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SlaaneshExalted Chariot
10"
9
4+
10
WARSCROLL

Exalted Chariot

The massive chariots ridden by Allurers of the highest rank are machineries that embody excess. Their purpose is to bring to bear the most number of blades in the shortest time, and hence fill the air with the scent of carnage.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Flensing Whips2"43+4+-11
Piercing Claws1"93+4+-11
Poisoned Tongues1"83+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None

DESCRIPTION

An Exalted Chariot is a single model commanded by an Allurer, who is armed with Flensing Whips.

CREW AND STEEDS: An Exalted Chariot has a Daemonette crew armed with Piercing Claws, and is drawn by Steeds of Slaanesh that attack with their Poisoned Tongues. For rules purposes, the Daemonettes and Steeds of Slaanesh are treated in the same manner as a mount.

ABILITIES

Excess of Blades: The bladed wheels and razorsharp scythes of this deadly chariot inflict carnage when it charges into a foe.
Roll a dice for each enemy unit that is within 1" of this model after this model finishes a charge move. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

Pungent Soulscent: The whirling blades of this fearsome chariot mow down the enemy, transmuting their souls into an exhilarating incense that drives its riders into an ecstatic frenzy.
At the start of the combat phase, roll a dice for each enemy unit within 1" of this model. On a 2+, that enemy unit suffers D3 mortal wounds. In addition, for each 2+, add 1 to the Attacks characteristic of this model’s melee weapons until the end of that phase.

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, EXALTED CHARIOT
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The EXALTED CHARIOT keyword is used in following Slaanesh warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2020