Slaanesh – Wheels of Excruciation
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Endless Spell

Wheels of Excruciation

The Wheels of Excruciation whirl around the minarets of the Dark Prince’s palace as flocks of crows fly around a temple’s spires. They can be called into the Mortal Realms by a devotee of Slaanesh to lacerate and even decapitate their enemies, hunting down untainted flesh and delivering the agony of uncounted cuts.

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell


Wheels of Excruciation is a single model.

PREDATORY: Wheels of Excruciation is a predatory endless spell. It can move up to 12" and can fly.


Summon Wheels of Excruciation: Throwing a small multi-bladed knife into the air and channelling magical energy into it, the caster summons forth a storm of swiftly moving razor-sharp blades.
Summon Wheels of Excruciation has a casting value of 6. Only SLAANESH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Wheels of Excruciation model wholly within 6" of the caster.


Swirling Death: Once unleashed, the Wheels of Excruciation scythe unchecked across the battlefield.
When this model is set up, the player who set it up can immediately make a move with it.

Exquisite Agony: The Wheels of Excruciation deliver death by a thousand exquisite cuts to those who get in their way.
After this model has moved, roll 6 dice for each unit that has any models that this model passed across. That unit suffers 1 mortal wound for each roll that is less than that unit’s unmodified Save characteristic. This ability has no effect on SLAANESH units.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
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 ENDLESS SPELL keyword is used in following Slaanesh warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021