Hedonites of Slaanesh – Seeker Chariot

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HEDONITES OF SLAANESH WARSCROLL
Seeker Chariot
12"
6
4+
2
Slaanesh has always possessed a fondness for chariot warfare. There is an elegance to these conveyances as they glide across the earth at great pace, their regal daemon crew spared the indignity of having to walk, which contrasts most delightfully with the gore-spraying carnage that follows their impact with an enemy line, as whirring blades send mangled flesh and limbs flying. There are daemonic artisans who specialise in the construction of war engines known as Seeker Chariots. Though these lightweight devices appear fragile, they possess remarkable agility, and their spinning scythe-wheels can eviscerate an armoured warrior in moments. Pulled by Steeds of Slaanesh, a Seeker Chariot lets out a disharmonious wailing as it streaks across the battlefield, a cacophony that delights Slaanesh’s worshippers and torments all others. Those Daemonettes who ride a Seeker Chariot wield long and semi-sentient whips, the better to strike at enemies from the high vantage point of their conveyance. These daemons consider it great sport to tangle their whip round a foe’s neck, dragging their writhing body behind the chariot and dashing them against the ground – that is, until they grow bored of the diversion, whereupon they break their prey’s neck with the twitch of a wrist.
HEDONITES OF SLAANESH WARSCROLL
Seeker Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws43+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 120 × 92mm
Can be reinforced: No

Any Charge Phase
MUTILATING BLADES: A Slaaneshi chariot inflicts 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 D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

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).
Universal Core Abilities - 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

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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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
© Vyacheslav Maltsev 2013-2024