Hedonites of Slaanesh – Blissbarb Seekers

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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 Bow12"33+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sybarite Blade
Sybarite Blade1"13+4+-1
Poisoned Tongue
Poisoned Tongue1"23+4+-1

Unit Size: 5      Points: 220
Battlefield Role: None
Base size: 75 x 42mm

Each model in a Blissbarb Seekers unit is armed with a Blissbarb Bow and Sybarite Blade.

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

MOUNT: This unit’s Exalted Steeds of Slaanesh are each armed with a Poisoned Tongue.

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

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 turn.

Vectors of Agony: Blissbarb Seekers’ arrowheads are liberally coated in their Steeds’ poisonous saliva, and the torments they deliver can overwhelm even the mightiest of prey.
If any wounds caused by attacks made with missile weapons by this unit are allocated to an enemy unit, subtract 1 from save rolls for attacks that target that unit until the end of that turn. The same unit cannot be affected by this ability more than once per turn.

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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. Units cannot run if they are within 3" of an enemy unit.
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.
© Vyacheslav Maltsev 2013-2024