Hedonites of Slaanesh – Daemonettes

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HEDONITES OF SLAANESH WARSCROLL
Daemonettes
6"
1
6+
1
Handmaidens of Desire, Bringers of Joyous Degradation: by these titles – and more grotesque examples still – are Daemonettes known across the realms. The most numerous of Slaanesh’s daemons, they are both his epicurean courtesans and the core of his infernal hosts. Lithe and swift of form, Daemonettes spin, twirl and flit across the battlefield with musical peals of laughter, their crustacean claws severing tendons and slitting arteries to leave enemies immobilised and bleeding upon the floor. Only then do the Daemonettes pause and perform their horrendous ministrations on the fallen – but never for long, as new and more tantalising opportunities for depravity soon draw their attention. To mortal eyes, Daemonettes appear as the very image of temptation, promising an unimaginable degree of luxury and excess. They appear to the onlooker as whatever they most fervently desire, every detail designed to enrapture their senses and lower their guard. Only at the last moment does this glamour fall, and the horrific truth of the Daemonettes is revealed. It is this moment above all that Slaanesh’s lesser daemons crave; after all, what sensation could be sweeter than utmost joy turning to matchless terror?
HEDONITES OF SLAANESH WARSCROLL
Daemonettes
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claws
Piercing Claws23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes

Passive
LITHE AND SWIFT: Charging Daemonettes can riddle an enemy with a quicksilver flurry of claw-strikes.

Effect: Add 1 to the Attacks characteristic of this unit’s Piercing Claws for the rest of the turn if this unit charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Hedonites of Slaanesh warscrolls:

• Fiends
• Seekers
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Hedonites of Slaanesh warscrolls:

• Seekers
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Hedonites of Slaanesh warscrolls:

• Seekers
© Vyacheslav Maltsev 2013-2024