Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh
Slaanesh rises again....
Why Play Hedonites of Slaanesh?
Pros
Cons
Rulebooks
The Hedonites of Slaanesh has all the Warscrolls, Battations and Allegiance Abilities.
- This should be supplemented with the Hedonites of Slaanesh Errata and Designers' Commentary from the FAQs.
As with all factions you'll want:
- The core rules are either downloadable or in the Core Book.
- Games taking place in a Realm need the Realm of Battle rules from the Core Book.
- In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
- Matched play battleplans are split across the Core Book and General's handbook 2018.
- All books should be supplemented with any updates from the FAQs.
Allegiance Abilities
Feast of Depravities
You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points. Each time a friendly SLAANESH HERO inflicts a wound or mortal wound by an attack or spell (and is not negated) on an enemy model but that model is not slain by that wound you receive 1 depravity point. In addition, every time a wound or mortal wound is inflicted on a friendly SLAANESH HERO but that models is not slain by that wound (and is not negated) you receive 1 depravity point. Remember that since wounds are applied one at a time this counts for wounds inflicted by multi-wound weapons (for example if an attack with a 2 wound damage characteristic insa-kills a Liberator you recieve 1 depravity point, even though the weapon inflicts two wounds you apply them one at a time to the unit, the first wound to the liberator granting the depravity point, but not the second wound lost that kills the model). Rule of thumb, two wound models will grant you one depravity point; 3 wound models will grant 2 depravity points, etc. One wound models will grant you nothing (so you will have let your heroes get hurt to get points when facing things like Grots, Skaven and Free Peoples).
Note that when you spend these, you retain any excess depravity points. e.g. If you have 14 and you summon an Infernal Enrapturess for 12 you will have 2 left over.
- 1 Keeper of Secrets - 30
- 3 Seeker Chariots - 30
- 30 Daemonettes - 25
- 1 Contorted Epitome - 18
- 1 Bladebringer, Herald on Exalted Chariot - 18
- 3 Fiends - 18
- 20 Daemonettes - 18
- 1 Bladebringer, Herald on Hellflayer - 15
- 1 Exalted Chariot - 15
- 1 Infernal Enrapturess, Herald of Slaanesh - 12
- 1 Bladebringer, Herald on Seeker Chariot - 12
- 1 Hellflayer - 12
- 1 Viceleader, Herald of Slaanesh - 10
- 1 Seeker Chariot - 10
- 5 Seekers - 10
- 10 Daemonettes - 9
Hosts of Slaanesh
You MUST select your HEDONITES army to be to be INVADERS, PRETENDERS or GODSEEKERS. Which host you belong to will affect your battalions, command traits, artefacts, etc.
Basically, Hedonites are 3 armies that share units.
Locus of Diversion
For each HEDONITES HERO in your army, at the end of the charge phase roll a D6. You get +2 if your hero is a GREATER DAEMON. On a 4+, on the subsequent combat phase you can pick an enemy unit within 6" and it will fight last. If it has a trait that allows it to attack first (e.g. Gristlegore Command Trait or Idoneth High Tide), the two effects cancel each other.
Euphoric Killers
Exploding 6s, Slaanesh edition. Unmodified attacks of 6 do 2 attacks instead of 1, and if you have 20+ models in the unit, the 6s do 3 attacks instead.
Endless Spells
Invaders
Battle Traits
Figureheads of the Dark Prince You have 3 generals instead of 1. Only 1 gets a command trait, but all 3 are generals for the purposes of command abilities. Unfortunately, they can't use their trait OR command abilities while within 12" of either of the other generals. This lets you spread out your army, or get mileage out of Syll'Esske's command ability without losing access to a command trait. You also get a command point whenever a general is slain for the first time. You can therefore get 3 command points out of this max, even if one of your generals dies and comes back.
Escalating Havoc At the start of your hero phase, you gain D3 depravity points if any of your units are wholly within enemy territory. If 3 or more of your units are wholly within enemy territory, you get D6 instead.
Invaders Hedonite Host A Hedonites Host belonging to the INVADERS must contain 2-4 Epurian Reveler battalions and 0-2 Seeker Cavalcade Battalions instead of 1-3.
Command Traits
- 1. Best of the Best - You can reroll wound rolls for this general while they're within 6" of another hero.
- 2. Glory Hog - At the end of the combat phase, if any enemy units were destroyed in that combat phase and your general is on the field, you get a command point.
- 3. Hurler of Obscenities - At the start of the Combat phase, pick 1 enemy hero within 6" of the general. Until the end of the combat phase, add 1 to hit rolls made by that enemy hero that target this general, but that hero gets -1 to save.
- 4. Territorial - Add 1 to the depravity points generated by Escalating Havoc if the general is wholly within enemy territory.
- 5. Skintaker - At the end of the combat phase, heals D3 wounds the general killed any models.
- 6. Delusions of Infallibility - General gets an extra wound.
Magical Artefacts
- 1. Rod of Misrule - At the start of the hero phase, roll a D6. On a 1, your opponent gets a command point. On a 2-5 you get a command point, and on a 6 you get D3 command points.
- 2. Rapier of Ecstatic Conquest - Pick a melee weapon. If a wound roll by this weapon is an unmodified 6, you deal a mortal wound in addition to any normal damage.
- 3. Whip of Subversion - At the end of the combat phase, pick an enemy hero within 6" of the bearer. Pick 1 melee weapon that the enemy hero has, and another enemy unit within 1" of that hero. The other unit suffers mortal wounds equal to the Attacks characteristic of the weapon you picked.
- 4. Icon of Infinite Excess - Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, all units that were wholly within 12" when this artefact was used get +1 to hit.
- 5. Fallacious Gift - After setup but before battle, pick an enemy hero and one of their weapons. At the end of each battle round, if that hero used that weapon, they take a mortal wound.
- 6. The Beguiling Gem - At the start of the combat phase, pick an enemy hero within 3" and roll 3D6. If the roll is greater than the enemy's bravery characteristic, they get -1 attacks with all their melee weapons to a minimum of 0 until the end of the phase.
Pretenders
Battle Traits
Command Traits
Magical Artefacts
Godseekers
Battle Traits
Command Traits
Magical Artefacts
Warscrolls
Heroes
Battleline
Other Units
Scenery
Battalions
Army Building
Allied Armies
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