Chaos Daemons – Infernal Enrapturess
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4

Infernal Enrapturess

NoNAME  M WS BS S T W A Ld Sv
75
Infernal Enrapturess
1
75
Infernal Enrapturess
7" 2+ 2+ 4 3 4 2 8 6+
An Infernal Enrapturess is a single model equipped with: heartstring lyre; ravaging claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heartstring lyre
When you choose this weapon to shoot with, select one of the profiles below.
Heartstring lyre
When you choose this weapon to shoot with, select one of the profiles below.
 - Cacophonous melody
 - Cacophonous melody
18"
Assault 6
4
-1
1
-
 - Euphonic blast
 - Euphonic blast
24"
Assault 1
8
-3
3
-
Ravaging claws
Ravaging claws
Melee
Melee
User
-1
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
ABILITIES
ABILITIES
Daemonic, Quicksilver Swiftness, Daemonic Ritual
Discordant Disruption: When a Psychic test is taken for a model within 24" of any enemy models with this ability, that model suffers Perils of the Warp on a roll that includes any doubles.
Harmonic Alignment: When this model attempts to summon a SLAANESH DAEMON unit using the Daemonic Ritual ability, add 3 to the summoning roll. In addition, at the start of your turn, roll one D6 for each SLAANESH unit from your army that has the DAEMON Faction keyword and is within 6" of any friendly models with this ability; on a 6 you can return one destroyed model from that unit to the battlefield with all of its wounds remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).
FACTION KEYWORDS: CHAOS, DAEMON, SLAANESH
KEYWORDS: CHARACTER, INFANTRY, DAEMONETTE, HERALD OF SLAANESH, INFERNAL ENRAPTURESS

Datasheet-related Stratagems

1CP

RAZOR-SHARP CARESS

Slaanesh Daemons Stratagem

Gorging on their prey’s emotions, Daemonettes rake their talons through the stoutest armour.

Use this Stratagem in the Fight phase. Select one DAEMONETTE INFANTRY unit from your army. Until the end of the phase, the Armour Penetration characteristic of melee weapons models in that unit are equipped with is improved by 1 (e.g. AP -1 becomes AP -2).
2CP

SOUL SACRIFICE

Chaos Daemons Stratagem

A daemonic pact of terrible power can be assured for a price…

Use this Stratagem before a CHAOS CHARACTER from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hit rolls of 1 for the summoned unit while it is within 6" of the character that performed the Daemonic Ritual.
1CP/3CP

REWARDS OF CHAOS

Chaos Daemons Stratagem

The Dark Gods sometimes bestow their daemonic lieutenants with powerful artefacts and rewards.

Use this Stratagem before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefacts for 3 CPs. All of the Hellforged Artefacts that you include must be different and be given to different DAEMON CHARACTERS. You can only use this Stratagem once per battle.
1CP

DAEMONIC PACT

Chaos Daemons Stratagem

Many foul champions are adept at summoning daemonic allies.

Use this Stratagem after a CHAOS CHARACTER from your army summons a unit of DAEMONS to the battlefield using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons to the battlefield by performing another Daemonic Ritual.
1CP

LOCUS OF GRACE

Slaanesh Daemons Stratagem

Slaanesh’s favoured Daemons lead their minions in an exquisite choreographed dance, every movement of which severs an enemy’s limb or lops off their head.

Use this Stratagem at the start of any Fight phase. Select a SLAANESH DAEMON CHARACTER from your army – until the end of the phase, each time you make a wound roll of 6+ for a friendly SLAANESH DAEMON unit within 6" of that character, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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.
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.
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.
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.
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.
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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The DAEMONETTE and INFANTRY keywords are used in following Chaos Daemons datasheets:

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.
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.
© Vyacheslav Maltsev 2013-2021