Hedonites Of Slaanesh Battletome Pdf Download
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 Slaanesh miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
Books
Book | Kind | Edition | Version | Last update |
Hedonites of Slaanesh | ||||
Hedonites of Slaanesh | Battletome | 2 | 1.2 | August 2021 |
General's Handbook '2021 | ||||
General's Handbook '2021 | Expansion | 3 | 1.0 | September 2021 |
Soul Wars: Wrath of the Everchosen | ||||
Soul Wars: Wrath of the Everchosen | Expansion | 2 | 1.3 | August 2021 |
Broken Realms: Kragnos | ||||
Broken Realms: Kragnos | Expansion | 2 | 1.0 | August 2021 |
Compendium: Monstrous Arcanum | ||||
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 | |
The Host of Syll'Esske | ||||
The Host of Syll'Esske | White Dwarf | 2 | October 2019 |
Designers' Commentary
Yes. Yes. No.Battletome: Hedonites of Slaanesh
Q: Do wounds dealt in a turn still count for depravity even if healed later in the same turn? A:
Q: Does the Gorge on Excess command ability apply to the total damage inflicted by a Hedonite unit after all of that Hedonite unit's attacks have been resolved? A:
Q: The Legions of Chaos rule states '2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword'. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units? A:
Allies
Battle Traits
Hedonites of Slaanesh army only.
Feast of Depravities
With violence and excess, the walls of reality can be made thin enough to draw forth Slaaneshi daemons.
You can summon SLAANESH DAEMON units to the battlefield if you collect enough depravity points (DPs). At the end of the battleshock phase, you receive 1 depravity point for each unit on the battlefield that had a wound or mortal wound that was not negated allocated to it in that turn, or has fewer models than it had at the start of that turn.
If you have any depravity points at the end of your movement phase, you can summon 1 unit from the list below to the battlefield and add it to your army. Each unit you summon costs a number of depravity points as shown on the list, and you can only summon a unit if you have enough depravity points to do so. Summoned units must be set up wholly within 12" of a friendly SLAANESH HERO and more than 9" from any enemy units.
Hosts of Slaanesh
The disappearance of Slaanesh has divided his followers into several factions, each with their own agenda.
When you choose a Hedonites of Slaanesh army, you can give it a Host of Slaanesh keyword from the list below. All Slaanesh units in your army gain that keyword, and you can use the allegiance abilities listed for that Host of Slaanesh.
• INVADERS
• PRETENDERS
• GODSEEKERS
If a unit already has a Host of Slaanesh keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Slaanesh.
Locus of Diversion
The greatest Slaaneshi daemons can fill the minds of those nearby with perverse and compelling desires.
At the end of the charge phase, each friendly HEDONITE DAEMON HERO within 1" of an enemy unit can create a locus of diversion. If they do so, pick 1 enemy unit that is within 1" of that HERO and roll a dice, adding 1 if that HERO is a GREATER DAEMON . On a 4+, that unit cannot make a pile-in move before it attacks in the following combat phase. You cannot pick the same unit as the target for this ability more than once in the same phase (whether the roll is successful or not).
Euphoric Killers
The followers of Slaanesh revel in slaughter, the thrill of battle driving them to strike again and again.
If the unmodified hit roll for an attack made with a melee weapon by a HEDONITE model is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit. If the attacking model's unit has 20 or more models, its attacks inflict 3 hits on an unmodified hit roll of 6 instead.
Legions of Chaos
When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.
A Hedonites of Slaanesh army can include coalition units (see below) as follows:
- 2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword. Those units must be given the SLAANESH Mark of Chaos keyword.
- 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction that does not have the TZEENTCH keyword. Those units gain the SLAANESH keyword.
A Hedonites of Slaanesh army cannot include coalition units with the KHORNE keyword.
COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.
Designer's Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army's enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.
Hosts of Chaos
This section includes new allegiance abilities available to a Chaos army on the battlefield.
When you choose a Hedonites of Slaanesh army you can say that it will be a Hosts of Chaos army. If you do so, you must give it a Host of Chaos keyword from the list below. All units in that army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos. If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.
If you have a Hedonites of Slaanesh army, you can give a Godseekers, Pretenders or Invaders army the applicable keyword below:
• LURID HAZE (Invaders)
• FAULTLESS BLADES (Pretenders)
• SCARLET CAVALCADE (Godseekers)
If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.
Invaders Battle Traits
The Despoiler's ArtINVADERS units onlyFIGUREHEADS OF THE DARK PRINCE An Invaders host is led by numerous warlords, each vying with the others for control and glory. Below these figureheads fight a whirling riot of Slaanesh's minions. ESCALATING HAVOC Invaders wreak havoc upon the lands in their attempts to outdo one another in Slaanesh's name. INVADERS HEDONITE HOST An Invaders host contains a vast multitude of Daemonettes. | ||
Invaders Command Traits
Obsessions of the InvaderINVADERS HERO general only
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Invaders Artefacts of Power
Sacred Spoils of WarINVADERS HERO only
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Pretenders Battle Traits
Magnificence Made FleshPRETENDERS HOST units onlyHEIR TO THE THRONE Pretender hosts are made up of large throngs of Slaaneshi warriors led by a powerful and charismatic individual. In many cases, this will be a Keeper of Secrets, or an especially arrogant, vain and ambitious mortal champion. PRETENDERS SUPREME SYBARITES A Pretender will rarely brook any rivals. WARLORD SUPREME Pretender warlords must constantly prove their prowess in order to deter any challengers that might otherwise rise from the ranks. | ||
Pretenders Command Traits
Aspects of the Perfect LiegePRETENDERS HERO general only
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Pretenders Artefacts of Power
Regalia of the Rightful HeirPRETENDERS HERO only
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Godseekers Battle Traits
Blessings of the Gleeful ChaseGODSEEKERS units onlyTHUNDERING CAVALCADE Hosts of Slaaneshi Godseekers are thundering cavalcades of cruel-eyed hedonists that gallop forth on Steeds of Slaanesh or ride atop whirl-bladed chariots. GODSEEKERS HEDONITE HOST A Godseekers host contains a vast vanguard of Seekers. MANIACAL HUNTERS Trilling and shrieking, laughing and groaning, Godseekers sweep down upon their prey in a wild mass. | ||
Godseekers Command Traits
Traits of the Seeker SupremeGODSEEKERS HERO general only
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Godseekers Artefacts of Power
Treasures of the HuntGODSEEKERS HERO only
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The Host of Syll'Esske Battle Traits
A Syll'Esskan Host is a new Host of Slaanesh which can be used by any player that is using a Hedonites of Slaanesh army chosen from Battletome Hedonites of Slaanesh. If you decide to do so, after you have chosen the Slaanesh allegiance for your army, you can choose for your army to be a SYLL'ESSKAN HOST instead of an INVADERS HOST, a PRETENDERS HOST or a GODSEEKERS HOST. All units in your army gain the SYLL'ESSKAN keyword and benefit from the following Battle Traits as well as the allegiance abilities they have for being a Hedonites of Slaanesh army.
Vengeance UnleashedSYLL'ESSKAN HOST units onlyCOMMON PURPOSE In reflection of their leader, the hosts that follow Syll'Esske count both daemons and mortals in roughly equal number, working together in perfect symmetry. DEADLY SYMBIOSIS The followers of Syll'Esske are united in their desire to wreak vengeance, and they take shivering pleasure in their comrades committing acts of violence and excess in the name of the Vengeful Allegiance. SYLL'ESSKAN HOST A Syll'Esskan host contains far more mortal warriors that any other host of Slaanesh. | ||
Hosts of Chaos
These rules can be used by units in a Slaanesh army that have been given the appropriate keyword (see the Hosts of Chaos).
The Lurid HazeThe Invaders known as the Lurid Haze announce their presence by unleashing great billows of suffocating, perfumed mist that sweep across the battlefield, concealing their movements and heightening every sensation. Striking from the midst of this intoxicating cloud, they indulge their every sadistic passion upon their foes. ABILITIES Billowing Mists : The Lurid Haze unleash clouds of perfumed smoke to conceal their movements. COMMAND TRAIT A LURID HAZE INVADERS HOST general must have this command trait . Feverish Anticipation : Lurid Haze warriors cannot wait to glut themselves with the sensations of battle. COMMAND ABILITY Intoxicating Pall : Immersed in the swirling vapours of their incense, warriors of the Lurid Haze find their reactions honed to a formidable edge. ARTEFACT OF POWER The first LURID HAZE INVADERS HOST HERO to receive an artefact of power must be given the Oil of Exultation. Oil of Exultation : This profane blend of unguents toughens the skin and heightens the senses. | ||
The Faultless BladesFollowers of the Pretender warlord Zaresta Silverheart, the Faultless Blades are an order of Slaaneshi war-cultists who have dedicated themselves entirely to mastering single combat. They seek out only the most monstrous and deadly foes against which to test their perfection of the martial form. ABILITIES Send Me Your Best : The Faultless Blades desire to test their skill against the very deadliest of duellists. COMMAND ABILITY Armour of Arrogance : These warriors refuse to acknowledge any wounds that their enemies inflict upon them, so sure are they of they own superiority. COMMAND TRAIT A FAULTLESS BLADES PRETENDERS HOST general must have this command trait in addition to any others it has. Contest of Cruelty : Warlords of the Faultless Blades like to inspire fierce competition amongst their warriors to see who can score the most memorably gruesome kill. ARTEFACT OF POWER The first FAULTLESS BLADES PRETENDERS HOST HERO to receive an artefact of power must be given the Contemptuous Brand. Contemptuous Brand : This ebon blade has supped on the blood of countless kings, warriors and champions. | ||
The Scarlet CavalcadeEntirely obsessed with the sensation of speed, the deviant Godseekers of the Scarlet Cavalcade rampage across vast distances, scything through everything in their path. They believe that when they achieve their full and deadly velocity, they are blessed with brief glimpses of their missing god. ABILITIES Excessive Swiftness : Warriors of the Scarlet Cavalcade believe that by attaining a lethal velocity, they can commune with their absent god. COMMAND ABILITY Vicious Spurs : Cavalcade riders wear barbed spurs that can be used on their foes as well as their steeds. COMMAND TRAIT A SCARLET CAVALCADE GODSEEKERS HOST general must have this command trait . Embodiment of Haste : This rider's fearsome speed is inspiring to all. ARTEFACT OF POWER The first SCARLET CAVALCADE GODSEEKERS HOST HERO to receive an artefact of power must be given the Helm of the Last Rider. Helm of the Last Rider : The last heirloom of a ruined kingdom of horselords, this gilded helm radiates an aura of regal surety. | ||
Spell Lores
Total Acquiescence : Any number of SLAANESH WIZARDS in a Hedonites of Slaanesh army that have the Acquiescence spell on their warscroll can use it in the same turn, but the same WIZARD cannot attempt to cast it more than once per turn.
Lore of SlaaneshSLAANESH DAEMON WIZARD (including Unique units) only.'
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Forbidden Sorceries of SlaaneshSLAANESH GREATER DAEMON (including Unique units) only.
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Lore of Pain and PleasureSLAANESH MORTAL WIZARD (including Unique units) only.
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Battleplans
Battleplan Chasing WhispersFor many Hedonites, the path to ultimate power is to find and free the captive Dark Prince – for surely then, so claim these crazed narcissists, will they be elevated to sit at the left hand of their grateful deity. In true Slaaneshi fashion, the Hedonites do not undertake this search by hunting for clues or carefully considering the evidence, but rather by running foes to the ground and torturously extracting any secrets they may possess, winning knowledge at the tip of an elegant blade or wicked claw. This battleplan recreates the efforts of one such Hedonite host to find Slaanesh. The leaders of the fractious cavalcade believe that through offering up sufficient pain and sacrifice they will be rewarded with the truths they seek. Unable to outrun the sensation-seekers, their adversaries must surrender not an inch of ground, instead targeting the champions of the Hedonites and shattering the fragile cohesion of their disciples. THE ARMIES Each player picks an army. One player is the Slaanesh player. Their opponent is the Purger. The Slaanesh player must use a Hedonites of Slaanesh army. SET-UP The players alternate setting up units one at a time, starting with the Slaanesh player. Players must set up units wholly within their territory, more than 12" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another. OBJECTIVES Set up 3 objectives as shown on the map. NO RESERVES In this battle, all units must be set up on the battlefield before the battle begins. Any unit that is set up as a reserve unit is destroyed and all of the models in the unit are slain. COMMAND ABILITIES The Slaanesh player can use the following extra command ability in this battle: Prized Victims : The debauched leaders of this cavalcade hand-pick the foes they believe will produce the most sublime agonies. The Purger can use the following extra command ability in this battle: Gathering Momentum : Knowing that calamity will surely follow should the Hedonites be victorious, the defiers of the Dark Prince will stop at nothing to thwart them. TRAIL OF THE DARK PRINCE At the start of your hero phase, you can pick 1 friendly unit wholly within 6" of an objective you control. Until the end of that turn, you can re-roll save rolls of 1 for attacks that target that unit. BATTLE LENGTH The battle lasts for 5 battle rounds. GLORIOUS VICTORY The Slaanesh player wins a major victory if they have 18 or more unspent depravity points when the battle ends. The Purger wins a major victory if the Slaanesh player has fewer than 18 unspent depravity points and all enemy SLAANESH HEROES have been slain when the battle ends. If neither player wins a major victory when the battle ends, then the player that controls the most objectives when the battle ends wins a minor victory. Any other result is a draw.
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Battleplan Swarm of SinSome warriors seek to match themselves against worthy foes, but not the Hedonites. These fiendish decadents delight in falling upon weary and wounded prey, ambushing armies on the homeward march to ply their depraved torturer's craft. Enemies chosen for such a fate must sell their lives dearly, buying time for their more vulnerable comrades to escape the cruel blades and murderous claws of their attackers. This battleplan allows you to recreate an ambush by the worshippers of the Dark Prince on an isolated enemy. The Hedonites have established several ritual sites, the sacred daemonblood incense burnt there granting them even greater haste and agility than normal. The foe must stave off their rapid assault and deny the Hedonites slaughter and sacrifices in the name of their vile god. THE ARMIES Each player picks an army. One player is the Slaanesh player, and their opponent is the Voyager. The Slaanesh player must use a Hedonites of Slaanesh army. OBJECTIVES Set up 3 objectives as shown on the map. SET-UP The players alternate setting up units one at a time, starting with the Slaanesh player. The Slaanesh player must set up each of their units within 6" of an objective, wholly within their territory and more than 9" from enemy territory. The Voyager must set up their units wholly within their territory and more than 9" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army one after another. FAR FROM HOME At the start of the Voyager's movement phase, any units from the Voyager's army that are within 8" of the Escape Edge of the battlefield and not within 3" of any enemy units have escaped and are removed from play. RITUAL SITES At the start of your hero phase, you can pick 1 friendly unit wholly within 6" of an objective you control. Until the end of the turn, that unit can fly . COMMAND ABILITIES The following additional command ability can be used in this battle. No Time To Lose : Urgency grips both armies to move with the utmost purpose. BATTLE LENGTH Starting from the fourth battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues. GLORIOUS VICTORY The Slaanesh player wins a major victory if more than half of the units from the Voyager's starting army have been destroyed when the battle ends. The Voyager wins a major victory if more than half of the units from their starting army have escaped when the battle ends. If neither player wins a major victory when the battle ends, then each player adds up the Wounds characteristics of all enemy models slain during the battle. The player with the higher total wins a minor victory. Any other result is a draw.
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Path to Glory
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.
Slaanesh Warband Tables
Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
Mortal Followers Rewards Table
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Daemon Rewards Table
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Mortal Champion Rewards Table
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Daemon Champion Rewards Table
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Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused. Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit's attacks: after all of the unit's attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
Roll a dice. If the roll equals or beats the attacking weapon's To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules). Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit's mounts, if there are any). The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Roll a dice. If the roll equals or beats the attacking weapon's To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
Your opponent rolls a dice, modifying the roll by the attacking weapon's Rend characteristic. If the roll equals or beats the target unit's Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules). Designer's Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit's Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit's Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.
You do not have to pick a target for a charge attempt before making the charge roll.
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit's warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it 'through the air', as shown in the diagram below. A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit. When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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