Hedonites of Slaanesh – Bladebringer, Herald on Seeker Chariot

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Bladebringer, Herald on Seeker Chariot

Heralds of Slaanesh who value the thrill of speed above all else will take to battle mounted on a Seeker Chariot. These machines 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+-12
Piercing Claws
Piercing Claws1"43+4+-11
Poisoned Tongues
Poisoned Tongues1"43+4+-1

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

A Bladebringer, Herald on Seeker 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 Seeker Chariot is drawn by Steeds of Slaanesh armed with Poisoned Tongues.

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

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

Thrillseeker: The speeds attained by Seeker Chariots provide but a fraction of the bliss that this Bladebringer seeks, and any who follow them are expected to match their pace for greater euphoria.
While friendly SEEKER CHARIOT units are wholly within 12" of any friendly units with this ability, add 1 to the number of mortal wounds caused by their Mutilating Blades ability.

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

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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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. Units cannot retreat if they are not within 3" of an enemy unit.
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 BLADEBRINGER keyword is used in the following Hedonites of Slaanesh warscrolls:


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


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

© Vyacheslav Maltsev 2013-2024