Possessed of impossible grace and grotesque beauty, Daemonettes of Slaanesh bound across the battlefield with sadistic glee. They are in constant competition with one another to see who can inflict the most pain on the enemies of the Dark Prince.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Claws
Piercing Claws1"24+4+-11

Unit Size: 10 - 30      Points: 110
Battlefield Role: Battleline


A unit of Daemonettes has any number of models, each armed with Piercing Claws.

ALLURER: 1 model in this unit can be an Allurer. Add 1 to the Attacks characteristic of an Allurer’s Piercing Claws.

STANDARD BEARERS: 1 in every 5 models in this unit can either be a Daemonette Banner Bearer or Daemonette Icon Bearer.

Daemonette Banner Bearer: You can re-roll charge rolls for this unit while it includes any Daemonette Banner Bearers.

Daemonette Icon Bearer: If an unmodified battleshock roll of 1 is made for this unit while it includes any Daemonette Icon Bearers, you can add D6 models to this unit, and no models from this unit will flee in that phase.

HORNBLOWER: 1 in every 10 models in this unit can be a Daemonette Hornblower. If the unmodified roll for a battleshock test for an enemy unit that is within 6" of this unit while this unit includes any Daemonette Hornblowers is 1, that battleshock test must be re-rolled.


Lithe and Swift: Daemonettes surge across the battlefield with impossible swiftness.
This unit can run and still charge later in the same turn.

Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
© Vyacheslav Maltsev 2013-2020