Codex Emperor’s Children gives the devotees of Slaanesh an excessive six Detachments to choose from. In today’s articles, we take a look at each of them to see which will allow you to live the most deliciously.
The Coterie of the Conceited is all about calling your shots, pointing at various threats and letting everyone know you’re going to be taking them down in the next turn. The good news is that Slaanesh is a big fan of that kind of thing, and will absolutely reward you if you can follow through on your kill promises. If you’re up for that kind of planning and don’t mind putting in the work to make it happen, then you can reap some big rewards.
Changelog
- 9/3/2025 – Updated with a new list and notes on playing the Detachment
- 3/1/2025 (Initial Publication)

Detachment Overview
This Detachment is all about making pledges to the Dark Prince. Each round your Warlord is on the table you’ll call out a number of units that you’ll be destroying over the next round and if you can hit that quota, you’ll increment your Pact points and gain powerful army-wide bonuses. Fail, and your Warlord takes mortal wounds. The bonuses here are pretty great, and destroying units is already what you want to do, but getting to that coveted 7+ spot is going to be very difficult against a savvy opponent, and it’s going to feel like some of this Detachment’s rules are a bit too “win more.” That said, the bonuses you get take your already superior unit datasheets and make them even better, and when you combine
The Video Version
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Detachment Rule – Pledges to the Dark Prince
At the start of the battle round, if your Warlord is on the table, you must pledge a number to Slaanesh. This is basically calling how many enemy units you’re going to destroy during the battle round. At the end of the round, if you meet or beat that number. You gain that many Pact Points. Fall short, and your Warlord takes D3 mortal wounds.
Your army gains a bonus depending on how many Pact Points you’ve gained so far, as follows:
- 1+ Points: Your units re-roll hit rolls of 1.
- 3+ Points: Your units re-roll wound rolls of 1.
- 5+ Points: Your units’ melee weapons gain [LETHAL HITS] and [SUSTAINED HITS 1]
- 7+ Points: Each time your units make an attack, you score a Critical Hit on a 5+.
These are some very good army-wide buffs and your army has the speed to close gaps quickly and score early points. In any game where you can hit 3 or more points on the first battle round, your opponent is going to be in for a bad time, and opponents angling to stop your approach with sacrificial units and screens will find themselves regretting that decision as you tear through said units and end up supercharged.
That said, this rule gives your opponent a lot of control over your ability to proc your bonuses. Smart opponents will do everything they can to keep you from getting your first points early, and that can make the early game a real struggle. That “Warlord on the table” Requirement can also cause problems for you, but generally it just means that you’ll be using Lucius in that role so you don’t lose the ability to make Pledges before you’ve gotten what you need.
What makes Coterie better than other Detachments for the Emperor’s Children is just that the army does what those do more or less for free when you get 3+ points, and at 5+ points you’re absolutely tearing things up. That said, it may often not be until turn 4 when you hit that mark, and you may have already won by then anyways.

Enhancements
The options here are fine. Pledge of Eternal Servitude is the best, and you’ll generally want that and Unholy Fortune in your army when you can afford to take them.
- Pledge of Eternal Servitude: The first time the bearer dies, make a Leadership test for them at the end of the phase and if they pass, you can set them back up on the table with D6 wounds remaining. This is particularly great on a Winged Daemon Prince, where those wounds go a lot further. Your odds of getting back up here are about 72%. You want this in pretty much every army you build.
- Pledge of Dark Glory: While the bearer is leading a unit they get +1 Leadership and +1 OC. This is OK but it’s a third pickup at best.
- Pledge of Mortal Pain: At the start of your Shooting phase, pick a visible enemy unit within 12” of the bearer. They have to take a Leadership test, taking -2 if they’re Battle-shocked. If they fail they take 3 mortal wounds. This is OK but you don’t really have enough Leadership modifying effects to make it reliable. Normally I’d suggest that you combo this with Noise Marines, but this effect happens at the start of your Shooting phase and their -1 Leadership debuff only lasts until the start of your next Shooting phase, so it goes on after the effect fires off and falls off before you get it. Lame!
- Pledge of Unholy Fortune: Once per turn, after making a Hit, Wound, or or Save roll for a model in the bearer’s unit, if the bearer isn’t Battle-shocked, you can use this Enhancement to change that roll to an unmodified 6. This effect is always great but where you really want it is on a model with Devastating Wounds. Your only real option in that regard is a Sorcerer, though I’d suggest that Daemon Princes and Lords Exultant are better options. The former because he’s a bruiser and the latter because he can lend the ability to a meltagun in a unit of Tormentors he’s leading – you can use the 6 to hit, which will mean automatically wounding with his LETHAL HITS ability. This is your second go-to ability if you have room.

Stratagems
All six of the Stratagems on offer here will cost you 1 CP, meaning they’re priced to move, and there are some really solid entries here that give you a great toolbox to work with.
- Protection of the Dark Prince (Strategic Ploy, 1 CP): Used in any phase, after a mortal wound or attack is allocated to one of your units. Until the end of the phase, models in your unit get a 6+ Feel No Pain and a 4+ Feel No Pain against mortal wounds. This is a solid ability, and having the standard 6+ means it’s more than just a very situational play against Thousand Sons and Grey Knights.
- Unshakeable Opponents (Epic Deed, 1CP): Used in your Command phase on one of your units. Until the end of your turn, each time a model in that unit makes an attack, they can ignore any/all modifiers to their BS, WS, hit, and wound rolls. This really needed to include damage modifiers to be the kind of fire pick we’d want to see, but as-is it’s fine for going into heftier units like Deathshroud, who will give you -1 to your WS and -1 to wound.
- Embrace the Pain (Strategic Ploy, 1 CP): Used at the start of the Fight phase on an Infantry unit. Until the end of the phase, each time an enemy model within Engagement range of your unit picks targets, it has to select your unit as the target. This is a weird one because you don’t have Cultists to throw this at and you can’t use it on Chaos Spawn, so the use-case becomes using Infractors to pull attacks away from a bigger threat like Flawless Blades, Fulgrim, or a Daemon Prince. Still useful, but it’s a bit of a nonbo with the army’s Thrill Seekers ability, which stops you from charging the same target with multiple units if you’ve Advanced or Fallen back.
- Martial Perfection (Battle Tactic, 1 CP): Used in the Fight phase. One of your units can re-roll hit rolls. This is amazing, and it’s wild that you can just get full re-rolls to hit for 1 CP… until you remember that 1 glory point will get you re-rolling 1s, and that’s just as good on your characters and Flawless Blades. This will do its best work with 5+ pact points active, as that’ll be when you’re able to effectively fish for Lethal and Sustained Hits.
- Unbound Arrogance (Epic Deed, 1 CP): Once per battle round in your Shooting or the Fight phase, if you kill an enemy unit you can increase your pledge to Slaanesh by one. This is fantastic for addressing one of the major weaknesses of this Detachment, especially if your Warlord is dead. You should be trying to windmill slam this every round – it won’t get you more points necessarily, but it does give you coverage if you undershoot or lowball your number, so you can use it to push to a higher pledge right as you kill one extra unit you weren’t expecting.
- Armour of Abhorrence (Wargear, 1 CP): Your standard Armour of Contempt-esque Stratagem to worsen incoming AP by 1. Note that the balance dataslate will retroactively apply to this so it’s just for the attack sequence. That said, this is still a valuable Stratagem to have in your back pocket, and especially helpful in melee when you need to weather a bunch of AP-1 or AP-2 attacks that might otherwise tear through a key unit.

Playing This Detachment
One of the big things to consider with this Detachment is that you need your Warlord on the table to get the most out of it. For that reason, this Detachment more than any other pushes you to not take Fulgrim, as you’ll ideally want a Warlord option who can be more easily hidden. In that sense, you also can’t use the Detachment ability if he’s in a Transport, making the ideal choice here something like a Daemon Prince or Lucius, where the ability to get Lone Operative to protect them can be really valuable. Lucius in particular works well for this as in addition to having Lone Operative when he’s by himself, he also has a 5+ Feel No Pain to shrug off failed Pledges. If you’re taking a Daemon Prince then consider Pledge of Eternal Servitude as a way to keep them on the table for an additional round. And remember that even if your Warlord has died, you can still use Unbound Arrogance to up your Pledge to 1 when you kill an enemy unit.
Beyond that, this army wants Noise Marines for their ability to throw out ranged damage, and it’s worth noting that Slaanesh doesn’t care even the slightest who’s getting the kills in your army, so having allied War Dogs score your kills is a solid option here.
When you’re building an army for Coterie, the overall philosophy is simple: You have some of the best datasheets in the game, and this makes them even better, giving you the bonuses you get in other detachments at a fairly low cost. To that end, you need to hit three points as quickly as possible, and that means you generally want to spend turn 1 streaking across the table and killing three enemy units. Smart opponents will want to stop you from doing this, positioning out of range for your turn 1 charges and forcing you to set up for a Go Turn in round 2. That’s fine – you’ll either be forcing them to give up their first turn or getting a free set up round while scoring as they hold back out of fear. Then your go turn can be even bigger – just watch out for your Faction rule and make sure you’re sequencing your advances and charges correctly.
Strengths
- Army-wide Offensive buffs. There are four different buffs you can get here and they’re all pretty good to have.
- Quick Access to Re-rolls. You can get Re-rolls of 1 to hit and wound pretty quickly here, without too much investment.
- Solid Stratagems. There are some good Stratagems here – ignoring modifiers, the Feel No Pain, and re-rolling all hit rolls give you some great tools to work with, and the ability to increase your Pledge in a pinch can be a godsend if you need to fast track your Pact Points or have lost your Warlord.
Weaknesses
- Warlord Reliance. Having a Detachment ability that can only be used if your Warlord is on the battlefield is a brutal hoop to jump through, and forces you to not only keep your warlord out of reserves but also out of transports, making them incredibly vulnerable.
- Slow Ability Growth. That Detachment rule is good but very slow. It will never do anything for you on the first battle round, and best-case scenario you’ll likely be looking at the benefit of 7+ points in round 4 at the earliest. By that point you may just already be winning anyways.
- No Movement Buffs. This is the only Detachment in the book to not have any Stratagems or buffs for Movement – what you get here are purely offensive and defensive buffs, plus a utility tool for your Pact Points.
A Sample List
Coterie of the Conceited has emerged as the go-to list for competitive play for the Emperor’s Children, with a good toolbox of stratagems to work with and a versatile Detachment rule that can make the army a real nightmare to deal with. Most of these lists run two winged daemon princes, Lucius, and multiple Lords Exultant attached to units of Infractors in Rhinos.
This list was run by Falco La Orden at the La Voz Open 2025 event in Lugo, Spain in late August. Falco piloted this list to a 7-0 win at the 146-player major event, with wins against Black Templars, GSC, Eldar, Necrons, Orks, and Leagues of Votann.
Falco's List - Click to Expand Ec (1995 Points) Emperor’s Children CHARACTERS Daemon Prince of Slaanesh with Wings (230 Points) Daemon Prince of Slaanesh with Wings (200 Points) Lord Exultant (80 Points) Lord Exultant (80 Points) Lord Kakophonist (60 Points) Lucius the Eternal (150 Points) BATTLELINE Infractors (85 Points) Infractors (85 Points) Tormentors (85 Points) Tormentors (85 Points) DEDICATED TRANSPORTS Chaos Rhino (80 Points) Chaos Rhino (80 Points) OTHER DATASHEETS Maulerfiend (130 Points) Maulerfiend (130 Points) Noise Marines (145 Points) Noise Marines (145 Points) Noise Marines (145 Points) Exported with App Version: v1.40.0 (1), Data Version: v674
Coterie of the Conceited
Strike Force (2.000 Points)
• 1x Hellforged weapons
• 1x Infernal cannon
• Enhancements: Pledge of Unholy Fortune
• Warlord
• 1x Hellforged weapons
• 1x Infernal cannon
• 1x Bolt Pistol
• 1x Close combat weapon
• 1x Phoenix power spear
• 1x Rapture lash
• 1x Bolt Pistol
• 1x Close combat weapon
• 1x Phoenix power spear
• 1x Rapture lash
• 1x Close combat weapon
• 1x Screamer pistol
• 1x Screamer pistol
• 1x Blade of the Laer
• 1x Lash of Torment
• 1x Obsessionist
◦ 1x Plasma pistol
◦ 1x Power sword
• 4x Infractor
◦ 4x Bolt pistol
◦ 4x Duelling sabre
◦ 1x Icon of Excess
• 1x Obsessionist
◦ 1x Plasma pistol
◦ 1x Power sword
• 4x Infractor
◦ 4x Bolt pistol
◦ 4x Duelling sabre
◦ 1x Icon of Excess
• 1x Obsessionist
◦ 1x Plasma pistol
◦ 1x Power sword
• 4x Tormentor
◦ 2x Boltgun
◦ 4x Close combat weapon
◦ 1x Icon of Excess
◦ 1x Meltagun
◦ 1x Plasma gun
• 1x Obsessionist
◦ 1x Plasma pistol
◦ 1x Power sword
• 4x Tormentor
◦ 2x Boltgun
◦ 4x Close combat weapon
◦ 1x Icon of Excess
◦ 1x Meltagun
◦ 1x Plasma gun
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Magma cutters
• 1x Maulerfiend fists
• 2x Magma cutters
• 1x Maulerfiend fists
• 1x Disharmonist
◦ 1x Close combat weapon
◦ 1x Power sword
◦ 1x Screamer pistol
• 5x Noise Marine
◦ 2x Blastmaster
◦ 5x Close combat weapon
◦ 3x Sonic blaster
• 1x Disharmonist
◦ 1x Close combat weapon
◦ 1x Sonic blaster
• 5x Noise Marine
◦ 2x Blastmaster
◦ 5x Close combat weapon
◦ 3x Sonic blaster
• 1x Disharmonist
◦ 1x Close combat weapon
◦ 1x Sonic blaster
• 5x Noise Marine
◦ 2x Blastmaster
◦ 5x Close combat weapon
◦ 3x Sonic blaster
Coterie lists used to run triple Daemon Princes and heavier on Lords Exultant but following point changes have started running Maulerfiends instead, which give cheap, solid hitting power in a fast package. The big challenge with EC lists is always how you handle Rhinos – here you’ll typically want to put both Infractor squads in the same rhino so it can retain its ability to Scout before the game begins, while the Kakophonist unit goes in the other and the remaining unit goes in Strategic Reserves. Ultimately you can’t put the Kakophonist unit in a rhino with an exultant unit, limiting your options a bit. Noise marines generally don’t want to start on the table and walk though, so if you don’t put them in rhinos they need to go in reserves.
Final Thoughts
The Coterie of the Conceited offers one of the most unique Detachments in the game, and its unpredictable nature makes it harder to evaluate than the other options on here. In our planning discussions around the review, several of the veteran players really liked what was going on here and wanted to test it out and I think that’s really indicative of what this Detachment does – if you’re an experienced player who is good at evaluating risk and planning ahead, this Detachment could be crazy good for you. For the rest of us, it may just be OK.
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