Slaanesh – Infernal Enrapturess, Herald of Slaanesh
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Infernal Enrapturess, Herald of Slaanesh

Maestros of discordance, Infernal Enrapturesses fill the battlefield with screams of pain and unrestrained elation. They are virtuosos among Slaanesh’s infernal choir, towards whom the Dark Prince’s daemonic legions are drawn.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartstring Lyre: Cacophonous Melody
Heartstring Lyre: Cacophonous Melody18"63+4+-11
Heartstring Lyre: Euphonic Blast
Heartstring Lyre: Euphonic Blast24"12+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claw
Ravaging Claw1"33+4+-11

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 60 x 35mm


An Infernal Enrapturess, Herald of Slaanesh is a single model armed with a Heartstring Lyre and Ravaging Claw.


Discordant Disruption: An Infernal Enrapturess can play discordant music that is so intense it causes physical harm to those that are attuned to magic.
Re-roll successful casting rolls for enemy WIZARDS that are within 24" of any friendly models with this ability. In addition, if the re-rolled casting roll is a double, that WIZARD suffers D3 mortal wounds after the effects of the spell (if any) have been resolved.

In addition, this model can attempt to dispel 1 endless spell at the start of your hero phase in the same manner as a WIZARD. If it does so, add 1 to the dispelling roll.

Versatile Instrument: An Infernal Enrapturess can quickly switch between playing a swift medley of short notes or a single massive blast of sound.
Before attacking with a heartstring lyre, choose either the Cacophonous Melody or Euphonic Blast missile weapon characteristics for that shooting attack.

Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
© Vyacheslav Maltsev 2013-2021