SlaaneshHellstriders with Hellscourges

Hellstriders with Hellscourges

Hellstriders ride daemonic Steeds to war – indeed, they have no choice, for once they climb into the saddle they can never dismount. Those who use the long, whip-like Hellscourge as their weapon of choice are expert in inflicting painful wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Tongue
Poisoned Tongue1"23+4+-1

Unit Size: 5 - 20      Points: 110
Battlefield Role: None
Notes: Battleline in Slaanesh army


A unit of Hellstriders with Hellscourges has any number of models, each armed with a Hellscourge.

MOUNT: This unit’s Steeds of Slaanesh each attack with their Poisoned Tongue.

HELLREAVER : 1 model in this unit can be a Hellreaver. Add 1 to the Attacks characteristic of a Hellreaver’s Hellscourge.

STANDARD BEARERS: 1 in every 5 models in this unit can be a Hellstrider Banner Bearer, and 1 in every 5 models in this unit can be a Hellstrider Icon Bearer.

Hellstrider Banner Bearer: You can re-roll charge rolls for this unit while it includes any Hellstrider Banner Bearers.

Hellstrider Icon Bearer: Add 2 to the Bravery characteristic of this unit while it includes any Hellstrider Icon Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hellstrider Hornblower. If the unmodified roll for a battleshock test for an enemy unit that is within 6" of this unit while this unit includes any Hellstrider Hornblowers is 1, that battleshock test must be re-rolled.


Soul Hunters: Slaanesh rewards his Seekers and Hellstriders with intoxicating energy when they slay his foes.
If any enemy models were slain by wounds inflicted by this unit’s attacks in the combat phase, add 1 to the Attacks characteristic of this unit’s melee weapons in the next combat phase.

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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The MORTAL keyword is used in following Slaanesh warscrolls:


The HELLSTRIDERS keyword is used in following Slaanesh warscrolls:

© Vyacheslav Maltsev 2013-2020