Hedonites of Slaanesh – Blissbarb Seekers
This warscroll does not meet the selection criteria (see Settings tab).
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      Points: 220
Battlefield Role: None
Base size: 75 x 42mm

BATTALIONS

This warscroll can be used in the 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
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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).
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
• Seekers
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021