Hedonites of Slaanesh – Hellstriders with Hellscourges
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Hellstriders with Hellscourges

Hellstriders ride daemonic Steeds to war – indeed, they have no choice, for once they climb into the saddle they can never dismount. Those who use the long, whip-like Hellscourge as their weapon of choice are expert in inflicting painful wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Tongue
Poisoned Tongue1"23+4+-1

Unit Size: 5      Points: 130
Battlefield Role: Battleline
Base size: 60 x 35mm


This warscroll can be used in the following warscroll battalions:
 • Seeker Cavalcade


A unit of Hellstriders with Hellscourges has any number of models, each armed with a Hellscourge.

MOUNT: This unit’s Steeds of Slaanesh attack with their Poisoned Tongues.

HELLREAVER: 1 model in this unit can be a Hellreaver. Add 1 to the Attacks characteristic of that model’s Hellscourge.

STANDARD BEARERS: 1 in every 5 models in this unit can be a Hellstrider Banner Bearer, and 1 in every 5 models in this unit can be a Hellstrider Icon Bearer.

Hellstrider Banner Bearer: You can re-roll charge rolls for this unit while it includes any Hellstrider Banner Bearers.

Hellstrider Icon Bearer: Add 2 to the Bravery characteristic of this unit while it includes any Hellstrider Icon Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hellstrider Hornblower. If the unmodified roll for a battleshock test for an enemy unit that is within 6" of this unit while this unit includes any Hellstrider Hornblowers is 1, that battleshock test must be re-rolled.


Hooked Tendrils: These Hellstriders wield Hellscourges, whose ferocious barbs tear through flesh and trap enemies in place.
In the combat phase, if this unit made a charge move in the same turn, subtract 1 from hit rolls for attacks that target this unit made by enemy models within 3" of this unit until the end of that phase.

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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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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 HELLSTRIDERS keyword is used in the following Hedonites of Slaanesh warscrolls:

© Vyacheslav Maltsev 2013-2023