Slaanesh – Blissbarb Seekers
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14"
4
5+
6
WARSCROLL

Blissbarb Seekers

Blissbarb warriors who acquire for themselves an Exalted Steed of Slaanesh conduct war at a breakneck pace. Charging across the battlefield with astonishing speed, these Sybarites launch flights of cruel arrows with an incredible accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blissbarb Bow
Blissbarb Bow18"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sybarite Blade
Sybarite Blade1"14+4+-1
Poisoned Tongue
Poisoned Tongue1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 180
Battlefield Role: None

BATTALIONS

This warscroll can be used in following warscroll battalions:
 • Exalted Speed-Knights
 • Seeker Cavalcade

DESCRIPTION

A unit of Blissbarb Seekers has any number of models, each armed with a Blissbarb Bow and Sybarite Blade.

MOUNT: This unit’s Exalted Steeds of Slaanesh attack with their Poisoned Tongues.

HIGH TEMPTER: 1 model in this unit can be a High Tempter. Add 1 to the Attacks characteristic of that model’s Blissbarb Bow.

ABILITIES

Flawless Accuracy: Blissbarb Seekers revel in delivering highly accurate arrow fire even at high speeds.
This unit can run and still shoot later in the same turn.

Vectors of Agony: The arrowheads of Blissbarb Seekers are liberally coated in their steeds’ poisonous saliva, and the torments they deliver can overwhelm even the mightiest of prey.
If the unmodified wound roll for an attack made with a missile weapon by this unit is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a save roll).

KEYWORDS
CHAOS, MORTAL, SLAANESH, HEDONITE, SEEKERS, BLISSBARB SEEKERS
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The SEEKERS keyword is used in following Slaanesh warscrolls:

None
• Seekers
© Vyacheslav Maltsev 2013-2021