Hedonites of Slaanesh – Daemonettes
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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      Points: 110
Battlefield Role: Battleline
Base size: 25mm


This warscroll can be used in the following warscroll battalions:
 • Epicurean Revellers


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 that model’s Piercing Claws.

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

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8.3 Run
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. Units cannot run if they are within 3" of an enemy unit.
15.1 Battleshock Tests
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.
11.1 Charge Moves
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.
© Vyacheslav Maltsev 2013-2022