Slaaneshi Sisters

Slaaneshi Sisters

Common Abilities and Options

Daemon:
This operative ignores the Piercing weapon rule.

Powers of Chaos:

  • You cannot use more than one POWER OF CHAOS per activation or counteraction.
  • You cannot use each POWER OF CHAOS more than once per turning point.
  • If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. SLAANESH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Powers Of Slaanesh

Swift Retreat

Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.

Unnatural Agility
Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.

Flurry of Blows
Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is performing the Fight action and you select a Claws weapon. Until the end of that action, that weapon has the Relentless weapon rule.

Weaving Dance
Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative performs an action in which it moves. Until the end of the action, that operative:

  • Can ignore all vertical distances whenever it drops and climbs.
  • Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
  • Cannot move more than its Move stat if it’s the Charge action.Tormenting Strike
    Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is performing the Fight action and you select a Claws weapon. Until the end of that action, that weapon has the Piercing Crits 1 weapon rule.

Operatives

1. Alluress
Alluress
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
2+
4/5
Abilities
Champion of SlaaneshDaemonPowers of Chaos

Champion of Slaanesh: During this operative's activation, it may perform a free Charge action.

CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, LEADER, DAEMONETTE, ALLURESS
2. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
3. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
4. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
5. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
6. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
7. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
8. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
9. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
10. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
11. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
12. Daemonette Fighter
Daemonette Fighter
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Claws (Balanced)
4
3+
4/5
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER

Equipment

Grisly Trophy

Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.

Instrument of Chaos

Once per Turning point a friendly CHAOS DAEMON operative can use this equipment. If it does, until the end of the Turning Point, each time a friendly CHAOS DAEMON operative within 3" and visible to this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.

Ritual Daggers

Operatives are equipped with the following melee weapon for the battle:

<table width="100%" class="eqtable"> <tr> <th>Name</th> <th>A</th> <th>BS</th> <th>D</th> </tr> <tr> <td>Ritual Dagger</td> <td>3</td> <td>4+</td> <td>3/4</td> </tr> <tr><th colspan="4">Special Rules</th></tr> <tr><td colspan="4">Balanced</td></tr> </table>
Daemonic Icon

Use this equipment when a friendly CHAOS DAEMON operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this equipment again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Ploys

Daemonsight
Strategy Ploy

Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).

Prey on the Weak
Strategy Ploy

Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.

Reality Shift
Strategy Ploy

You can immediately change the order of up to three friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.

Symbol of Terror
Strategy Ploy

Until the end of the Turning Point, when determining control of an objective marker that any friendly LEADER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.

Daemonic Mockery
Firefight Ploy

Use this firefight ploy when a friendly CHAOS DAEMON operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).

Ephemeral Regeneration
Firefight Ploy

Use this Firefight Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.

Time Surge
Firefight Ploy

Use this Firefight Ploy when a friendly CHAOS DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.

Warp Walk
Firefight Ploy

Use this firefight ploy during a friendly CHAOS DAEMON operative's activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.