Hedonites of Slaanesh – Exalted Chariot

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HEDONITES OF SLAANESH WARSCROLL
Exalted Chariot
10"
9
4+
2
The massive chariots ridden by Allurers of the highest rank are machines that embody excess. Their purpose is to bring to bear the most number of blades in the shortest time and, in doing so, fill the air with the scent of carnage.
HEDONITES OF SLAANESH WARSCROLL
Exalted Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
83+4+-1
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Any Charge Phase
EXCESS OF BLADES: An Exalted Chariot inflicts horrendous carnage when it ploughs into the foe.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll for that CHARGE ability. For each roll that exceeds the target’s Save characteristic, the target suffers 1 mortal damage.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2025