Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh

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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.

Spell Lores

Lore of Slaanesh

For the SLAANESH DAEMON WIZARDS.

  • 1. Lash of Slaanesh. Casting Value 5. Pick a point within 12" of the caster that is visible to them. Draw a straight line 1mm wide from the closest part of the caster's base. Roll a die for each enemy model passed by this line. On a 4+, they take a mortal wound.
  • 2. Pavane of Slaanesh. Casting Value 7. Pick an enemy hero within 6" that is visible to the caster. Roll a number of dice equal to the enemy hero's movement characteristic. For every 5+, they take a mortal wound.
  • 3. Hysterical Frenzy. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, the unit suffers D3 mortal wounds.
  • 4. Soulslice Shard. Casting Value 5. Pick an enemy unit within 18" that is visible to the caster. Roll 2d6. If the roll is higher than the enemy unit's bravery characteristic, it takes mortal wounds equal to the difference.
  • 5. Phastamagoria. Casting Value 7. Pick an enemy unit within 18" that is visible to the caster. Roll 6d6, for each 5+, the enemy's bravery is reduced by 1 to a minimum of 1.
  • 6. Born of Damnation. Casting Value 5. Pick a friendly HEDONITES HERO within 6" of the caster. You can heal 1 wound allocated to that hero. If the casting roll was 10+, you can heal D3 instead.

Forbidden Sorceries of Slaanesh

For the SLAANESH GREATER DAEMONS.

  • 1. Song of Secrets. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, you get a depravity point.
  • 2. Progeny of Damnation. Casting Value 7. Heal 1 friendly HEDONITES HERO within 6" of the caster that is visible to them for D3. If you roll 10+, you heal D6 instead.
  • 3. Slothful Stupor. Casting Value 8. Pick an enemy hero within 12" that is visible. Until your next hero phase, the hero cannot use command abilities, cannot run, and cannot charge.

Lore of Pain and Pleasure

For the MORTAL SLAANESH WIZARDS.

  • 1. Battle Rapture. Casting Value 5. Pick 1 friendly MORTAL SLAANESH unit wholly within 18" that is visible. That unit does not take battleshock tests until after your next hero phase. If the cast was 10+ you get to pick 3 units instead.
  • 2. Dark Delusions. Casting Value 5. Pick an enemy unit wholly within 18" that is visible to the caster and roll 2d6. If the roll is EQUAL TO or GREATER THAN the target's bravery, attacks targeting them get +1 to hit.
  • 3. Hellshriek. Casting Value 5. Roll a die for each enemy unit within 6" of the caster. On a 5+, that unit takes a mortal wound.

Endless Spells

Wheels of Excruciation.

Predatory Spell with 12" flying movement. Casting Value 5. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit's save, they take a mortal wound.

Mesmerising Mirror.

Predatory Spell with 6" flying movement. Casting Value 6. Set up within 18" of the caster. Does not affect CHAOS SLAANESH. Units that start a move within 12" of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.

In addition, after the model moves or is set up, roll 6 dice for each hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.

Dreadful Visage.

Predatory Spell with 8" flying movement. Casting Value 7. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the enemy unit and roll 6 dice. For each 4+, they take a mortal wound.

In addition, this model gives -1 bravery to units within 12" unless they are CHAOS SLAANESH, in which case they get +1 bravery.

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 Epicurean 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

Heir to the Throne

If the general is a hero, they have 2 command traits instead of 1. No duplicates. In addition, all units can reroll hit rolls of 1 with both melee and missile weapons if they have 10 or more models.

Warlord Supreme

At the start of the hero phase, generate D3 depravity points if your general is within 3" of any enemy units. If your general is within 3" of 3 or more enemy units, receive D6 instead of D3.

Pretenders Hedonite Host

A Supreme Sybrite Batallion in a PRETENDERS HOST must have only 1 CHAOS SLAANESH HERO instead of 3-6.

Command Traits

Magical Artefacts

Godseekers

Battle Traits

Command Traits

Magical Artefacts

Warscrolls

Heroes

Battleline

Other Units

Scenery

Battalions

Hedonite Host

Supreme Sybarites

Epicurian Revelers

Seeker Cavalcade

Army Building

Allied Armies

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
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