Hedonites of Slaanesh – Infernal Enrapturess, Herald of Slaanesh

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HEDONITES OF SLAANESH WARSCROLL
Infernal Enrapturess
Herald of Slaanesh
6"
5
5+
2
The Infernal Enrapturesses consider themselves virtuosos, delighting in fine music and art. Yet these daemons’ truest desire is to plant seeds of selfdestruction within talented mortal artists and lead them to ruin. Many are the tales of struggling composers who have been visited by what they perceive to be angelic muses, driving them to craft the symphony that will define them. This obsession soon becomes all-consuming. The artist grows to reject all kinship and self-preservation, crumbling beneath what they see as a divinely ordained endeavour. In the end, they give themselves to Slaanesh, desperate for the inspiration needed to become one with their craft. The Enrapturess acquiesces – by tearing the mortal apart in body and spirit, transforming them into a macabre living instrument that, when plucked, plays notes of purest torment. As the legions of Slaanesh indulge their warlike excesses, the Enrapturesses serenade them with compositions of reality-shaking agony. These notes of discord can overpower even the stuff of sorcery, blunting the aether in a wave of spiritual pain. Yet an Enrapturess can never remain fascinated with their instrument for long; they are always on the lookout for new and talented supplicants, those whose unmaking might produce sweeter melodies still…
HEDONITES OF SLAANESH WARSCROLL
Infernal Enrapturess
Herald of Slaanesh
RANGED WEAPONS
RngAtkHitWndRndDmg
Heartstring Lyre
Heartstring Lyre12"22+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Claw
Piercing Claw33+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaaneshi Beguiler.

Once Per Turn (Army), Reaction: Opponent declared a SPELL ability for a Wizard within 18" of this unit
DISCORDANT DISRUPTION: An Infernal Enrapturess can play music so dissonant that it causes physical harm to those attuned to magic.

Effect: The casting roll for that spell must be re-rolled. If 2 or more dice in the re-rolled casting roll have the same value or if 1 of the dice is a 6, inflict D3 mortal damage on that Wizard after the effect of that spell has been resolved.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

© Vyacheslav Maltsev 2013-2024