Wahapedia8 site header
Chaos DaemonsSeekers
5

Seekers

NAME M WS BS S T W A Ld Sv
Seeker 14" 3+ 3+ 3 3 2 2 7 6+
Heartseeker 14" 3+ 3+ 3 3 2 3 7 6+
This unit contains 1 Heartseeker and 4 Seekers. It can additionally contain up to 5 Seekers (Power Rating +4), up to 10 Seekers (Power Rating +8) or up to 15 Seekers (Power Rating +12). Every model is equipped with: lashing tongue; piercing claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Lashing tongue
Melee
Melee
4
0
1
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
0
Piercing claws
Melee
Melee
User
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
WARGEAR OPTIONS
 • 1 Seeker that does not have an Instrument of Chaos can have a Daemonic Icon.
 • 1 Seeker that does not have a Daemonic Icon can have an Instrument of Chaos.
ABILITIES
Daemonic, Quicksilver Swiftness, Daemonic Ritual

Unholy Speed: When a charge roll is made for this unit, you can re-roll the dice.

Instrument of Chaos:
10
If this unit has any Instruments of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.

Daemonic Icon:
15
If this unit has a Daemonic Icon, then when a Morale test is taken for this unit, on a roll of 1 it is automatically passed and you can return up to D3 destroyed models from this unit to the battlefield with all of their wounds remaining, placing them in unit coherency (if a model cannot be placed in this way, it is not returned to the battlefield).
FACTION KEYWORDS
CHAOS, DAEMON, SLAANESH
KEYWORDS
CAVALRY, DAEMONETTE, SEEKERS

This datasheet has Fast Attack Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

Does not include wargear

Lashing tongue used in following datasheets:

HQ
Fast Attack
• Seekers
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Piercing claws used in following datasheets:

Troops
Fast Attack
• Seekers
Heavy Support
Daemonic

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.

Units with this ability have a 5+ invulnerable save.
Quicksilver Swiftness

Slaanesh’s Daemons are graceful and impossibly quick, moving to strike their foes faster than the eye can see.

This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The KHORNE and DAEMON keywords are used in following Chaos Daemons datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.

The CAVALRY keyword is used in following Chaos Daemons datasheets:

HQ
Elites
Fast Attack
• Seekers
Army List
• Karanak
• Rotigus
• Samus
Fortifications
© Vyacheslav Maltsev 2013-2020