Hedonites of Slaanesh – Seeker Chariot

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12"
6
4+
10
WARSCROLL

Seeker Chariot

Seeker Chariots lead the charge of many Hedonite armies, for the beasts that pull them to war are as fleet-footed as Aqshian cheetahs. Whips lash out to strip flesh from bone as the Allurer drives the blade-wheeled conveyance into the thick of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flensing Whips
Flensing Whips2"43+4+-11
Piercing Claws
Piercing Claws1"33+4+-11
Poisoned Tongues
Poisoned Tongues1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: None
Base size: 120 x 92mm
Notes: Battleline if general is a Bladebringer, Herald on Seeker Chariot

A Seeker Chariot is driven by an Allurer armed with Flensing Whips.

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

MOUNT: This unit’s Steeds of Slaanesh are armed with Poisoned Tongues.

CREW: This unit has a Daemonette crew armed with Piercing Claws.

Impossibly Swift: Seeker Chariots surge across the battlefield with unnatural swiftness.
This unit can retreat and still charge later in the turn.

Mutilating Blades: A Seeker Chariot inflicts carnage when it ploughs into the foe.
After this unit finishes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, DAEMONETTE, SLAANESH, CHARIOT OF SLAANESH, SEEKER CHARIOT
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
Army List
Warscrolls collated

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8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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 SEEKER CHARIOT keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader
None

The CHARIOT OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:

None
© Vyacheslav Maltsev 2013-2024