Hedonites of Slaanesh – Bladebringer, Herald on Seeker Chariot
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12"
8
4+
10
WARSCROLL

Bladebringer, Herald on Seeker Chariot

Heralds of Slaanesh that value the thrill of speed above all else will take to battle mounted on a Seeker Chariot. These bladed machineries of war smash into the foe in a blur of whirring, slashing blades, mutilating all those who stand their ground.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flensing Whips
Flensing Whips2"63+4+-11
Piercing Claws
Piercing Claws1"33+4+-11
Poisoned Tongues
Poisoned Tongues1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Bladebringer, Herald on Seeker Chariot is a single model 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 Daemonette and Steeds of Slaanesh are treated in the same manner as a mount.

ABILITIES

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

Mutilating Blades: A Seeker Chariot inflicts carnage when it ploughs into the foe.
After this model finishes a charge move, roll a dice for each enemy unit that is within 1" of it. On a 2+, that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Acquiescence spells.

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

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, HERO, WIZARD, HERALD OF SLAANESH, SEEKER CHARIOT, BLADEBRINGER
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
Leader

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

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021