Chaos Daemons – Herald of Slaanesh on Steed
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4

Herald of Slaanesh on Steed*

NoNAME  M WS BS S T W A Ld Sv Base
82
Herald of Slaanesh on Steed (base: 60 x 35mm)
1
82
Herald of Slaanesh on Steed
14" 2+ 2+ 4 3 5 4 8 6+ 60 x 35mm
A Herald of Slaanesh on Steed is a single model equipped with: lashing tongue; ravaging claws.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lashing tongue
Lashing tongue
Melee
Melee
4
0
1
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Ravaging claws
Ravaging claws
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Daemonic, Quicksilver Swiftness, Daemonic Ritual
Locus of Slaanesh: Add 1 to the Strength characteristic of models in friendly SLAANESH DAEMON units whilst their unit is within 6" of any units with this ability.
Unholy Speed: Add 1 to charge rolls made for this unit.
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows the Smite psychic power and one psychic power from the Slaanesh discipline.
FACTION KEYWORDS: CHAOS, LEGIONES DAEMONICA, SLAANESH
KEYWORDS: CAVALRY, CHARACTER, PSYKER, DAEMONETTE, HERALD OF SLAANESH

Datasheet-related Stratagems

THIRST FOR SOULS1CP
Legions of Slaanesh – Battle Tactic Stratagem

As extensions of their patron deity, the daemons of Slaanesh salivate with undisguised desire at the thought of devouring Aeldari souls.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA SLAANESH unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an AELDARI unit, you can re-roll the hit roll and you can re-roll the wound roll.
RAZOR-SHARP CARESS1CP
Legions of Slaanesh – Battle Tactic Stratagem

The keenness of the Daemonettes’ desire to torment their foes manifests in the razored kiss of their vicious talons.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
THE ENDLESS DANCE1CP
Legions of Slaanesh – Battle Tactic Stratagem

These daemons flow ever-onward through the steps of an immortal ballet, a hideously graceful and wholly unnatural performance that speeds them across the battlefields of realspace.

Use this Stratagem in the Fight phase, when a DAEMONETTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
IMPOSSIBLE ELEGANCE1CP
Legions of Slaanesh – Epic Deed Stratagem

The greatest ofSlaanesh’s daemons move with an idealised grace and agility rendered hideous by its sheer precision and impossibility.

Use this Stratagem at the start of the Fight phase. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army (excluding VEHICLE units). Until the end of the phase, each time a melee attack is made against that unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
EXQUISITE GIFTS1CP
Legions of Slaanesh – Requisition Stratagem

The most exalted of Slaanesh’s daemons wield mighty artefacts, powerful symbols of the favour of the Dark Prince.

Use this Stratagem before the battle. Select one LEGIONES DAEMONICA SLAANESH CHARACTER model from your army and give them one Relic of Slaanesh (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Many daemons can shift their forms at will, drawing on the powers of the warp to manifest new weapons, powers and otherworldly abilities in the blink of an eye.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA model from your army that has any Enhancements. You can replace one of that model’s Enhancements with another. Select an Enhancement as normal and replace one of this model’s existing Enhancements with it. If that new Enhancement has an effect which takes place at a specific point in the battle which has already passed, that Enhancement has no effect.
DARK ALLURE1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons of Slaanesh possess a sickening yet mesmerising beauty that renders their enemies glassy-eyed with entrancement.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 9" of and visible to one or more SLAANESH units from your army. Roll 2D6, if that SLAANESH unit has the CHARACTER keyword, you can re-roll this result: if the result is greater than or equal to that enemy unit’s Leadership characteristic, then until the start of your next Movement phase:
  • That unit cannot perform actions other than the Operate Hatchway action (if it is currently performing an action, it immediately fails), cannot fire Overwatch and is no longer Set to Defend.
  • Subtract 2" from the Move charactistic of models in that enemy unit and halve Advance and charge rolls made for it.
INSUBSTANTIAL ENTITIES2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons are not mortal creatures, their forms shifting between the warp and realspace, passing through solid barriers with ease.

Use this Stratagem in your Movement phase, when a LEGIONES DAEMONICA unit from your army is selected to make a Normal Move. When making that move, models in that unit can move within Engagement Range of enemy models, and can move through models, walls and closed Hatchways, but cannot move more than 6" and cannot end their move within any of these, nor within Engagement Range of any enemy models. You can only use this Stratagem once.
BEINGS OF THE EMPYREAN2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Born of the warp, daemons are highly attuned to its power and tides, able to draw upon it and weave it at will.

Use this Stratagem in your Psychic phase. Select one LEGIONES DAEMONICA PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Slaanesh

D6PSYCHIC POWER
1

CACOPHONIC CHOIR

The psyker emits an ear-piercing chorus of screams that shatters the sanity of its foes.

Cacophonic Choir has a warp charge value of 6. If manifested, roll 2D6 (adding 2 to the result if the Psychic test result was more than 10). The closest enemy unit that is within 18" of the psyker and visible to it suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

2

SYMPHONY OF PAIN

The psyker’s chants unleash destructive Chaos energy.

Symphony of Pain has a warp charge value of 6. If manifested, the nearest enemy unit that is within 18" of the psyker and visible to it is struck by unbearable pain. Your opponent must subtract 1 from all hit rolls made for this unit until the start of your next Psychic phase.

3

HYSTERICAL FRENZY

The psyker sends out a psychic lash that goads its allies.

Hysterical Frenzy has a warp charge value of 8. If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker that is within 1" of an enemy unit. That unit can fight as if it were the Fight phase.

4

DELIGHTFUL AGONIES

The psyker manipulates the pleasure centres of its allies’ minds, causing even great pain to register as sheer ecstasy.

Delightful Agonies has a warp charge value of 5. If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound – on a 6 that model does not lose a wound.

5

PAVANE OF SLAANESH

As the psyker sings, its spasming victims’ flesh tears and bones snap as they dance themselves to death.

Pavane of Slaanesh has a warp charge value of 6. If manifested, select an enemy unit that is within 18" of the psyker and visible to them. Roll a D6 for each model in the unit; the unit suffers a mortal wound for each roll of 6.

6

PHANTASMAGORIA

The psyker summons illusions to terrify and entice their foes.

Phantasmagoria has a warp charge value of 6. If manifested, enemy units must subtract 1 from their Leadership characteristic until the start of your next Psychic phase whilst they are within 12" of the psyker.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Allegiance Keywords
Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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The CAVALRY keyword is used in the following Chaos Daemons datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Daemonic

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.

Units with this ability have a 5+ invulnerable save.

The LEGIONES DAEMONICA, SLAANESH, CHARACTER and VEHICLE keywords are used in the following Chaos Daemons datasheets:

Quicksilver Swiftness

Slaanesh’s Daemons are graceful and impossibly quick, moving to strike their foes faster than the eye can see.

This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
© Vyacheslav Maltsev 2013-2023