SlaaneshSeeker Chariots

Seeker Chariots

Seeker Chariots lead the charge of many Hedonite armies, for the beasts that pull them to war are as fleet-footed as Aqshian cheetahs. Whips lash out to strip flesh from bone as the Allurer drives the blade-wheeled conveyance into the thick of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flensing Whips
Flensing Whips2"43+4+-11
Piercing Claws
Piercing Claws1"33+4+-11
Poisoned Tongues
Poisoned Tongues1"43+4+-1

Unit Size: 1 - 3      Points: 120
Battlefield Role: None
Notes: Battleline in GODSEEKERS HOST


A unit of Seeker Chariots has any number of models, each commanded by an Allurer armed with Flensing Whips.

CREW AND STEEDS: A Seeker 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.


Impossibly Swift: Seeker Chariots surge across the battlefield with unnatural swiftness.
This unit can retreat and still charge later in the same turn.

Mutilating Blades: The bladed wheels and razor-sharp scythes of this deadly chariot inflict carnage when the chariot charges at a foe.
Roll a dice for each enemy unit that is within 1" of a model from this unit after the model from this unit finishes a charge move. On a 2+ that enemy unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved.

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.

The SEEKER CHARIOTS keyword is used in following Slaanesh warscrolls:

© Vyacheslav Maltsev 2013-2020