Hedonites of Slaanesh – Seekers

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14"
2
5+
10
WARSCROLL

Seekers

Seekers of Slaanesh are the vanguard of the Dark Prince’s daemon armies, insatiable outriders who track their foes with unrelenting swiftness, feeding on the growing terror of their prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Claws
Piercing Claws1"23+4+-11
Poisoned Tongue
Poisoned Tongue1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Seekers unit is armed with Piercing Claws.

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

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

CHAMPION: 1 model in this unit can be a Heartseeker. Add 1 to the Attacks characteristic of that model’s Piercing Claws.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. You can re-roll failed battleshock tests for this unit if it includes any Hornblowers.

STANDARD BEARER: 1 in every 5 models in this unit can be either a Banner Bearer or an Icon Bearer.

Banner Bearer: Add 1 to run rolls and charge rolls for this unit if it includes any Banner Bearers.

Icon Bearer: If this unit receives the Rally command while it includes any Icon Bearers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of a 6.

Soul Hunters: Slaanesh rewards his Seekers with intoxicating energy when they slay lesser foes.
At the end of the combat phase, if any enemy models with a Wounds characteristic of 2 or less were slain by wounds caused by this unit’s attacks in that phase, add 1 to the Attacks characteristic of this unit’s Piercing Claws for the rest of the battle.

Quicksilver Speed: Seekers of Slaanesh are daemonic hunters and swift beyond belief.
You can roll 2D6 instead of D6 when you make a run roll for this unit. In addition, this unit can run and still charge later in the turn.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, SLAANESH, SEEKERS
Army List
Warscrolls collated

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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.
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.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
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.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
© Vyacheslav Maltsev 2013-2024