Hedonists

Homebrew by ben8great

“Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming.” -Azelia, Alluress of Slaanesh

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Composition
  • 1 HEDONIST SLEEKSCALE HERALD operative
  • 10 HEDONIST operatives selected from the following list:
    • HIEROPHANT
    • DUELIST
    • DISHARMONIST
    • ELIXICANT
    • ENCHANTRESS
    • GLUTTON
    • ICONWARD
    • JEWEL-SHACKLED
    • POSSESSED
    • WARRIOR
    • WHIP-MASTER

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

ALLURING TEMPTATIONS:
In the Ready step of each Strategy phase, you gain 3 Temptation tokens. Whenever a friendly HEDONISTS operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can use one of your Temptation tokens. When you do, immediately resolve one of your attack dice as a critical success, then roll the rest as normal. Whenever you use one of your Temptation tokens, your opponent gains 1 Temptation token.

Whenever an enemy operative is shooting, fighting or retaliating, in the Roll Attack Dice step, your opponent can use one of their Temptation tokens. When they do, they immediately resolve one of their attack dice as a critical success, then roll the rest as normal. Whenever your opponent uses one of their Temptation tokens, you gain 1 Temptation token.

At the end of the Turning Point, you and your opponent lose any unused Temptation tokens.

HEDONISTS SLEEKSCALE HERALD
A 2
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Gaze of Slaanesh (Range 8", Devastating 2, Saturate)
4
3+
3/3
Abilities
ALLURING TEMPTATIONSDaemonic Resilience

Daemonic Resilience: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

HEDONISTS, CHAOS, LEADER, SLEEKSCALE HERALD
HEDONISTS HIEROPHANT
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Blissblades
4
4+
2/4
Abilities
ALLURING TEMPTATIONS
HEDONISTS, CHAOS, HIEROPHANT
HEDONISTS DUELIST
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Dual blissglaives (Ceaseless)
4
4+
3/5
Abilities
ALLURING TEMPTATIONSThirst for GloryThrill Seeker

Thirst for Glory: If this operative is fighting or retaliating against an enemy operative with a wounds stat of 13 or more, during the Resolve Attack Dice step, this operative can block critical successes using a normal success.

Thrill Seeker: If this operative has performed the Charge action this activation, its melee weapons have the Rending weapon rule until the end of its activation.

HEDONISTS, CHAOS, DUELIST
HEDONISTS DISHARMONIST
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Sonic blaster
Sonic blaster (single frequency) (Piercing Crits 1, Saturate)
4
4+
4/6
Sonic blaster (varied frequency) (Saturate, Torrent 1")
4
4+
3/4
Fists
3
4+
2/3
Abilities
ALLURING TEMPTATIONS
HEDONISTS, CHAOS, DISHARMONIST
HEDONISTS ELIXICANT
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Blissblades
4
4+
2/4
Mysterious elixir (Lethal 5+, Limited 1)
1
4+
5/7
Abilities
ALLURING TEMPTATIONS1AP: ENERGIZING ELIXIR1AP: INVIGORATING ELIXIR

ENERGIZING ELIXIR (1AP): Select one friendly HEDONISTS operative within this operative's control range. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

INVIGORATING ELIXIR (1AP): Select one friendly HEDONISTS operative within this operative's control range. Until the end of that operative's next activation, its melee weapons gain one of the following weapon rules:

  • Rending
  • Shock
HEDONISTS, CHAOS, ELIXICANT
HEDONISTS ENCHANTRESS
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Intoxicating fumes (PSYCHIC, Range 8", Saturate)
4
3+
3/3
Blissblades
4
4+
2/4
Abilities
1AP: ALLURING AROMAALLURING TEMPTATIONSIn the Eyes of Slaanesh

ALLURING AROMA (1AP): Select one enemy operative which is visible to this operative that is ready and/or has not yet counteracted this turning point. During your opponent's next activation or counteraction, they must activate that enemy opeative.

This operative cannot perform this action while within control range of an enemy operative.

In the Eyes of Slaanesh: Whenever this operative is shooting an enemy operative, if that enemy operative used a Temptation token during its last activation, this operative's intoxicating fumes has the Stun weapon rule until the end of its activation.

HEDONISTS, CHAOS, PSYKER, ENCHANTRESS
HEDONISTS GLUTTON
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Crude cudgel
4
4+
3/4
Abilities
ALLURING TEMPTATIONSFeast on the FallenGluttony in Excess

Feast on the Fallen: Whenever this operative incapacitates an enemy operative, it regains up to D3+3 lost wounds.

Gluttony in Excess: Whenever an enemy operative is shooing this operative, in the Roll Defence Dice step, you can use one of your Temptation tokens. When you do, immediately resolve one of your defence dice as a critical success, then roll the rest as normal.

HEDONISTS, CHAOS, GLUTTON
HEDONISTS ICONWARD
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Blissblades
4
4+
2/4
Abilities
ALLURING TEMPTATIONSCult IconIcon of Excess

Cult Icon: Whenever determining control of a marker within 4" of this operative, treat the total APL stat of friendly HEDONISTS operatives that contest it as 1 higher if at least one friendly HEDONISTS operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Icon of Excess: Whenever this operative uses a Temptation token, if it controls an objective marker, each other friendly operative that is within range of that objective marker becomes Empowered until the end of the Turning point. Weapons equipped by operatives that are Empowered have the Balanced weapon rule.

HEDONISTS, CHAOS, ICONWARD
HEDONISTS JEWEL-SHACKLED
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Blissblades
4
4+
2/4
Abilities
ALLURING TEMPTATIONSCovetous GreedSafety Beneath Riches

Covetous Greed: STRATEGIC GAMBIT. You can use one of your Temptation tokens to have this operative become Shackled until the end of the next Strategy phase. During the Ready step of your next Strategy phase, if this operative is Shackled, you gain one additional Temptation token during that Ready step.

Safety Beneath Riches: While this operative is Shackled, reduce its Movement characteristic by 1" and improve its Save characteristic by 1.

HEDONISTS, CHAOS, JEWEL-SHACKLED
HEDONISTS POSSESSED
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Hideous claw (Rending)
4
4+
3/4
Abilities
ALLURING TEMPTATIONSDaemonic Mutation

Daemonic Mutation: Once per battle, when this operative is activated, you can use this rule. If you do, until the end of the battle:

  • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • Its hideous claw has a Dmg stat of 4/5 and the Ceaseless and Lethal 5+ weapon rules.
HEDONISTS, CHAOS, POSSESSED
HEDONISTS WARRIOR
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Blissblades
4
4+
2/4
Abilities
ALLURING TEMPTATIONSSlave to Excess

Slave to Excess:

HEDONISTS, CHAOS, WARRIOR
HEDONISTS WHIP-MASTER
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Hedonistic whip (ranged) (Range 3", Lethal 5+, Stun)
5
3+
2/3
Hedonistic whip (melee) (Shock, Lethal 5+)
5
3+
2/3
Abilities
ALLURING TEMPTATIONS
HEDONISTS, CHAOS, WHIP-MASTER
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.