The followers of Slaanesh take many forms, but every one of them is consumed with the thrill of excess. In times of war their obsessions reach lethal intensity, all semblance of sanity discarded as they plumb the depths of indulgent violence. They may appear ecstatic, but the Hedonites of Slaanesh are cursed beyond all measure.
This page contains all of the rules you need to field your Hedonites of Slaanesh miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Hedonites of Slaanesh
| Q: | When using the ‘Joyous Battle Fury’ ability, does Dexcessa need to have slain any models in a turn in order to add 1 to the Attacks characteristic of their Impaling Talons for each battle fury token they have? |
| A: | No. Battle fury tokens are gained (and Dexcessa can heal) on any turn in which Dexcessa slew any enemy models, but can gain the additional attacks on any turn that they have any battle fury tokens. |
| Q: | The effect of the Scourge of Ghyran ‘Master of Temptation’ heroic trait states that units can only use Core abilities. How does this affect passive abilities? |
| A: | It doesn’t. Passive abilities are not ‘used’, so this ability doesn’t have any effect on them. |
| Q: | When using the Keeper of Secrets’ ‘Dark Temptations’ ability, can I pick the ‘If the target is damaged, Heal (D3) the target’ option if the target is not damaged? |
| A: | No. |
Hedonites of Slaanesh armies can use the following abilities:
PARAGONS OF SLAANESH: Those who serve their own dark desires earn Slaanesh’s favour.
Declare: If there are fewer than 3 friendly
PARAGONS on the battlefield, pick a friendly
HEDONITES OF SLAANESH unit that does not have the
PARAGON keyword and has not had the
PARAGON keyword this battle to be the target.
Effect: The target gains the
PARAGON keyword.
Designer’s Note: Friendly units with the PARAGON keyword on their warscroll count towards the number of friendly PARAGONS on the battlefield. If there are more than 3 friendly PARAGONS on the battlefield at the same time, you must immediately remove those units from the battlefield one at a time until there are only 3 friendly PARAGONS left on the battlefield.
FALL FROM GRACE: Slaanesh is a capricious patron, and he can quickly lose interest…
Effect: A friendly non-
UNIQUE PARAGON immediately loses the
PARAGON keyword when any of the following happen:
- That PARAGON has 3 or more damage points allocated to it by the same use of a non-ATTACK ability.
- That PARAGON uses a CHARGE ability and the unmodified charge roll is 5 or less (after any re-rolls).
- A spell cast by that PARAGON is miscast (after any re-rolls).
SENSUOUS ARCANA: Those who please Slaanesh are granted mystical secrets of excess.
Declare: Pick a friendly non-
UNIQUE PARAGON that has successfully cast a spell this turn and has not used a
TEMPTATION ability this turn to use this ability.
Effect: Until the start of your next turn, while the unit using this ability is a
PARAGON, add 1 to
casting rolls for
visible friendly
HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
CUTTING BARBS: This champion releases a wave of snide vitriol that pierces to their foe’s core.
Declare: Pick a friendly
HEDONITES OF SLAANESH HERO that has not used a
TEMPTATION ability this turn to use this ability. Then, pick an enemy unit
in combat with that
HERO to be the target.
Effect: If the unit using this ability is a
PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.
Rise to the Insults: For the rest of the turn, the target has a maximum
control score of 1.
Turn Aside from the Insults: For the rest of the turn, add 1 to
hit rolls for attacks made by friendly
HEDONITES OF SLAANESH units that target that enemy unit.
BEGUILING GLANCE: One glance from Slaanesh’s chosen can ensnare a wayward soul.
Declare: Pick a friendly
HEDONITES OF SLAANESH HERO unit that has not used a
TEMPTATION ability this turn to use this ability. Then, pick a
visible enemy unit within 12" of that
HERO to be the target.
Effect: If the unit using this ability is a
PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.
Succumb: For the rest of the turn, when the target is using a
CHARGE ability, it must end that charge move no further from the
HERO using this ability.
Resist: For the rest of the turn, subtract 2 from
charge rolls for the target.
CHIEF OF REVELS: Slaanesh’s champions earn favour through locating and embracing new debaucheries at a voracious pace.
Declare: Pick a friendly non-
UNIQUE PARAGON that
charged this turn and has not used a
TEMPTATION ability this turn to use this ability.
Effect: Until the start of your next turn, while the unit using this ability is a
PARAGON, add 2 to charge rolls for friendly
HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
ENTHRALLING VANITY: When a Hedonite champion calls for adoration, it is difficult to resist.
Declare: Pick a friendly
HEDONITES OF SLAANESH HERO unit that has not used a
TEMPTATION ability this turn to use this ability. Then, pick a
visible enemy unit within 12" of that
HERO to be the target.
Effect: If the unit using this ability is a
PARAGON, pick 1 of the effects below. Otherwise, your opponent must pick 1 of the effects below.
Mesmerised: For the rest of the turn, weapons used by friendly
HEDONITES OF SLAANESH units for attacks that target that unit, including
Companion weapons, have
Crit (2 Hits).
Break their Gaze: For the rest of the turn, other than the
Companion ability,
weapon abilities for
combat attacks made by the target have no effect.
EXCESS OF AGILITY: When truly ‘inspired’, the servants of Slaanesh are almost impossible to strike, twisting around blows with mocking laughter.
Declare: Pick a friendly non-
UNIQUE PARAGON that has not used a
TEMPTATION ability this turn to use this ability.
Effect: For the rest of the turn, while the unit using this ability is a
PARAGON and is
in combat, subtract 1 from
hit rolls for attacks that target
visible friendly
HEDONITES OF SLAANESH units while they are wholly within 12" of the unit using this ability.
You can pick 1 of the following battle formations for a Hedonites of Slaanesh army. Each battle formation grants a different ability you can use in the battle.
Depraved Carnival
IN SEARCH OF SIN: Numbness dogging their heels, these Hedonites are always seeking new thrills.
Declare: Pick up to 3 friendly
HEDONITES OF SLAANESH INFANTRY units to be the targets.
Effect: Each target can move D6". It can only end that move
in combat with units it was in combat with at the start of that move.
Artisans of Torment
SADISTIC TENDENCIES: These Hedonites have given themselves to pleasures of the flesh – or rather, of torturing said flesh without limit.
Declare: Pick a friendly
HEDONITES OF SLAANESH unit to use this ability, then pick an enemy unit
in combat with that unit and that had any
damage points allocated to it this turn to be the target.
Effect: For the rest of the turn:
- All of the combat attacks made by that friendly unit must target that enemy unit.
- Add 1 to the Attacks characteristic of that friendly unit’s melee weapons.
Godseeker Cavalcade
GODLY SPOOR: The merest trace of Slaanesh’s divine power sees these Hedonites hurtling along at pace.
Effect: While they are wholly within 9" of a battlefield edge, friendly
HEDONITES OF SLAANESH units can use
CHARGE abilities even if they used a
RUN ability in the same turn.
Lurid Dreamers
AMIDST THE PHANTASMAGORIA: Where these revellers travel, their divine ecstasy breaks down the nature of reality; everything becomes as a twisted dream, through which the devotees of pain dance without warning.
Declare: Pick a friendly
HEDONITES OF SLAANESH unit that had any
damage points allocated to it this turn by an enemy ability to be the target.
Effect: Remove the target from the battlefield, then
set it up again on the battlefield more than 9" from all enemy units.
Pretenders
PRODIGY OF EXCESS: A narcissistic monstrosity, this follower of the Dark Prince possesses a grotesque surfeit of hedonistic qualities that inspire craven envy in their followers.
Declare: Pick a friendly
HEDONITES OF SLAANESH HERO that has an artefact of power to be the target.
Effect: Give the target a
heroic trait from the ‘Figureheads of the Dark Prince’ or ‘
Hedonistic Obsessions’ tables.
Designer’s Note: This heroic trait is given to the target during the deployment phase, not during army composition.
Invaders
ECSTATIC REVELLERS: The thrill of piercing the lands of their enemies like a hot needle through flesh gives strength to these avaricious revellers.
Effect: Add 1 to the Rend characteristic of melee weapons used by friendly
SYBARITE INFANTRY units while they are wholly outside friendly territory.
The Dark Prince’s Beloved
HERO Only
|
| CENTRE OF ATTENTION | 0 |
| DILETTANTE | 0 |
| UNSEEMLY VITALITY | 0 |
CENTRE OF ATTENTION: Such is the dazzling self-possession of this champion that many enemies cannot help but be stupefied around them.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Roll a dice. On a 3+, for the rest of the turn, while this unit is wholly within 12" of the centre of the battlefield and visible to the target:
- Subtract 1 from hit rolls for attacks made by that enemy unit that target other friendly HEDONITES OF SLAANESH units.
- Add 1 to hit rolls for combat attacks made by other friendly HEDONITES OF SLAANESH units that target that enemy unit.
DILETTANTE: This champion is always flitting to and fro, forever hungry to sample new horrors.
Effect: Remove this unit from the battlefield and
set it up again on the battlefield more than 9" from all enemy units.
UNSEEMLY VITALITY: No wound or exertion seems able to slow this libertine for long.
Effect: Heal (D3) this unit.
Hedonistic Obsessions
HERO only
|
| CELEBRITY WARLORD | 0 |
| MASTER OF TEMPTATION | 0 |
| THE NEED FOR PERFECTION | 0 |
CELEBRITY WARLORD: This hero has gained a cult following that seeks them out on the battlefield.
Declare: Pick a friendly
non-HERO SYBARITE unit that 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.
MASTER OF TEMPTATION: Twisting the old adage, this hero demonstrates that good things do not come to those who wait.
Declare: You can only use this ability if your opponent has any
temptation dice. Pick a
visible enemy unit within 18" of this unit to be the target.
Effect: For the rest of the turn, while your opponent has not used any of their
temptation dice to replace a roll for the target this turn, the target can only use
CORE abilities.
THE NEED FOR PERFECTION: This hero inspires a compulsive, self‐destructive desire in their allies to push themselves ever further, all thoughts of temperance and restraint dismissed from their minds.
Effect: The first time each turn that an unmodified
charge roll,
casting roll,
unbinding roll or
banishment roll for a friendly non-
EUPHORIC unit wholly within 12" of this unit is 5 or less, that unit has the
EUPHORIC keyword for the rest of the turn.
The Dark Prince’s Beloved
HERO only
|
| AGONISINGLY ELUSIVE | 0 |
| INCENSED | 0 |
| ARCANE MAGNETISM | 0 |
AGONISINGLY ELUSIVE: Sinuous and graceful, this Hedonite leaps and twirls around their opponents, inflicting delicious pain before nimbly springing out of reach.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: If it is your turn, apply the effect below. If it is your opponent’s turn, roll a dice. On a 3+, apply the effect below:
Inflict D3
mortal damage on the target. Then, this unit must move a distance up to its Move characteristic. It can move through the
combat ranges of enemy units but cannot end that move in combat.
INCENSED: By burning a mixture of tree resin and aromatic leaves, this champion envelops a key location in an eye‑stingingly pungent cloud of smoke.
Declare: Pick an
objective within 6" of this unit to be the target.
Effect: Until the start of your next turn, friendly
HEDONITES OF SLAANESH units are not
visible to enemy units more than 9" from them while all models in those friendly units are
contesting the target objective.
ARCANE MAGNETISM: Though they are no natural mage, something about this hero’s blood attracts errant motes of magic and renders them ripe for exploitation.
Effect: If this unit has 3 or more damage points, it can use a
SPELL ability as if it were your hero phase, as if that ability had the
UNLIMITED keyword and as if this unit had
WIZARD (1).
Coveted Treasures
HERO only
|
| BASHFUL VISAGE | 0 |
| CROWN OF THE UR-SLAANESH | 20 |
| THE ROD OF MISRULE | 10 |
BASHFUL VISAGE: Those who meet the gaze of this delicate mask are compelled to turn away in shame as they are confronted with sudden awareness of their own basest desires.
Effect: While they are wholly within 6" of this unit, friendly non-
MONSTER non-
WAR MACHINE HEDONITES OF SLAANESH units are not visible to enemy units more than 12" from them.
CROWN OF THE UR-SLAANESH: Once worn by Luxcious, the first Pretender, this majestic crown draws in devoted followers by the score.
Declare: Pick a friendly
non-HERO INFANTRY HEDONITES OF SLAANESH unit that 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.
THE ROD OF MISRULE: This bejewelled staff bestows a lunatic charisma, with which champions bid their warriors achieve the impossible.
Declare: Pick another
visible friendly
HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target.
Effect: For the rest of the turn, when the target uses the ‘
Power Through’ command, you can pick an enemy target for that command that does not have a lower Health characteristic than the unit using that command.
HYSTERICAL FRENZY: The wizard fires a sudden surge of ecstasy through nearby flesh, inspiring their minions into a maddened and cackling assault.
Declare: Pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, pick a
visible friendly
HEDONITES OF SLAANESH unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to
wound rolls for the target’s
combat attacks until the start of your next turn.
LAST ECSTASY: The caster induces such a state of mania that even death cannot stop a final revel.
Declare: Pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, pick a
visible friendly
HEDONITES OF SLAANESH unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, each time a model in the target unit is slain by a combat attack and that model was
in combat with the attacking unit, roll a dice. If the target unit is a
MONSTER, roll 10 dice instead. For each 4+, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
OVERWHELMING ACQUIESCENCE: The wizard engulfs the foe in an arcane haze of dreams and unattainable desires.
Declare: Pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, pick a
visible enemy unit within 18" of the caster to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, weapons used by friendly
HEDONITES OF SLAANESH units for attacks that target that enemy unit, including
Companion weapons, have
Crit (2 Hits).
Manifestations of Depravity
SUMMON DREADFUL VISAGE: Inhaling draughts of hallucinogenic incense, the caster externalises their most unnatural desires in the form of a screaming daemonic visage.
Declare: If there is not a friendly
Dreadful Visage on the battlefield, pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Dreadful Visage wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON MESMERISING MIRROR: Smashing a small glass mirror to the ground, the wizard uses magical energy to cause it to reform and grow in size.
Declare: If there is not a friendly
Mesmerising Mirror on the battlefield, pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Mesmerising Mirror wholly within 12" of the caster and
visible to them.
SUMMON WHEELS OF EXCRUCIATION: Throwing a small multi-bladed knife into the air and channelling magical energy into it, the caster summons forth a storm of swiftly moving razor-sharp blades.
Declare: If there is not a friendly
Wheels of Excruciation on the battlefield, pick a friendly
HEDONITES OF SLAANESH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Wheels of Excruciation wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
All-consuming Obsessions are unique enhancements that can be given to NON-HERO HEDONITES OF SLAANESH INFANTRY or CAVALRY units. A unit can only have 1 All-consuming Obsession.
|
| OBSESSION WITH CONTROL | 10 |
| OBSESSION WITH FORM | 10 |
| OBSESSION WITH PAIN | 10 |
OBSESSION WITH CONTROL: Once these Hedonites have acquired the object of their desire, they simply will not relinquish it.
Declare: Pick an
objective to be the target.
Effect: For the rest of the battle, while this unit is
contesting the target objective:
- This unit has WARD (5+).
- Add 5 to this unit’s control score.
OBSESSION WITH FORM: Instead of sprinting, these warriors skip and spin their way across the battlefield with acrobatic grace.
Effect: Subtract 1 from
hit rolls for attacks that target this unit for the rest of the turn.
OBSESSION WITH PAIN: The throbbing of a fresh wound coupled with the feeling of blood trickling over their skin sends these warriors into apoplexy.
Effect: If this unit is damaged, spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7. Then, add 1 to the Rend characteristic of this unit’s non-
Companion melee weapons for the rest of the turn.
Army of Renown
When you pick the Hedonites of Slaanesh
faction for your army, you can choose for it to be a Court of the Godlings
Army of Renown. If you do so, use the faction rules on these pages instead of the Hedonites of Slaanesh faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
COURT OF THE GODLINGS keyword.
THE VOICE AND THE TALON: For all their mutual and endless antipathy, Slaanesh’s twin heirs are most deadly when they work in tandem.
Effect: The friendly
Synessa and
Dexcessa have the
TWIN keyword.
THE MORE GLORIOUS SLAUGHTER: In a flush of vainglory, one of the Twins boasts extravagantly of their superior acts of death-dealing, goading their sibling and their entourage to new heights of lethality in their efforts not to be overshadowed.
Declare: If a friendly
TWIN destroyed an enemy unit in the previous turn and the other did not, pick the one that did not to use this ability.
Effect: For the rest of the turn, add 1 to
hit rolls for
combat attacks made by units in the
regiment of the unit using this ability.
THE LONGER SHADOW: Both Synessa and Dexcessa are forever competing to prove themselves the more domineering of their god-father’s spawn.
Declare: If a friendly
TWIN is
contesting an objective you
control and the other is not, pick the one that is not to use this ability.
Effect: Until the start of your next turn, while the unit using this ability is contesting an objective you control, add 5 to the
control scores of units in its
regiment.
THE GRANDER VISAGE: Should one of the Twins show a sign of weakening, the other will seize the chance to better display their own immaculacy.
Declare: If either friendly
TWIN is damaged, pick the one with fewer or no damage points to use this ability.
Effect: For the rest of the turn, the unit using this ability has
WARD (4+).
THE SWIFTER SURGE: To be the first into the fray is a mark of honour between the vindictive Twins. Should one of them fall behind for even a moment, they will act swiftly lest they leave themselves open to their sibling’s ridicule.
Declare: If a friendly
TWIN charged in the previous turn and the other did not, pick the one that did not to use this ability.
Effect: For the rest of the phase, when making
charge rolls for units in the
regiment of the unit using this ability, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
THE MORE CUNNING RUSE: Strategic intellect is another arena of mastery – one that both Twins are eager to prove the superior in.
Declare: If both friendly
TWINS are within 12" of and
visible to each other, pick one of them to use this ability.
Effect: Remove the unit using this ability from the battlefield and
set it up on the battlefield more than 9" from all enemy units.
HERO only
TETHERED TO THE TWINS: This daemon is a vassal of Synessa or Dexcessa – or both. So long as they persist, so will the accursed Twins.
Declare: Pick a friendly
TWIN that has been destroyed to be the target.
Effect: Set up a
replacement unit identical to the target within 12" of this unit and more than 9" from all enemy units.
HERO only
THE TRIPLET TRINKET: This bipartite charm is given to the Twins’ latest plaything – a supposed mark of favour that protects the godlings also.
Effect: While a friendly
TWIN is within 3" of and
visible to this unit, subtract 1 from
hit rolls for attacks that target that
TWIN and this unit.
While 2 friendly
TWINS are within 3" of and visible to this unit, subtract 1 from hit rolls and
wound rolls for attacks that target those
TWINS and this unit instead.
ESSENCE TRANSFUSION: Though bitter rivals, the Twins are ultimately born of the same godly stuff and can share strength between them if necessary.
Declare: Pick a friendly
COURT OF THE GODLINGS WIZARD to cast this spell, pick a
visible friendly
TWIN to be the donor, pick another visible friendly
TWIN to be the target, then make a
casting roll of 2D6.
Effect: Allocate any number of damage points to the donor (
ward rolls cannot be made for those damage points). Then,
Heal (X) the target, where
X is double the number of
damage points allocated to the donor by this use of this ability.
SIBILANT WHISPERS: The commands of the Twins are cast into the enemies’ minds, leaving them stumbling, uncertain and vulnerable.
Declare: Pick a friendly
COURT OF THE GODLINGS WIZARD 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: Until the start of your next turn, while a friendly
TWIN is visible to the target, halve the target’s Move characteristic. In addition, while 2 friendly
TWINS are visible to the target, your opponent must roll 1 fewer dice, to a minimum of 1, when making
charge rolls for it.
ECSTATIC FURORE: The baser, bloodier aspects of Slaanesh’s nature are channelled through one of the Twins, filling their sycophants with rapturous murder‑lust.
Declare: Pick a friendly
COURT OF THE GODLINGS WIZARD to cast this spell, pick a
visible friendly
TWIN wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to
wound rolls for
combat attacks made by friendly
COURT OF THE GODLINGS units while they are wholly within 12" of and visible to the target.
SUMMON MANIFESTATION OF DEPRAVITY: The god-spawn of Slaanesh and their chosen retainers are masters of the most extreme and decadent forms of magical conjuration.
Declare: Pick a friendly
COURT OF THE GODLINGS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Pick a friendly
HEDONITES OF SLAANESH MANIFESTATION that is not on the battlefield and that was not removed from play earlier in the same turn.
If you picked a
Dreadful Visage or
Wheels of Excruciation,
set it up wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. If you picked a
Mesmerising Mirror, set it up wholly within 12" of the caster and visible to them.
Army of Renown
When you pick the Hedonites of Slaanesh
faction for your army, you can choose for it to be the Decadent Host
Army of Renown. If you do so, use the faction rules on these pages instead of the Hedonites of Slaanesh faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
DECADENT HOST keyword.
PERFECTION MADE MANIFEST: To witness Sigvald at war is to witness a martial skill so magnificent that onlookers are entranced even as they are cut down.
Declare: Pick the friendly
Sigvald to use this ability then pick a
visible unit (friendly or enemy) within 3" of him to be the target.
Effect: Inflict D3
mortal damage on the target. For each model slain by this ability this turn, add 2 to the Attacks characteristic of the friendly Sigvald’s melee weapons for the rest of the turn.
THE PRINCE IN THE MIRROR: It is said that all mirrors are enthralled by Sigvald’s beauty. Should he fall, they readily allow his soul back to the field.
Declare: If the friendly
Sigvald has been destroyed, pick him to be the target. He can be replaced even if he is a replacement unit.
Effect: Set up a
replacement unit identical to the target wholly within 6" of a friendly
Contorted Epitome and not
in combat.
PETULANT WRATH: Woe betide the hapless Hedonite who looks liable to upstage Sigvald in their eagerness to reach combat…
Declare: If the friendly
Sigvald is not
in combat and did not charge this turn, pick him to use this ability, then pick another friendly
DECADENT HOST unit within 1" of him to be the target.
Effect: Inflict D6
mortal damage on the target. Before removing any
slain models from play, remove the friendly
Sigvald from the battlefield then set him up again within 1" of the target.
INFERNAL HANDMAIDENS: Sigvald is often accompanied by throngs of adulating daemons who delight in the Prince’s utter unrighteous conviction.
Effect: While the friendly
Sigvald is within 3" of and
visible to any friendly
DECADENT HOST DAEMON units, add 1 to
wound rolls for
combat attacks made by those
DAEMON units.
ALL FOR THE PRINCE: Sigvald is the centre of his libertine followers’ world – they would rather be rent limb from limb than allow a single blade to mar his immaculate flesh.
Effect: While the friendly
Sigvald is within the
combat range of another friendly
DECADENT HOST SYBARITE unit:
- He has WARD (2+).
- Each time you make a successful ward roll for him, allocate 1 damage point to another friendly DECADENT HOST unit within his combat range after the damage sequence for him has been resolved (ward rolls cannot be made for those damage points).
IMPORTANT PEOPLE HAVE IMPORTANT PLACES TO BE: Sigvald is easily bored and easily distracted – but when something does catch his eye, he moves with incredible haste.
Effect: If the friendly
Sigvald is not
contesting an objective, he can move 2D6" but must end that move contesting an objective. He can move through the
combat ranges of enemy units but cannot end that move
in combat.
HERO only
PROTÉGÉ: Sigvald took a liking to this champion, to the point of binding their souls in a one-sided ritual of great power. Of course, the Prince has ways of using this bond…
Effect: You can
set up a replacement
Sigvald within 1" of this unit instead of within 6" of a friendly
Contorted Epitome. If you do so, after setting up that
replacement unit, this unit is automatically destroyed.
HERO only
MIRROR-PLATE: One who wears this polished armour is a member of the vaunted Mirror Guard. Their duty is not to fight but to ensure the Prince can always admire his favourite sight: himself.
Effect: Weapons used by this unit have a maximum Attacks characteristic of 1.
While this unit is within 3" of and
visible to the friendly
Sigvald, add 20 to the friendly Sigvald’s
control score.
DIVERTING EXCRUCIATION: Sigvald’s pet mages know all sorts of magical means to enthuse, empower and revive their beloved lord.
Declare: Pick a friendly
DECADENT HOST WIZARD to cast this spell, pick a
visible friendly
Sigvald wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Heal (D3) the target.
VISIONS OF ETERNAL BLISS: One of the chief duties of Sigvald’s sorcerers is to stoke his eager sword-arm with mystic visions of his master’s sinful domain.
Declare: Pick a friendly
DECADENT HOST WIZARD to cast this spell, pick a
visible friendly
Sigvald wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, the target scores
critical hits on unmodified
hit rolls of 5+.
SUMMON MANIFESTATIONS OF DEPRAVITY: There is no sort of spellcraft that Sigvald will not encourage his lackeys to pursue – no matter how vile.
Declare: Pick a friendly
DECADENT HOST WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Pick a friendly
HEDONITES OF SLAANESH MANIFESTATION that is not on the battlefield and that was not removed from play earlier in the same turn.
If you picked a
Dreadful Visage or
Wheels of Excruciation,
set it up wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. If you picked a
Mesmerising Mirror, set it up wholly within 12" of the caster and visible to them.
Here, you will find additional rules to use with a Hedonites of Slaanesh army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Hedonites of Slaanesh units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Hedonites of Slaanesh units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Degenerate Soul | 10 | 150 | | Narcissistic Reprobate | 30 | 250 | | Champion of Excess | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Slaaneshi Weapon |
| | Slaaneshi Weapon | 4 | 3+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| CHAOS, HEDONITES OF SLAANESH |
Step 3 - Pick an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Your hero has the SYBARITE keyword and the following regiment options:
| Regiment Options | Any SYBARITE units |
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| HERALD OF THE DARK PRINCE -2DP Your hero has the DAEMON and WARD (6+) keywords and the following regiment options:
| Regiment Options | Any HEDONITES OF SLAANESH DAEMON units |
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| Your hero has the SYBARITE and WIZARD (1) keywords and the following regiment options:
| Regiment Options | Any SYBARITE units |
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| Your hero has the DAEMON, WARD (6+) and WIZARD (1) keywords and the following regiment options:
| Regiment Options | Any HEDONITES OF SLAANESH DAEMON units |
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| Your hero has the SYBARITE keyword and the following regiment options. In addition, replace their melee weapon with the following weapon:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Weapon of Seduction Crit (2 Hits) | 5 | 3+ | 4+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Weapon of Seduction Crit (2 Hits) | | 5 | 3+ | 4+ | 1 | 2 |
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| Regiment Options | Any HEDONITES OF SLAANESH units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsDAEMONIC PARAMOUR: This champion has made a pact with a daemonic power that, amongst other boons, grants greater alacrity.
Effect: When making run rolls for this unit, add 1 to the number of dice rolled, then remove 1 dice of your choice and use the remaining dice as the run roll.
SWAGGER OF A CHAMPION: This reprobate believes they are destined to become legendary; such is their confidence, they will march right into a storm of arrows.
Effect: This unit can move D6" but must end that move no further from the closest visible enemy unit than it was at the start of the move. If equidistant to 2 units, pick either.
THEATRICAL NATURE: Once part of a travelling troupe of revellers, this champion knows how to make a dramatic entrance.
Effect: This unit has WARD (5+) if it charged in the same turn.
DEVOTEE OF FLESH: This champion’s first lessons were in the power of pain.
Effect: Add 1 to hit rolls for this unit’s attacks while it is damaged.
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| FlawsMELODRAMATIC MASOCHIST: This hero wails and swoons theatrically when injured, wrapped up in thoughts of their poetic doom.
Effect: This unit cannot use the ‘ Rally’ or ‘ All-out Defence’ commands.
FOREMOST AN ARTIST: Though high in Slaanesh’sfavour, this champion prefers to craft deviant works of art than engage in swordplay.
Effect: Other than the Companion ability, weapon abilities for this unit’s attacks have no effect.
JEALOUS PATRON: This champion has made a pact with a daemon in the Court of Pleasure who subtly undermines rivals out of spiteful jealousy.
Effect: Subtract 1 from ward rolls for other friendly units that are visible to this unit and within its combat range.
CREEPING ENNUI: This hero has tasted atrocities of such delectable horror that they have become jaded in the extreme.
Effect: This unit cannot be picked to be a PARAGON.
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Step 5 - Pick a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| STEED OF SLAANESH: These daemons are gifted to Slaanesh’s favoured; they move in a blur, while their tongues drip venom.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Steed’s Poisoned Tongue Companion | 2 | 3+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Steed’s Poisoned Tongue Companion | | 2 | 3+ | 3+ | - | 1 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 14".
- Change the Health characteristic to 7.
- Replace the INFANTRY keyword with the CAVALRY keyword.
EXALTED STEED: An Exalted Steed is an especially large and majestic daemon-mount - difficult to master, but even more potent.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Exalted Steed’s Poisoned Tongue Companion | 3 | 3+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Exalted Steed’s Poisoned Tongue Companion | | 3 | 3+ | 3+ | - | 1 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 14".
- Change the Health characteristic to 8.
- Replace the INFANTRY keyword with the CAVALRY keyword.
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Step 6 - Battle Any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Captivating Musk -1DP | Add the following ability to your hero’s warscroll:
CAPTIVATING MUSK: A heady, titillating musk surrounds this daemon-steed, clouding the mind and dulling the will.
Effect: Subtract 1 from the control scores of enemy units while they are in combat with this unit.
| | Impossibly Fleet -2DP | Add 2" to the Move characteristic of your hero. | | Imperious Gait -3DP | Add the following ability to your hero’s warscroll:
IMPERIOUS GAIT: There is a regal, lordly bearing to this daemonic steed - one that sees it stride through and smash aside lesser beings with ease.
Effect: This unit can use the ‘ Power Through’ command even if the target has a higher Health characteristic than this unit.
| | Above Natural Law -3DP | Add the following ability to your hero's warscroll:
ABOVE NATURAL LAW: This daemon is truly aloof and otherworldly; material reality bends to its whims with sycophantic ease.
Effect: This unit can pass through enemy models and their combat ranges as if it had <KY>FLY</KY>.
| | Tailored Toxins -3DP | Your hero’s Companion melee weapons have Anti-X (+1 Rend), where X is a faction keyword or 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, HERO, WIZARD or PRIEST. | | Animal Ecstasy -4DP | Add the following ability to your hero's warscroll:
ANIMAL ECSTASY: A feral exuberance powers this creatures incredible haste.
Effect: You can re-roll charge rolls for this unit.
| | Tongue-bind -5DP | Add the following ability to your hero's warscroll:
TONGUE-BIND: The prehensile tongue of this daemon can wrap around limbs with ease, yanking and immobilising.
Declare: Pick an enemy non- MONSTER HERO in combat with this unit to be the target. Effect: Roll a dice. On a 3+, for the rest of the turn, while this unit has not used a FIGHT ability, the target has STRIKE-LAST.
| | Adenaline Fiend -6DP | Add the following ability to your hero's warscroll:
ADRENALINE FIEND: Wild-eyed and insensate once its cursed blood is pumping, this daemonic steed is almost impossible to slow, let alone stop.
Effect: This unit can use the ‘ Normal Move’ ability as if it were your movement phase.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Conceited Individual
-1DP | Add 1 to your hero’s Control characteristic. | Warrior-sadist
-2DP | Add the following ability to your hero's warscroll:
WARRIOR-SADIST: The infliction of torment is this champion's driving motivation. Friend and foe alike: all are granted such gifts.
Effect: Inflict 1 mortal damage on each unit (friendly and enemy) within 3" of and visible to this unit.
| Gluttonous Girth
-2DP | Add 2 to your hero’s Health characteristic. | Blissbarb Bow
-2DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Blissbarb Bow | 12" | 3 | 3+ | 4+ | 1 | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Blissbarb Bow | | 12" | 3 | 3+ | 4+ | 1 | 1 |
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| Reveller in Agony
-3DP | Add the following ability to your hero's warscroll:
REVELLER IN AGONY: This depraved individual delights in pain as much as pleasure - whether it be their own or their minions’ matters naught.
Declare: Pick a visible friendly HEDONITES OF SLAANESH unit to be the target. Effect: For the rest of the turn, when determining the target’s control score, add the number of damage points it has to the total.
| Blessed by the Prince
-3DP | Add the following ability to your hero's warscroll:
BLESSED BY THE PRINCE: Slaanesh’s favour shines from this beloved champion, silencing unseemly spells or prattlings to rival gods.
Effect: Subtract 1 from casting rolls and chanting rolls for visible enemy units while they are within 12" of this unit.
| Serpentine Evasion
-4DP | Add the following ability to your hero's warscroll:
SERPENTINE EVASION: This champion slithers and darts around enemy blows with mocking chuckles of derision.
Effect: For the rest of the turn, subtract 1 from hit rolls for attacks that target this unit and subtract 1 from hit rolls for this unit’s attacks.
| Finely Cured Leathers
-4DP | Add 1 to your hero’s Save characteristic. | Slickblade Glaive
-4DP | Add the following weapon to your hero’s warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Slickblade Glaive Crit (2 Hits) | 6 | 3+ | 4+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Slickblade Glaive Crit (2 Hits) | | 6 | 3+ | 4+ | 1 | 2 |
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| Sage of Sin
-6DP | WIZARD only. Add the following ability to your hero’s warscroll:
SAGE OF SIN: This one has peered into the deepest pits of vice and been rewarded with secrets that allow them to cruelly pluck the tendons of reality.
Effect: Add 1 to casting rolls and banishment rolls for this unit.
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| Path of The Princeling(HEDONITES OF SLAANESH HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TANTALISING LORE: This champion has managed to wrest arcane secrets from some daemonic adulant.
Effect: You can roll an additional dice and add it to that casting roll, unbinding roll or banishment roll.
ARROGANT DISREGARD: This champion simply ignores all they deem to be 'little people’.
Effect: This unit can use CHARGE and SHOOT 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.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SUPREME MASOCHIST: How can one fight this champion when they not only endure pain but embrace it?
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
MIST-WREATHED: Clouds of incense and perfume hide this triumphant champion from sight.
Effect: While this unit is contesting an objective, it is not visible to enemy units that are not in combat with it.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SEDUCTIVE WORDS: This champion’s whispers promise the realisation of secret cravings, if only one will take up arms against their crude fellows...
Declare: If this unit is not in combat, pick the closest visible enemy unit within 12" of it to be the target. Effect: Inflict D6 mortal damage on the target.
BLISSFUL PRESENCE: Simply being in the presence of this champion drives other Hedonites into a dreamy stupor where all wounds seem distant.
Effect: Heal (D6) each visible friendly unit wholly within 12" of this unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
VESSEL OF THE LORDS: This champion has drawn the gaze of greater daemons, who may empower their flesh. But all flesh has its limits...
Effect: Heal (X) this unit, where X is the number of damage points allocated to this unit. For the rest of the turn, add 1 to hit rolls and wound rolls for this unit’s attacks, and add 1 to save rolls for this unit. At the start of the next turn, this unit is automatically destroyed.
ARCH-LIBERTINE: There is not a form of slothful depravity that this champion is not intimately acquainted with. Such is their aura oflanguidity that the enemy find their limbs become heavy and their strikes lack finesse.
Effect: Subtract 1 from the Damage characteristic of weapons used by enemy units while they are in combat with this unit.
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| Path of The Hedonist(non-HERO HEDONITES OF SLAANESH unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PROVOCATEURS: The heinous displays of these Hedonites inevitably draw attention onto them.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 4+, for the rest of the turn, while the target is in combat with this unit, when the target uses an ATTACK ability, models in the target unit that are in combat with this unit must pick this unit to be the target of their attacks.
AN ENDLESS FESTIVAL: The sight of enemies regaining their vigour delights these warriors - the revels need not end so soon!
Effect: Each time an enemy unit within 12" of this unit uses an ability that results in any slain models being returned to it, after that ability has been resolved, return 1 slain model to this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FRANTIC OFFENSIVE: Constant enthusiasm demands these warriors get to grips with the enemy.
Effect: For the rest of the phase, when making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
FRESH PLEASURES: The attention of these wild-eyed warriors is ever shifting hither and thither.
Effect: If this unit did not charge this turn and is in combat, it can move D6". It can pass through the combat ranges of enemy units and can end that move in combat.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ETERNAL DANCE: These laughing Hedonites leap and twirl gracefully in pursuit offleeing foes.
Effect: After that MOVE ability has been resolved, this unit can move 2D6" but must end that move in combat with that enemy unit.
MOCKING DODGE: Evading every blow is a grand game to these cruel and nimble warriors.
Effect: Subtract 1 from wound rolls for attacks that target this unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
KNIGHTS OF EXCESS: These warriors have obsessively honed their battle-craft to perfection.
Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons.
DAEMONIC VISAGES: The infernal allure of these warriors can stop an enemy in their tracks.
Declare: Pick a visible enemy unit in combat with this unit to be the target. Effect: For the rest of the turn, the target cannot use a CORE ability unless your opponent spends 1 command point to use it as if it were a command.
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Slaanesh, the loathsome yet beguiling Dark Prince of the Ruinous Powers, excels in ensnaring mortals. He whispers that they might slake their most salacious desires, if only they should enter into his service. For many who endure existences of privation and drudgery, it is an offer too tempting to resist. Reality becomes a phantasmagoric paradise of revelry to these Sybarites, every torment theirs to inflict and have inflicted upon them. Many form warbands who seek to inhabit this blissful dream-state for eternity – and drag more noble souls down into the depths of their depravity.
It is the Shardspeakers who direct these packs of murderous libertines and who channel the power of the Dark Prince like a powerful intoxicant. Through clouds of incense dart Blissbarb Archers, whose arrows are smeared with poisons that distort the senses. Only then do the elite of the Sybarites move in for the kill. Disdainful laughter echoes as Slickblade Seekers sprint forwards to slice off heads, herding surviving prey towards their doom. That doom is delivered by the Slaangor Fiendbloods. The arrival of these trilling beast-kin is the breaking point for the foe; some weep in terror, some cry out in joy and try desperately to embrace them. All are ripped asunder, their dream turning to a gruesome nightmare in their agonised final moments.
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| This Spearhead army consists of the following units:
General Units - 5 Blissbarb Archers with 1 Blissbrew Homonculus
- 5 Blissbarb Archers
- 5 Slickblade Seekers
- 3 Slaangor Fiendbloods
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TEMPTATIONS OF SLAANESH
Wherever the Hedonites of Slaanesh roam, reality is unmade. Those who stand against them are assailed by titillating phantasms and mind-bending illusions until they become slaves to their own base urges.
You receive 6
temptation dice at the start of the battle round. Each time your opponent makes a failed
hit roll, a failed
wound roll or a failed
save roll, you can offer them a temptation dice. If they accept your offer, that roll is replaced with a 6. Rolls replaced in this way cannot be re-rolled or modified.
Each time your opponent accepts your offer of a temptation dice, you gain D6
depravity points. Each time your opponent rejects your offer of a temptation dice, inflict D3
mortal damage on the unit for which the roll was made.
You cannot offer your opponent a temptation dice for the same enemy unit more than once per phase. At the end of the battle round, all remaining temptation dice are lost.
All friendly units gain
passive abilities from the table below based on the number of
depravity points you have. These abilities are cumulative.
| DP | ABILITY | | 12+ | TANTALISING TORMENT: This unit can use a RUN ability and still use CHARGE abilities later in the turn | | 18+ | SADISTIC SPITE: This unit’s melee weapons have Crit (Mortal). | | 24+ | OBLIVIOUS INDULGENCE: This unit has WARD (5+). |
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Pick 1 of the following regiment abilities.
UNPARALLELED SPEED: They say the first blow struck is the sweetest…
Declare: Pick a friendly unit to use this ability.
Effect: That unit has
STRIKE-FIRST this phase.
LOCUS OF DIVERSION: These warriors release perfumed mists that fill the foes’ minds with everything but the matter at hand.
Declare: Pick a friendly unit to use this ability.
Effect: For the rest of the turn, that unit can use a
RETREAT ability and still use
SHOOT and/or
CHARGE abilities later in the turn.
Give your general 1 of the following enhancements.
SCEPTRE OF DOMINATION: The staff carried by this Shardspeaker contains magic that can seduce the minds of their foes.
Declare: Roll a dice for each enemy unit
in combat with your
general.
Effect: On a 5+, the unit being rolled for has
STRIKE-LAST this phase.
CACOPHONIC CHOIR: The Shardspeaker summons a sanity‑shattering symphony of sound.
Declare: Make a
casting roll of 2D6.
Effect: On a 6+, make a
cacophony roll of D6. Inflict D3
mortal damage on each enemy unit (roll for each) within 6" of your
general that has a Control characteristic less than the cacophony roll.
TWISTED MIRROR: A Twisted Mirror tests the spirit of any who gaze into it, immobilising those who fall victim to its illusions.
Declare: Pick an enemy unit within 9" of your
general and roll a dice.
Effect: On a 4+, subtract 1 from
save rolls for that unit until the start of your next turn.
PENDANT OF SLAANESH: This pendant burrows through the Shardspeaker’s rich fabrics and scarred chest before nestling next to their heart, invigorating them with sublime energy whenever they feel pain.
Effect: Heal (D3) your
general.
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| The Shardspeakers are sorcerers and seers amongst the Hedonite hosts, inducted into the higher mysteries of their decadent god. Wrapped in sumptuous fabrics and surrounded by swirling, sighing mist-daemons, they cut enigmatic figures amongst the hordes of revellers. Each Shardspeaker bears a Twisted Mirror, a fragment of ensorcelled glass said to be taken from Slaanesh’s own palace. By channelling their will through these relics, a Shardspeaker can display to their foe a vision of utmost perfection or abject personal horror, enrapturing them with the unhallowed majesty of Slaanesh. | |
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| Haze Staff |
| | Haze Staff | 3 | 3+ | 4+ | 1 | D3 |
VISION OF DAMNATION: The sorcerer conjures a vision of excess so intense that reality itself shimmers and distorts.
Declare: Make a casting roll of 2D6.
Effect: On a 6+, roll 6 dice. For each 4+, you receive 1
depravity point.
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| Whooping and screaming in unearthly glee, Slickblade Seekers ride at the fore of the Sybarite carnivals. They make war at a blistering pace, carried atop their daemonic steeds – creatures able to exist in the Mortal Realms due to a blooddeep connection with their rider. For a Slickblade Seeker, no sensation is finer than to slay an enemy without breaking stride. As they charge into melee they spin and twirl their glaives so fast the air itself seems to shriek, before the Sybarites lash out to neatly sever heads from necks. | |
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| Slickblade Glaive [Charge (+1 Damage)] |
| | Slickblade Glaive Charge (+1 Damage) | 3 | 3+ | 4+ | 1 | 1 |
| Exalted Steed’s Poisoned Tongue [Companion] |
| | Exalted Steed’s Poisoned Tongue Companion | 3 | 3+ | 4+ | - | 1 |
UNRIVALLED VELOCITY: Slickblade Seekers are obsessed with high-speed kills, tearing towards the foe with relentless haste.
Effect: You can re-roll
charge rolls for this unit.
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| The Slaangor Fiendbloods are towering beastmen utterly in thrall to the Lord of Dark Delights. With an animalistic lack of restraint, they have over-indulged until only the most visceral and torturous of sensations can now rouse them. Slaangors roam Slaaneshi camps in a glassy-eyed stupor, allowing fellow Sybarites to drape them in fine gems and silks. When battle beckons, a transformation seizes them; they become arrow-swift instruments of manic violence, barrelling forwards without a hint of self preservation in their maddened desire to feel anything at all. | |
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| Razor-sharp Claw and Gilded Weapon |
| | Razor-sharp Claw and Gilded Weapon | 5 | 4+ | 3+ | 1 | 2 |
| Razor-sharp Claws |
| | Razor-sharp Claws | 4 | 4+ | 3+ | 1 | 2 |
This unit has 2 Slaangor Fiendbloods armed with Razorsharp Claws, and 1 Slaangor Fiendblood armed with a Razor-sharp Claw and Gilded Weapon.
SLAUGHTER AT ANY COST: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.
Declare: This unit can use this ability if any
damage points were allocated to it this turn.
Effect: This unit can use the ‘
Normal Move’ ability as if it were your movement phase.
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| Blissbarb Archers are the footsoldiers of Slaanesh’s mortal hosts, the sinful masses who partake in the bacchanals and the carnivals of agony. Having abandoned their past lives, these fleet-footed Sybarites are single-minded in their pursuit of decadence. Though forbidden from engaging in the glorious sensations of melee by their cruel overlords – though many cannot help but seek to wet their daggers when opportunity arises – they instead assail the foe with barbed arrows, laced with hallucinogenic toxins that open the mind to new vistas of dark possibility. | |
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| Blissbarb Bow |
| | Blissbarb Bow | 18" | 2 | 3+ | 4+ | 1 | 1 |
| Sybarite Blade |
| | Sybarite Blade | | 1 | 3+ | 4+ | - | 1 |
One unit has 5 Blissbarb Archers and 1 Blissbrew Homonculus. The other unit has 5 Blissbarb Archers.
The Blissbarb Archers are each armed with a Blissbarb Bow and Sybarite Blade. The Blissbrew Homonculus is armed with a Sybarite Blade.
LIGHT-FOOTED KILLERS: Blissbarb Archers can deliver pinpoint shots even while cavorting wildly across the battlefield.
Effect: This unit can use
SHOOT abilities even if it used a
RUN ability in the same turn.