Hedonites of Slaanesh – Bladebringer, Herald on Exalted Chariot

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Bladebringer, Herald on Exalted Chariot

Some Heralds of Slaanesh become so intoxicated by the act of riding flesh-shredding chariots into the enemy that they commission ever larger and grander conveyances, the better to harvest the souls of mortals.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flensing Whips
Flensing Whips2"63+4+-12
Piercing Claws
Piercing Claws1"93+4+-11
Poisoned Tongues
Poisoned Tongues1"83+4+-1

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

A Bladebringer, Herald on Exalted Chariot, is armed with Flensing Whips.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s Exalted Chariot is drawn by Steeds of Slaanesh armed with Poisoned Tongues.

CREW: This unit’s Exalted Chariot has a Daemonette crew armed with Piercing Claws.

Soulgorgers: The followers of this Bladebringer coordinate their efforts to better harvest the souls of their prey.
This unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly EXALTED CHARIOT unit. No command point is spent the second time this unit issues that command in that phase.

Excess of Blades: An Exalted Chariot inflicts horrendous carnage when it ploughs into the foe.
After this unit finishes a charge move, you can pick 1 enemy unit within 1 of this unit and roll a number of dice equal to the charge roll for that charge move. For each roll that is greater than that enemy unit’s Save characteristic, that unit suffers 1 mortal wound.

Acquiescence: The Herald engulfs the foe in an arcane haze of dreams and unattainable desires.
Acquiescence is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Add 1 to wound rolls for attacks that target that unit until your next hero phase.

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The EXALTED CHARIOT keyword is used in the following Hedonites of Slaanesh warscrolls:


The TOTEM keyword is used in the following Hedonites of Slaanesh warscrolls:


The EXALTED CHARIOT keyword is used in the following Hedonites of Slaanesh warscrolls:


The BLADEBRINGER keyword is used in the following Hedonites of Slaanesh warscrolls:

© Vyacheslav Maltsev 2013-2024