald
Prince of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Shardslash [Crit (2 Hits)]
Shardslash
Crit (2 Hits)
62+3+22
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any HEDONITES OF SLAANESH
Notes: This HERO can join an eligible regiment as a Dark Egotist.

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

Effect: Subtract 1 from ward rolls for damage points inflicted by this unit’s combat attacks.

Passive
PARAGON OF 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+ , for the rest of the turn:
  • This unit has STRIKE-FIRST.
  • The Attacks characteristic of this unit’s Shardslash is equal to the unmodified charge roll.
  • Melee weapons, including Companion weapons, used by other friendly HEDONITES OF SLAANESH units have Crit (2 Hits) while they are wholly within 12" of and visible to this unit.

Any Combat Phase
GAZE UPON MY MAGNIFICENCE AND WEEP: It is said that to look upon Sigvald is to have one’s mind stolen. Those who resist are cut down by outraged fellows – much to the petulant prince’s delight.

Declare: If this unit has not used a TEMPTATION ability this turn, pick an enemy unit in combat with this unit to be the target.

Effect: Your opponent must decide whether the target will adulate or reject Sigvald.

Adulate: Until the start of your next turn, while the target is in combat with this unit, it must pick this unit to be the target of pile-in moves it makes.

Reject: Inflict D3+3 mortal damage on the target, then Heal (X) this unit, where X is the number of damage points inflicted on the target this turn by this ability.
KEYWORDSTEMPTATION

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


HEDONITES OF SLAANESH WARSCROLL
Syll’Esske
the Vengeful Allegiance
8"
9
4+
4
5+
Syll Lewdtongue has inspired thousands of warlords to acts of tyranny and misrule, but since uniting their powers with the megalomaniacal daemon-monarch Esske, the Herald of Slaanesh has become a force of conquest like no other.
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: 250
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler or Dark Egotist, Any HEDONITES OF SLAANESH

Your Hero Phase
7
UNHOLY SYMBIOSIS: The dark enchantments woven by the twin entity Syll’Esske can offer power to both mortal and daemon alike – though there must always be a balance, a reflection of their own wicked union.

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

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

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

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

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

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

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


HEDONITES OF SLAANESH WARSCROLL
The Masque
8"
5
5+
2
4+
The Masque once entertained Slaanesh, but they were exiled upon displeasing him. Since then, the Herald has been cursed to dance across the Mortal Realms. Those drawn into this endless performance are doomed to a swift and spectacular death.
HEDONITES OF SLAANESH WARSCROLL
The Masque
MELEE WEAPONS
AtkHitWndRndDmg
Razor-edged Claws
Razor-edged Claws63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler.

Passive
CAPTIVE AUDIENCE: The Masque’s hypnotic movements make it nigh impossible for a viewer to focus their attention elsewhere.

Effect: Enemy units cannot use RETREAT abilities while they are in combat with this unit.

Any Movement Phase
THE ENDLESS DANCE: The Masque is master of every breed of quickstep, pivot and sauté imaginable – and many that appear to defy both imagination and the limits of the flesh.

Effect: Pick 1 of the following effects:

The Dance of Dreaming: Pick a visible enemy unit within 6" of this unit to be the target. For the rest of the turn, if the unmodified hit roll for an attack made by that enemy unit that targets this unit is 1-4, the attack fails and the attack sequence ends.

The Pavane of Slaanesh: This unit can move 2D3". It can move through the combat ranges of enemy units and can end that move in combat.

The Waltz of Lethargy: Pick a visible enemy unit within 6" of this unit to be the target. For the rest of the turn, the target cannot use commands while it is in combat with this unit.

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


HEDONITES OF SLAANESH WARSCROLL
Thricefold Discord
6"
3
5+
2
5+
The courts of the Palace of Pleasure are filled with wicked daemons known as Slaanesh’s Heralds. The choicest vices and most appalling perversions are theirs to command, and they are always eager to bring such delights to the realms. Heralds take to the battlefield in trios known as Thricefold Discords – an apt name, as for all their sorcerous and martial prowess, the real source of their power is their seething need to one-up their rivals.
HEDONITES OF SLAANESH WARSCROLL
Thricefold Discord
MELEE WEAPONS
AtkHitWndRndDmg
Thricefold Arsenal [Crit (2 Hits)]
Thricefold Arsenal
Crit (2 Hits)
33+4+12
BATTLE PROFILE

Unit Size: 3      Points: 180
MODELBASE SIZE
Vexmor40mm
Vashtiss the Coiled and Lascivyr28.5mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Start of Any Turn
THRICEFOLD COURT: The daemons of a Thricefold Discord are exalted creatures, each steeped in a particular Sacred Seduction and determined to prove that its favoured sin is the most ensnaring.

Effect: Pick 1 of the following effects that you did not pick in the previous turn. The effect applies for the rest of the turn:

Sins of Soul: While an enemy WIZARD or PRIEST is visible to this unit, add 1 to this unit’s power level.

Sins of Flesh: This unit’s attacks score critical hits on unmodifed hit rolls of 5+.

Sins of Mind: Each time a visible friendly HEDONITES OF SLAANESH unit wholly within 12" of this unit uses the ‘Rally’ command, you receive 3 additional rally points.

Your Hero Phase
7
GIFTS OF PAIN AND PLEASURE: When working in concert, the daemons of a Thricefold Discord can harness the magics of their chosen debaucheries to wrack enemies with torment or offer boons to diverting allies.

Declare: Pick either a visible friendly HEDONITES OF SLAANESH INFANTRY unit wholly within 12" of this unit or a visible enemy unit wholly within 12" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: If the target is a friendly unit, add 2" to its Move characteristic until the start of your next turn.

If the target is an enemy unit, inflict X mortal damage on it, then Heal (X) this unit. X is equal to the number of models in this unit.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON


HEDONITES OF SLAANESH WARSCROLL
Viceleader
Herald of Slaanesh
6"
5
5+
2
6+
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
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler

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


HEDONITES OF SLAANESH WARSCROLL
Scourge of Aqshy Infernal Enrapturess
Herald of Slaanesh
6"
5
5+
2
6+
Cutting through the roars of anger and screams of pain that fill the battlefields of Aqshy come the horrific melodies created by the Infernal Enrapturess as it plucks the tendinous strings of its living lyre.
HEDONITES OF SLAANESH WARSCROLL
Scourge of Aqshy Infernal Enrapturess
Herald of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claw
Piercing Claw53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Passive
DELIGHTFUL DEFEATISM: Those who see how willingly the Herald’s ‘instrument’ submits to torment are struck by the realisation that fighting the Dark Prince’s followers is a futile endeavour.

Effect: Each time a visible enemy unit within 18" of this unit uses the ‘Rally’ command, your opponent must make 3 fewer rally rolls of D6.

Once Per Turn (Army), Reaction: Opponent declared the ‘Eruption of Fury’ ability for a unit within 12" of and visible to this unit
LIKE NAILS ON A CHALKBOARD: The jarring, discordant sounds emanating from the Enrapturess’s lyre are enough to drive anyone over the edge of sanity.

Effect: You and your opponent must roll off. If you roll higher, pick another unit (friendly or enemy) within the combat range of the enemy unit using the ‘Eruption of Fury’ ability. That unit is now the target of that ‘Eruption of Fury’ ability. Your opponent must spend as many rage dice as possible as part of that ability, to a maximum of 3.

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


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

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler or Dark Egotist, Any HEDONITES OF SLAANESH
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

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

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

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

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

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

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

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

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON, SYBARITE

Monster Hero


HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
12"
10
5+
5
5+
Dexcessa considers themselves to be the right hand of Slaanesh, made manifest in the realms to sunder and unpick the alliances of his enemies. If that means that they can revel in the glorious, everescalating excess of battle, so much the better.
HEDONITES OF SLAANESH WARSCROLL
Dexcessa
The Talon of Slaanesh
MELEE WEAPONS
AtkHitWndRndDmg
Impaling Talons [Charge (+1 Damage)]
Impaling Talons
Charge (+1 Damage)
83+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
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.

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 is in combat.

Reaction: You declared a FIGHT ability for this unit
YOU! AMUSE US!: Cruel Dexcessa is patron to many warrior-champions, and they expect these favoured souls to prove their worth.

Effect: Pick a friendly PARAGON that has not used a FIGHT ability this turn and is within this unit’s combat range and visible to this unit 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.

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 and add 1 to the Attacks characteristic of this unit’s Impaling Talons for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

Once Per Turn (Army), End of Any Turn
REDOLENCE OF VIOLENCE: Should Dexcessa fall into a truly ecstatic rampage, very little can hope to survive the whirling, spiteful onslaught that they unleash – let alone remain in one piece.

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

Effect: Roll 2D6. If this unit charged this turn, add 2 to the roll. If the roll exceeds the target’s Health characteristic, 1 model in the target is automatically slain. If the target is a MANIFESTATION and the roll exceeds its banishment value, it is banished.
KEYWORDSRAMPAGE

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


HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
12"
16
4+
5
5+
A Keeper of Secrets is a greater daemon of Slaanesh, a consummate warrior and spellmaster of the Dark Prince’s hosts. Its four powerful arms move languidly as it slinks forwards, only to explode into lethal motion when its prey is in reach.
HEDONITES OF SLAANESH WARSCROLL
Keeper of Secrets
MELEE WEAPONS
AtkHitWndRndDmg
Elegant Greatblade
Elegant Greatblade52+3+23
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 420
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 3.

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: 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.

Your Hero Phase
1
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 non-HERO HEDONITES OF SLAANESH DAEMON unit that started the battle with 3 or more models and has been destroyed to be the target.

Effect: 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.

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

Declare: Pick any number of visible enemy units within 12" of this unit to be the targets, then make a casting roll of 2D6. Subtract 1 from the casting roll for each target you picked after the first.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
DARK TEMPTATIONS: With a flourish and an ecstatic sigh, the Keeper of Secrets alters its scent to elicit the desired effect in its victims and plunge itself into a blissful state of combat euphoria.

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

Effect: Pick 1 of the following musks. Its effects apply for the rest of the turn.

Alluring Musk:
  • This unit’s weapons have Crit (2 Hits) for attacks that target that enemy unit.
  • Add 1 to hit rolls for attacks made by that enemy unit that target this unit.

Psychotropic Musk:
  • Subtract 1 from wound rolls for attacks made by that enemy unit that target this unit.
  • Subtract 1 from the Rend characteristic of this unit’s melee weapons.
KEYWORDSRAMPAGE

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


HEDONITES OF SLAANESH WARSCROLL
Shalaxi Helbane
12"
16
4+
5
5+
Known as the Monarch of the Hunt, Shalaxi Helbane is Slaanesh’s weapon against the daemons of the other Chaos Gods. Able to discern the secrets of the Dark Prince’s foes through blended senses, this statuesque warlord has slain a thousand rivals and more.
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: 410
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: 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.

Your Hero Phase
8
REFINE SENSES: Shalaxi draws upon sensory magics to sharpen their followers' instincts and render them more decisive hunters.

Declare: Pick a visible friendly HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6. Add 1 to the casting roll if this unit is the target.

Effect: The target has STRIKE-FIRST for the rest of the turn.
KEYWORDSSPELL

Once Per Turn (Army), Reaction: Opponent declared a CHARGE ability for a HERO within 12" 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 up to 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, MOVE, CHARGE RAMPAGE

Any Combat Phase
AN EXQUISITE TROPHY: Shalaxi Helbane delights in making examples of the enemy's greatest champions, redoubling their aggression to ensure victory and shatter enemy morale.

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

Effect: For the rest of the phase, the following effects apply:
  • This unit’s combat attacks that target that enemy unit have Crit (2 Hits) and score critical hits on unmodified hit roll of 5+.
  • If the target is destroyed by this unit’s combat attacks this phase, add 1 to the Attacks characteristic of melee weapons used by other friendly HEDONITES OF SLAANESH DAEMON units while they are wholly within 12" of and visible to this unit.

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


HEDONITES OF SLAANESH WARSCROLL
Synessa
the Voice of Slaanesh
12"
10
5+
5
5+
Where their sibling adores physical excess, Synessa’s power lies in the manipulation of the mind. Even a glance at their splendour leaves those nearby enthralled, and the daemons of Slaanesh enter raptures of obedience at their every word.
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: 250
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.

Start of Battle Round
ARCANE SEDUCTOR: Those with some mystical aptitude are especially vulnerable to Synessa’s wiles; the Voice relishes unpicking their minds, working plots to steal their power for itself.

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

Effect: Roll a dice. If the roll is higher than the target’s power level, for the rest of the battle round, while the target is within 18" of this unit:
  • Subtract 1 from casting rolls and chanting rolls for enemy units while they are within 18" of this unit.
  • Add 1 to this unit’s power level.

Your Hero Phase
7
WHISPERS OF DESIRE: Synessa whispers words that reveal the enemy’s darkest urges, breaking their concentration and causing them to falter in their attack.

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

Effect: For the rest of the turn, subtract 1 from the Attacks characteristic of the target’s melee weapons.
KEYWORDSSPELL

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 with a lower Control characteristic than this unit, that charged this turn and is in combat with this unit to be the target.

Effect: Subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

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

War Machine Hero


HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Hellflayer
10"
8
4+
2
6+
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
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws83+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: 140
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, 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
6+
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: 130
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any WAR MACHINE, 0-1 Slaaneshi Beguiler

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


HEDONITES OF SLAANESH WARSCROLL
Glutos Orscollion
Lord of Gluttony
8"
18
3+
5
6+
Guided by the daemon Loth’shar, Glutos Orscollion is on a quest to sample the most exotic tastes in the Mortal Realms. Riding atop an opulent palanquin and surrounded by his devoted court, he can unmake whole armies through his loathsome magics.
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"33+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Glutos’s Choking Tentacles
Glutos’s Choking Tentacles24+2+23
Kyazu’s Greatblade and Mutants’ Claws [Crit (Mortal), Companion]
Kyazu’s Greatblade and Mutants’ Claws
Crit (Mortal), Companion
63+3+13
BATTLE PROFILE

Unit Size: 1      Points: 460
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, Any HEDONITES OF SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Kyazu’s Greatblade and Mutants’ Claws is 4.

Your Hero Phase
7
CRIPPLING FAMISHMENT: With a snap of his fingers, Glutos afflicts his prey with debilitating hunger pangs that see them double over and stumble in bouts of sudden weakness.

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

Start of Any Turn
PARAGON OF GLUTTONY: None embody gluttony better than Glutos, who is ever craving new, extreme and excessive delicacies.

Effect: Pick 1 of the following delicacies for Glutos to savour. You cannot pick a delicacy that you picked in the previous turn. The effect applies for the rest of the turn:

Heart of a Shadow Daemon: While they are wholly within 12" of this unit, friendly non-MONSTER HEDONITES OF SLAANESH units are not visible to enemy units more than 12" from them.

Blood of an Aelven Princeling: Each time a friendly HEDONITES OF SLAANESH unit wholly within 12" of this unit uses a RUN ability, if you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Crushed Incarnate’s Core: Add 1 to unbinding rolls and banishment rolls for this unit.

Unspeakable Viscera: Inflict D6 mortal damage on each other unit (friendly and enemy) within this unit’s combat range.

End of Enemy Turn
GORGE ON EXCESS: Glutos’s followers grow strong on acts of gross indulgence.

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

Effect: Heal (6) the target or return a number of slain models to the target with a combined Health characteristic of up to 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, WAR MACHINE, WIZARD (2), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE, PARAGON


HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Exalted Chariot
12"
12
4+
2
6+
Some Heralds of Slaanesh become so intoxicated by the act of riding flesh-shredding chariots into the enemy that they demand ever larger and grander conveyances, the better to harvest the souls of mortals.
HEDONITES OF SLAANESH WARSCROLL
Bladebringer
Herald on Exalted Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws123+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
83+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any WAR MACHINE
Notes: This unit will move to Warhammer Legends on 1 June 2027.

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.

Once Per Turn (Army), Your Movement Phase
SOULGORGERS: The grandest Bladebringers excel in stoking fits of manic violence in their fellow daemonic chariot crews and their steeds.

Declare: Pick up to 3 visible 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.

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

Beast


HEDONITES OF SLAANESH WARSCROLL
Fiends
10"
4
5+
1
6+
Horrific nightmares given bestial shape, Fiends of Slaanesh emit a harsh, trilling call as they race towards their prey. A dream-inducing scent hangs thick around the Fiends, reducing their foes to a stupor and sapping them of their will to fight.
HEDONITES OF SLAANESH WARSCROLL
Fiends
MELEE WEAPONS
AtkHitWndRndDmg
Pincers and Tail Stinger [Anti-WIZARD (+1 Rend)]
Pincers and Tail Stinger
Anti-WIZARD (+1 Rend)
44+3+1D3
BATTLE PROFILE

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

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

Passive
ARCANE DISRUPTION: Fiends of Slaanesh let out a keening chorus that shreds the sanity 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.

Once Per Turn (Army), End of Any Turn
DISHARMONIOUS SONG: The trilling song of the Fiends is hideous to perceive, breaking and twisting the mind. For those with arcane gifts or a divine connection, it is even more excruciating.

Declare: Pick each visible enemy unit within 6" of this unit that did not use a CHARGE or FIGHT ability this turn to be a target.

Effect: Roll a D3 for each target. You can re-roll the dice if the target is a WIZARD or PRIEST. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

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

Cavalry


HEDONITES OF SLAANESH WARSCROLL
Blissbarb Seekers
14"
4
5+
1
Blissbarb warriors who acquire for themselves an Exalted Steed of Slaanesh conduct war at a breakneck pace. Charging across the battlefield with astonishing speed, these Sybarites launch flights of cruel arrows with an incredible accuracy.
HEDONITES OF SLAANESH WARSCROLL
Blissbarb Seekers
RANGED WEAPONS
RngAtkHitWndRndDmg
Seeker Bow
Seeker Bow12"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sybarite Blade
Sybarite Blade13+4+-1
Exalted Steed’s Poisoned Tongue [Companion]
Exalted Steed’s Poisoned Tongue
Companion
33+4+-1
BATTLE PROFILE

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

Once Per Turn (Army), Your Movement Phase
ADRENALINE ARCHERS: Blissbarb Seekers live in such a heightened sensory state that enemies seem to move in slow motion; they weave to and fro through the most vicious combats, loosing arrows all the while.

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

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Seekers
14"
3
6+
1
6+
Seekers of Slaanesh are the vanguard of the Dark Prince’s daemon armies, insatiable outriders who track their foes with unrelenting swiftness, feeding on the growing terror of their prey.
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: 130
Base size: 60 × 35mm
Can be reinforced: Yes

Once Per Turn (Army), End of Any Turn
QUICKSILVER SPEED: The thrill of the chase is everything to the daemonic Seekers; if no prey lies before them, their steeds will simply keep powering onwards, tongues flicking out as they search for soul- traces of new, enticing quarry.

Effect: If this unit charged this turn and has not used the ‘Power Through’ command this turn, it can immediately use the ‘Normal Move’ ability as if it were your movement phase.

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


HEDONITES OF SLAANESH WARSCROLL
Slickblade Seekers
14"
4
5+
1
Slickblade Seekers believe themselves to be aristocrats of war, the chosen knights of the Dark Prince. They desire nothing more than to charge into the thickest portion of the fighting, their whistling glaives lashing out to neatly sever heads and limbs.
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: 170
Base size: 75 × 42mm
Can be reinforced: Yes

Once Per Turn (Army), Reaction: You declared a CHARGE ability for this unit
UNRIVALLED VELOCITY: Slickblade Seekers are obsessed with high-speed kills, tearing towards the foe with relentless haste.

Effect: You can re-roll the charge roll.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Hellstriders
12"
3
5+
1
Devotees of torment, Hellstriders are mortals who have dedicated their lives to dealing out pain in return for power. They ride daemonic Steeds to war – indeed, they have no choice, for once they climb into the saddle, they can never dismount.
HEDONITES OF SLAANESH WARSCROLL
Hellstriders
MELEE WEAPONS
AtkHitWndRndDmg
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
Steed’s Poisoned Tongue [Companion]
Steed’s Poisoned Tongue
Companion
23+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
MAIMING CHARGE: As they crash into the melee, the cruel wounds inflicted by the Hellstriders not only cause horrible carnage but leave any survivors shocked and agonised.

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
Scourge of Aqshy Blissbarb Seekers
14"
4
5+
1
Hurtling across the battlefield, Blissbarb Seekers deal death at a blistering pace. Astride their daemonic Exalted Steeds, such is these Sybarite archers’ obsession with speed that not even the lava-fields of the Great Parch can slow them.
HEDONITES OF SLAANESH WARSCROLL
Scourge of Aqshy Blissbarb Seekers
RANGED WEAPONS
RngAtkHitWndRndDmg
Seeker Bow
Seeker Bow12"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sybarite Blade
Sybarite Blade13+4+-1
Exalted Steed’s Poisoned Tongue [Companion]
Exalted Steed’s Poisoned Tongue
Companion
33+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 75 × 42mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Any Shooting Phase
NUMBING TOXINS: Some Blissbarbs dip their arrows in substances that deprive those they strike of sensation, dulling their reactions.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: The target cannot use reactions or be picked to be the target of reactions used by your opponent or by units in your opponent’s army for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE

Infantry


HEDONITES OF SLAANESH WARSCROLL
Blissbarb Archers
6"
1
6+
1
Blissbarb Archers are the lowest class of Sybarite, but they are no less deadly for it. Even when running pell-mell across the field, they fire with unerring accuracy, laughing with glee as their sharp and toxin-laced projectiles strike home.
HEDONITES OF SLAANESH WARSCROLL
Blissbarb Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Blissbarb Bow
Blissbarb Bow15"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sybarite Blade
Sybarite Blade13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
MODELBASE SIZE
10х Blissbarb Archers28.5mm
1х Blissbrew Homonculus25mm
Can be reinforced: Yes

Passive
BLISSBREW HOMONCULUS: These imps carry censers that belch sickly incense that tricks the senses and blinds hostile eyes.

Effect: This unit’s Blissbrew Homonculi are tokens. There is 1 Blissbrew Homonculus for every 10 models in this unit.

This unit has WARD (6+) while it has any Blissbrew Homonculi. If you make an unmodified ward roll of 1 for this unit, remove 1 of this unit’s Blissbrew Homonculi from the battlefield (the damage point is still inflicted).

Once Per Turn (Army), Your Shooting Phase
THE THRILL OF COMBAT: The sensory bombardment of a nearby melee gives the Blissbarbs a heady surge of adrenaline, heightening their reactions and the accuracy of their bowfire.

Declare: Pick a visible enemy unit in combat to be the target.

Effect: For the rest of the turn, this unit’s ranged weapons have Shoot in Combat and they also have Crit (Auto-wound) for attacks that target that enemy unit.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Daemonettes
6"
1
6+
1
6+
Possessed of impossible grace and grotesque beauty, Daemonettes of Slaanesh bound across the battlefield with sadistic glee. They are in constant competition with one another to see who can inflict the most pain on the enemies of the Dark Prince.
HEDONITES OF SLAANESH WARSCROLL
Daemonettes
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claws [Anti-INFANTRY (+1 Rend)]
Piercing Claws
Anti-INFANTRY (+1 Rend)
23+4+11
BATTLE PROFILE

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

Once Per Turn (Army), Any Combat Phase
LITHE AND SWIFT: Daemonettes move so fast that the mortal eye almost cannot follow; they vault, twirl and leap through enemy ranks like some marvellous troupe of performers, though their laughter soon turns savage as their claws go to work.

Effect: If this unit charged this turn, it can move D3+3". It can pass through enemy models and the combat ranges of enemy units but must end that move within ½" of a visible enemy unit.

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
The Myrmidesh are an elite warrior-cult who exemplify the pride of the Dark Prince. Each of their blade-sects considers their own favoured technique to be supreme, and on the rare occasions they are proved wrong, their spiteful rage is terrible to behold.
HEDONITES OF SLAANESH WARSCROLL
Myrmidesh Painbringers
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Scimitar
Wicked Scimitar33+4+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
FALSE SERENITY: Myrmidesh take pains to appear unflappable.

Effect: While this unit has not charged this turn, it has WARD (5+).

Once Per Turn (Army), Any Combat Phase
DANCE OF THE WAILING BLADE: The Myrmidesh are masters of a martial form known as the Dance of the Wailing Blade – a sword-kata that emphasises quick, cruel and painful counter-attacks.

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

Effect: For the rest of the turn, for each unmodified hit roll of 1 for a combat attack made by that enemy unit that targets this unit, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
8"
3
5+
1
When the madness of battle descends upon Slaangor Fiendbloods, the carnage left in their wake is truly sickening. These gangly beasts are frighteningly strong and swift, and they fight with a frenzied disregard for their own survival.
HEDONITES OF SLAANESH WARSCROLL
Slaangor Fiendbloods
MELEE WEAPONS
AtkHitWndRndDmg
Razor-sharp Claws and Gilded Weapons [Anti-INFANTRY (+1 Rend)]
Razor-sharp Claws and Gilded Weapons
Anti-INFANTRY (+1 Rend)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 40mm
Can be reinforced: Yes

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

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

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

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

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

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

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

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
6"
2
3+
1
Even by the standards of the Sybarites, the Symbaresh are proud indeed. These former Myrmidesh have forged dark pacts with the lesser daemons of Slaanesh, sharing their mortal forms in return for a measure of otherworldly power.
HEDONITES OF SLAANESH WARSCROLL
Symbaresh Twinsouls
MELEE WEAPONS
AtkHitWndRndDmg
Merciless Weapons
Merciless Weapons33+4+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
PAH! UNWORTHY!: Seeing other possessed warriors fall merely convinces surviving Symbaresh of their own superiority.

Effect: While this unit is damaged or has fewer than half its starting models, add 1 to the Rend characteristic of its melee weapons.

Once Per Battle (Army), Any Combat Phase
EGO-DRIVEN EXCESS: The Symbaresh have twisted their very souls in the hope of standing paramount amongst warriors. Nothing infuriates them more, therefore, than the sight of a potentially worthy rival.

Effect: For the rest of the turn, add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target an enemy unit that has a higher Control characteristic than this unit.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


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

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

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

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

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

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

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

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

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

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

KEYWORDS
INFANTRY, CHAMPION
CHAOS, HEDONITES OF SLAANESH, SYBARITE


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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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
6+
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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
6+
Hellflayer chariots drive through the meadows of Slaanesh’s realm, dismembering those cursed to lie there in purgatory. On the battlefields of the Mortal Realms, they are roving weapons of war, their many scythes delivering gruesome death.
HEDONITES OF SLAANESH WARSCROLL
Hellflayer
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Axle Blades [Anti-INFANTRY (+1 Rend), Companion]
Axle Blades
Anti-INFANTRY (+1 Rend), Companion
44+2+2D3
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
THRESHING DOOM: Hellflayers were created to messily plough through screaming victims without slowing. Few beings possess the willpower to stand in their path or the strength to stop them in their tracks.

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.

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.

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


HEDONITES OF SLAANESH WARSCROLL
Seeker Chariot
12"
6
4+
2
6+
Seeker Chariots lead the charge of many Hedonite armies, for the beasts that pull them to war are as fleet-footed as Aqshian cheetahs. Whips lash out to strip flesh from bone as the Allurer drives the bladewheeled conveyance into the thick of the foe.
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: 80
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

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
6+
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
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
83+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 120
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+
-
6+
Fanes of Slaanesh are profane altars to the Lord of Delights. As unnatural creations, they may be coaxed into reality upon a battlefield by supplicants, if they have worthy tribute to provide. Through a Fane, the denizens of Slaanesh’s domain have a conduit directly to the Mortal Realms – a gate through which their power to corrupt and undermine can gradually flood the field.
HEDONITES OF SLAANESH WARSCROLL
Fane of Slaanesh
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

Once Per Turn (Army), Your Hero Phase
DAMNED CONDUIT: The corruptive energies of Slaanesh and his daemonic courtiers emanate from a Fane, undermining and perverting the virtues of those nearby.

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

Effect: Roll a dice. On a 3+, until the start of your next turn, while the target is within X" of this terrain feature, the target’s weapons have the Companion weapon ability, where X is determined by the current battle round as follows:
Battle RoundX
19"
212"
315"
418"
521"

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

Endless Spell


HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
8"
6
5+
7+
6+
The Dreadful Visage is a manifestation conjured in one of the many likenesses of the Dark Prince, hooked and lash-like tongues flailing from its mouth. These serpentine appendages snare limbs and lance deep into flesh, tearing and mangling with a wild glee, leaving its victims both immobilised and agonised.
HEDONITES OF SLAANESH WARSCROLL
Dreadful Visage
MELEE WEAPONS
AtkHitWndRndDmg
Hooked Tongues [Crit (2 Hits)]
Hooked Tongues
Crit (2 Hits)
83+4+11
Any Hero 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 a visible enemy unit within 12" of this MANIFESTATION to be the target.

Effect: Until this MANIFESTATION is banished or destroyed, the target is tongue-tied while it is within 12" of this MANIFESTATION. While the target is tongue-tied:
  • It cannot use RUN abilities.
  • Your opponent must roll a D6 instead of a D3 when determining the amount of mortal damage inflicted on the target when it uses a RETREAT ability.

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


HEDONITES OF SLAANESH WARSCROLL
Mesmerising Mirror
-
6
5+
7+
6+
The wise know to swiftly avert their gaze when faced with the manifestations known as Mesmerising Mirrors, no matter the tearing sensation in their souls. Those who stare into the spell’s depths at first see visions of majesty, but as they look on, these turn to horrific displays. Entranced by the obscenities they witness, they cannot move away, even as Slaanesh’s rapacious warriors close in.
HEDONITES OF SLAANESH WARSCROLL
Mesmerising Mirror
Once Per Phase (Army), Reaction: Opponent declared a MOVE ability for a unit within 18" of and visible to 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 that move closer to this MANIFESTATION than it was at the start of the move, inflict D6 mortal damage on that enemy unit after the MOVE ability has been resolved.

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


HEDONITES OF SLAANESH WARSCROLL
Wheels of Excruciation
8"
6
5+
7+
6+
Wheels of Excruciation are sorcerous flocks of living, bladed discuses that tear mortals into slivers of bleeding flesh. They are a magical echo of the many devices that can be found in the torment-boudoirs of the Palace of Pleasure; they spin across the battlefield at terrible velocity, seemingly drawn to those whose screams will echo loudest and most delightfully.
HEDONITES OF SLAANESH WARSCROLL
Wheels of Excruciation
MELEE WEAPONS
AtkHitWndRndDmg
Rending Wheels [Charge (+1 Damage)]
Rending Wheels
Charge (+1 Damage)
64+2+21
End of Any Turn
EXQUISITE AGONY: The Wheels of Excruciation deliver death by a thousand exquisite cuts to those who get in their way.

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

Effect: Inflict D6 mortal damage on the target.

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

Regiment of Renown


REGIMENT OF RENOWN
Cogfort Raiders
The Conqueror Cogfort’s fire-spewing power and ability to transport a hold full of soldiers into battle makes it well suited for parties of raiders and pillagers. Rumours spread of these titans roaming the realms, their crews searching for plunder. Many of them are said to have fallen into the clutches of humanity’s foes.

CITIES OF SIGMAR WARSCROLL
Outlaw Conqueror Cogfort
6"
25
3+
10
The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline.
CITIES OF SIGMAR WARSCROLL
Outlaw Conqueror Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
EVERYONE ABOARD!: The outlaw Cogfort can be used to transport anyone on foot, be they human, orruk, gheist or ghoul.

Declare: Pick up to 1 friendly INFANTRY HERO and up to 1 friendly non-reinforced, non-HERO INFANTRy unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle, Any Charge Phase
THIS IS YOUR STOP, MAGGOTS!: The ramp slams down and the forces of disorder race forward, eager to spill blood on behalf on whoever may be watching.

Declare: Pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and more than 9" from all enemy units. In addition, the targets’ melee weapons have Charge (+1 Damage) for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE
ORDER


REGIMENT OF RENOWN
Diseased Revellers
Bounding along to the joyously discordant tunes of Fetorlux the Bilepiper, these Beasts of Nurgle frolic through the enemy’s lines in unbridled happiness, leaving devastation in their wake. These rampant and rambunctious children of the Plague God are filled with unfettered abandon. Spreading filth and contamination with their antics, they are the Grandfather’s grotesque hunting hounds.
REGIMENT OF RENOWN
Diseased Revellers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 310

Passive
THE PIPER’S INFECTIOUS MELODIES: Driven into blissful delirium by the farts and squelches emanating from Fetorlux’s gutpipes, these Beasts of Nurgle are ever eager to find new playmates.

Effect: While a Beast of Nurgle in this Regiment of Renown is within 3" of this Regiment of Renown’s Sloppity Bilepiper, it can use the 'Attention Seekers' ability even if the other Beast of Nurgle in this Regiment of Renown has already used it this turn.


REGIMENT OF RENOWN
Godmarked Ascendant
Those rare few that achieve apotheosis stand upon the apex of the Path to Glory as Daemon Princes, each seeking to engrave their names upon the annals of history. Alongside worshippers and daemons of their chosen patron, they will wreak paths of catastrophic violence across the realms to further their legend. Those accompanying these Daemon Princes are branded with a mark of favour from their god.
REGIMENT OF RENOWN
Godmarked Ascendant
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 260

Passive
GODMARKED LEGION: The mightiest of warriors in the godmarked legions of Chaos can be elevated to daemonhood should their patron deem them worthy.

Effect: The unit in this Regiment of Renown gains the ‘Gifts of Chaos’ ability and one of the following faction keywords that matches your army’s faction:

Passive
GIFTS OF CHAOS: This daemon takes to the field redolent with god-given gifts.

Effect:
  • If this unit has the BLADES OF KHORNE keyword, add 1 to the Attacks characteristic of its Hellforged Weapons and its Hellforged Weapons have the Blood-Hungry weapon ability.
  • If this unit has the DISCIPLES OF TZEENTCH keyword, it has WIZARD (1).
  • If this unit has the MAGGOTKIN OF NURGLE keyword, it has WARD (5+).
  • If this unit has the HEDONITES OF SLAANESH keyword, add 1 run rolls and charge rolls for it.


REGIMENT OF RENOWN
Krittok’s Clawpack
Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him...
REGIMENT OF RENOWN
Krittok’s Clawpack
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword.


BATTLE PROFILE

Points: 380

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

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

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.


REGIMENT OF RENOWN
Lord Skaldior’s Chosen
Legends hold that Chaos Lord Skaldior rose to serve Archaon centuries ago. His host travels the realms in complete silence, their arrival to battle heralded only by the warping and bending of the lands around them. Lord Skaldior carries out the Everchosen’s bidding wherever he is sent, appearing amongst the Dark Pantheon’s faithful and fighting alongside them to further Archaon’s unknowable designs.
REGIMENT OF RENOWN
Lord Skaldior’s Chosen
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 530

Passive
IRONCLAD DESPOILERS: Punching into the enemy lines like a mailed fist, once these warriors have taken a vital position on the battlefield, little can be done to wrest control from them.

Effect: Add 1 to save rolls for units in this Regiment of Renown while they are contesting an objective you control.

Add 1 to wound rolls for units in this Regiment of Renown while they are contesting an objective you do not control.


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

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

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 530

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESCENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Rogue Engine
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.

CITIES OF SIGMAR WARSCROLL
Outlaw Cannonade Cogfort
6"
25
3+
10
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.
CITIES OF SIGMAR WARSCROLL
Outlaw Cannonade Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Your Hero Phase
MERCENARY ATTITUDES: How allies interact with outlaw Cogforts varies. Feral enthusiasts may enter a frenzy or rush ahead of the war machine, eager not to lose a meal or an opportunity to get their divine patron’s attention. Others may use it as a protective shelter or draw strength and courage from its presence.

Declare: Pick another friendly NON-UNIQUE unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects to apply until the start of your next turn and while the target is wholly within 12" of this unit:
  • You can re-roll run rolls for the target.
  • Add 1 to charge rolls for the target.
  • The target cannot be targeted by shooting attacks.
  • Add 1 to wound rolls for the target’s combat attacks.
  • Add 10 to the target’s control score.

KEYWORDS
HERO, WAR MACHINE
ORDER


REGIMENT OF RENOWN
Seeker of the Dread Dirge
None are more dedicated to recovering Hashut’s relics than Thorzbuul the Seeker. This fanatical priest has travelled far, hunting scraps of a Zharralid dirge said to be able to break the realms in twain. Accompanied by a hulking daemon-engine guardian – a gift from Sharnok of Ur-Zorn, following some mysterious service – Thorzbuul pursues his prize by ripping open ley lines and listening for fractious notes of dissonance in their echo. More than once has his quest seen him fight alongside other marauding hosts of Chaos.
REGIMENT OF RENOWN
Seeker of the Dread Dirge
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 260

Your Hero Phase
6
DIRGE OF DESOLATION: Thorzbuul has recovered only fragments of the script he searches for, but even these can cause the land to buckle and break.

Declare: Pick the Ashen Elder in this Regiment of Renown to chant this prayer, pick a terrain feature on the battlefield to be the target, then make a chanting roll of D6.

Effect: Roll a D3 for each enemy unit contesting the target. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. If the chanting roll was 12+, you can pick another terrain feature to be a second target.
KEYWORDSPRAYER

End of Any Turn
ALL-CONSUMING SEARCH: Thorzbuul will leave entire ley lines drained dry should it lead him to his goals.

Declare: Pick the Ashen Elder in this Regiment of Renown to use this ability. Then, pick an objective or Place of Power that they are contesting and that has not been picked to be the target of this ability this battle to be the target.

Effect: Roll 6 dice. For each 5+, give this unit 1 ritual point.


REGIMENT OF RENOWN
Seekers of Silver
Upon the shattering of a Silver Tower, eldritch power and esoteric knowledge are forcibly discharged into the realms. The Seekers of Silver are airborne specialists sent by the Change God to recover what is rightfully his – and to dole out terrible punishments to those who would lay their hands upon his treasures.
REGIMENT OF RENOWN
Seekers of Silver

BATTLE PROFILE

Points: 380

Your Hero Phase
6
SPLINTERS OF SORCERY: Fragments of an Argent Shard embed themselves in surrounding terrain, unleashing deadly waves of magic.

Declare: Pick a friendly WIZARD in this Regiment of Renown to cast this spell, pick a visible terrain feature within 12" of them that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target does not have the ‘Place of Power’ terrain ability, it gains that ability for the rest of the battle. If the target has the ‘Place of Power’ terrain ability, pick an enemy unit within 12" of it and roll 9 dice. For each 5+, inflict 1 mortal damage on that enemy unit.
KEYWORDSSPELL, UNLIMITED

Once Per Turn (Army), Any Hero Phase
BUBBLES OF UNREALITY: The Seekers make use of an Argent Shard’s unstable magic field to redirect their spells and evocations.

Declare: Pick a terrain feature with the ‘Place of Power’ terrain ability to be the target.

Effect: The next time a friendly WIZARD in this Regiment of Renown uses a SUMMON SPELL ability this phase, you can measure the range and visibility of that SPELL ability from the target instead of from the caster.


REGIMENT OF RENOWN
The Coven of Thryx
None know where Magister Thryx learned to bind the essence of Tzeentchian daemons into living spells. He weaves an unpredictable path across the realms, offering his expertise to any who will shelter him from Tzeentch’s vengeful servants and facilitate his experiments.
REGIMENT OF RENOWN
The Coven of Thryx
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle (Army), Deployment Phase
SPARKS OF PROFANE POTENTIAL: Thryx’s spells are powered by the stolen daemonic essences of the daemons bound to him.

Effect: If the Magister in the Regiment of Renown has been deployed, set up one of the following MANIFESTATIONS within 1" of them:

Your Hero Phase
6
SKILLED SUMMONER: Thryx is a master at manipulating the arcane manifestations of the Change God.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick 1 of the MANIFESTATIONS from the list below that is not on the battlefield, then make a casting roll of 2D6:

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Daemonic Simulacrum, it must also be set up more than 9" away from all enemy units.
KEYWORDSSPELL, SUMMON

Once Per Turn (Army), End of Any Turn
FLICKERING WYRDFLAME: These unnatural flames warp and mutate even as they burn and devour.

Declare: Pick an enemy unit that had any damage points inflicted on it this turn by WYRDFLAME SPELL abilities or attacks made with weapons that have the WYRDFLAME weapon ability to be the target.

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

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED, WYRDFLAME


REGIMENT OF RENOWN
The Curse-Steel Battery
Many Daemonsmiths detest walking the muck of the realms, leaving underlings to handle direct trade. Yet Gurok the Leveller prefers the personal touch, as he believes only his magics can coax out the full devastating potential of his glorious engines. Even the dreaded Korghos Khul once sought the service of Gurok’s artillery, for it can break an enemy army’s spine in moments. Of course, Gurok is no fool. Once his weapons’ power has been aptly demonstrated, negotiations can begin in earnest…
REGIMENT OF RENOWN
The Curse-Steel Battery
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 380

Your Hero Phase
7
REINFORCE DAEMONSTEEL: The black runes Gurok has carved into his armour and war machines allow him to bolster their resilience through sorcerous means.

Declare: Pick the Daemonsmith in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
KEYWORDSSPELL

Once Per Turn (Army), Your Shooting Phase
1
DISPLAY OF TOTAL POWER: The first salvo from Gurok’s engines comes free of charge. Should clients show a taste for such power, subsequent bombardments demand a price…

Declare: If neither WAR MACHINE unit in this Regiment of Renown used any SHOOT abilities this turn, pick an enemy unit to be the target.

Effect: For the rest of the turn:
  • While that enemy unit is on the battlefield, the WAR MACHINE units in this Regiment of Renown can only pick that enemy unit to be the target of their shooting attacks.
  • Each of those WAR MACHINE units counts as if it had 3 daemonic power points.

The first time you use this ability, you can use it without any command points being spent.


REGIMENT OF RENOWN
The Exiled One
Where Skarbrand walks, death follows. When a massacre beckons, he arrives bellowing his hatred, crashing into the fray to butcher anything before him. He will do so even when it is the hosts of Khorne's brother-gods who take the field, for his sole purpose is to ensure that the Lord of Battles receives his due.
REGIMENT OF RENOWN
The Exiled One
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 390

Any Combat Phase
HATRED FOR ALL: Skarbrand acknowledges no friend or ally - for in time, as sure as the cosmos wheels, all friendships fail, all love and trust dies, and all returns to blood and violence.

Declare: You must use this ability if this unit is not in combat and there are any other visible friendly units within this unit’s combat range. You must pick 1 of those friendly units to be the target.

Effect: Resolve combat attacks for this unit against the target.


REGIMENT OF RENOWN
The Pustules
Led by the Spoilpox Scrivener Ortholax Noxiblight, the Pustules are an infamous tallyband of Plaguebearers charged with spreading the most virulent diseases across every land yet to feel the Grandfather’s beneficent touch. Accompanied by a looming Gnarlmaw, they seed the earth with abundant contagion all while cataloguing the many poxes unleashed by their diligent efforts.
REGIMENT OF RENOWN
The Pustules
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 200

Deployment Phase
BLIGHTED GROWTH: Gifted in the seeding of blighted earth, the Pustules can always coax part of the Grandfather’s rancid orchard into existence.

Effect: Set up this Regiment of Renown’s Feculent Gnarlmaw wholly within friendly territory and more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN

Once Per Turn (Army), End of Any Turn
MULTITUDINOUS DISEASES: The soil around the Pustules’ Feculent Gnarlmaw is so ripe with a slew of diseases that the pestilent and malodorous gain unclean succour from its presence.

Declare: If this Regiment of Renown’s Plaguebearer’s unit is wholly within 12" of this Regiment of Renown’s Feculent Gnarlmaw, pick that Plaguebearers unit to be the target.

Effect: Heal (1) the target. If the target is contesting an objective, you can also return 1 slain model to the target unit.


REGIMENT OF RENOWN
The Red Revelation
A lifetime of carnage has left Zarxor Hell-Eye with only one goal: to experience battle in every form and glimpse the true face of the Red God. He is followed by those who share his apocalyptic desires, mortal devotees thrown into fits of heedless battle-madness by the force of the preacher's oratory and drive.
REGIMENT OF RENOWN
The Red Revelation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 380

Your Hero Phase
4
FRENZIED VIOLENCE: Zarxor's chanting inspires an insensate frenzy in his followers.

Declare: Pick the Slaughterpriest in this Regiment of Renown to chant this prayer, pick a visible unit in this Regiment of Renown wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target unit has WARD (5+) while every model in that unit is wholly within the combat range of an enemy unit. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Once Per Turn (Army), End of Any Turn
GLIMPSE THE GOD: Those who spy a shard of Zarxor's truths fight without human restraint.

Declare: Pick each unit in this Regiment of Renown that used a FIGHT ability this turn to be a target.

Effect: If any damage points were allocated to an enemy unit by the target’s combat attacks this turn, that enemy unit was destroyed this turn, and no damage points were allocated to that enemy unit this turn by combat attacks made by a friendly unit that is not in this Regiment of Renown, for the rest of the battle, add 2 to the Attacks characteristic of the target’s Blood-hungry weapons.


REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
Not all Warlocks stay with their clan. Some chafe under authority; others flee after some contraption goes awry. It is not clear which category Grisk Volt-Klaw falls under, but the Galvaneer avoids wider Skavendom, hiring out his arsenal in exchange for exorbitant warpstone tithes - in part because of greed and in part because he has modified his creations to such extremes that they consume arcane fuel at an astonishing rate. With warpstone deposits forming across the realms in the Hour of Ruin, business is booming.
REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the VOLT-KLAW’S ENGINECOVEN keyword.


BATTLE PROFILE

Points: 410

Once Per Battle (Army), Your Shooting Phase
BEHOLD MY GENIUS!: While setting Volt-Klaw's machines to maximum power quickly burns through their fuel, it also enhances their lethality to appalling levels.

Declare: Pick all friendly VOLT-KLAW’S ENGINECOVEN units to be the targets.

Effect: Until the start of your next turn:
  • Add 1 to hit rolls for the targets’ shooting attacks.
  • Add 3" to the Range characteristic of the targets’ ranged weapons.

Passive
HIDE-SHELTER!: Volt-Klaw is insanely protective of his arsenal - afact that his long- suffering underlings use as an excuse to shelter behind sturdier weapons when needed.

Effect: While a friendly VOLT-KLAW’S ENGINECOVEN INFANTRY unit is within the combat range of a friendly VOLT-KLAW’S ENGINECOVEN Ratling Warpblaster, it is not visible to enemy units more than 13" away.


REGIMENT OF RENOWN
Brand’s Oathbound
Gunnar Brand is a legend amongst the Darkoath tribes of the Great Parch in Aqshy. He is a champion of the gods, however unwillingly, and though often found leading his tribe to war, there are times when he must roam far from his homeland. With him come his keen-eyed daughter Singri, the muscular huscarl Dendrel, the twisted shaman Nadja, and Tanari of the Takblood, both a rival and a staunch ally.
REGIMENT OF RENOWN
Brand’s Oathbound
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 200

Once Per Turn (Army), End of Any Turn
FAVOUR OF THE GODS: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods. With each worthy kill he makes, he draws down their blessings.

Effect: If any enemy HEROES were slain this turn by the Gunnar Brand in this Regiment of Renown:
  • Heal (5) each unit in this Regiment of Renown.
  • Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts

BATTLE PROFILE

Points: 390

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Used By: The unit using that FIGHT ability.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn 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.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Squires of the Everchosen
Utgar Harrowhand was once a Varanguard, one of the Everchosen’s executioners, until he had a run-in with a nest of Flesh-eaters. Though he has since transformed into a monstrous Varghulf, flashes of loyalty to his old master occasionally surface – so potent that they also seize the ghoulish ‘knights’ who still serve him.
REGIMENT OF RENOWN
Squires of the Everchosen
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle, Deployment Phase
A DELUDED QUEST: The deluded Squires of the Everchosen think they have been sent on a personal mission by Archaon.

Declare: Pick an enemy unit to be the target.

Effect: The target has the ENEMY OF THE EVERCHOSEN keyword.

Once Per Battle (Army), End of Any Turn
A QUEST WELL DONE: To excel in the Everchosen’s eyes brings Utgar and his followers a fleeting glee.

Effect: If the enemy ENEMY OF THE EVERCHOSEN unit is destroyed by a unit in this Regiment of Renown, add 10 to the control score of each unit in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

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

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.
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

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).

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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
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.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.

Manifestations are not units but can be interacted with in similar ways, as explained next:
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The arcane forces sustaining a manifestation are disrupted.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The arcane forces sustaining a manifestation are disrupted.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. This is an exception to The Rules of One (Core Rules, 5.3).

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

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).
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).

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

Infantry Hero
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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).
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

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.
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

The PARAGON 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
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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.
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.
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
ERUPTION OF FURY
Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Universal Core Abilities - Movement Phase
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

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

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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

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

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

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

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

• Seekers
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The ORDER keyword is used in the following Cities of Sigmar warscrolls:


and others...
Once Per Turn (Army), Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.
Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Effect: After that ability has been resolved, if you unlocked a BLOOD TITHE ability this turn, pick a friendly BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for the target.

Blood Haze: If the target is BLOODBOUND, its Blood-hungry weapons have Crit (Mortal).

Weapons of Murder: If the target is a non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its Blood-hungry weapons, including Blood-hungry Companion weapons.

Bloodlords Supreme: If the target is a MONSTER, add 1 to the Damage characteristic of its Blood-hungry weapons.

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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Army List

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