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SlaaneshShalaxi Helbane
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Shalaxi Helbane

Known as the Monarch of the Hunt, Shalaxi Helbane is Slaanesh’s weapon against the daemons of the other Chaos Gods. Able to discern the secrets of the Dark Prince's foes through blended senses, this statuesque warrior has slain a thousand rivals and more.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Living Whip6"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Soulpiercer3"12+-3D6
Impaling Claws3"23+3+-2
DAMAGE
Wounds SufferedMoveSoulpiercerImpaling Claws
0-314"2+5
4-612"2+4
7-910"3+3
10-128"3+3
13+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Shalaxi Helbane is a named character that is a single model. It is armed with Soulpiercer and Impaling Claws. In addition, it is also armed with one of the following: a Living Whip, or a Shining Aegis.

ABILITIES

Cloak of Constriction: Any opponent that draws too close to Shalaxi Helbane finds themselves ensnared by the Cloak of Constriction, its tentacular pseudopods making it impossible to make a clean attack.
Add 1 to save rolls for attacks made with melee weapons by enemy HEROES that target this model.

Delicate Precision: A Keeper of Secrets attacks their foes with a dazzling array of exquisitely performed blows.
If the unmodified wound roll for an attack made with a missile or melee weapon by this model is 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for the attack and the attack sequence ends (do not make a save roll).

Irresistible Challenge: Few can resist the sorcerous challenge delivered by Shalaxi Helbane – those who do find their cowardice rewarded with crippling agony.
At the start of the enemy charge phase, you can pick 1 enemy HERO within 12" of this model and more than 3" from any models from your army, and ask your opponent if they wish that HERO to accept Shalaxi Helbane’s challenge. If they refuse, that HERO suffers D3 mortal wounds. If they accept, that HERO must attempt to charge, and must finish the charge move within ½" of this model if it is possible for it to do so. In addition, if the challenge is accepted, any attacks that HERO makes in the following combat phase must target this model.

Living Whip: A living whip can be used to entangle the weapons used by a large enough opponent.
If this model is armed with a Living Whip, at the start of the combat phase, you can pick 1 enemy MONSTER model within 6" of this model and roll a dice. On a 3+, pick 1 melee weapon that enemy MONSTER model is armed with. Subtract 1 from hit rolls for attacks made with that melee weapon until the end of that combat phase.

Shining Aegis: This masterfully created shield can turn aside blows and magical spells.
If this model is armed with a Shining Aegis, roll a dice each time you allocate a wound or mortal wound to this model. On a 6+, that wound or mortal wound is negated.

The Killing Stroke: Shalaxi Helbane can outthink and outwit any foe, delivering a subtle series of attacks and feints that sets them up for a final killing blow.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model. If you do so, all attacks made by this model in that combat phase must target that model, but the Damage characteristic for this model’s Soulpiercer is 6 in that combat phase instead of D6.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Refine Senses spells.

Refine Senses: The sorcerer channels magical power into their senses, so that nothing can be hidden from them, and none can escape their wrath.
Refine Senses has a casting value of 4. If successfully cast, until your next hero phase, you can re-roll hit rolls for attacks made by the caster that target a HERO, and you can re-roll save rolls for attacks made by HEROES that target the caster.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, SLAANESH, HEDONITE, HERO, MONSTER, WIZARD, KEEPER OF SECRETS, SHALAXI HELBANE
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The GREATER DAEMON keyword is used in following Slaanesh warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Slaanesh warscrolls:

Leader, Behemoth

The KEEPER OF SECRETS keyword is used in following Slaanesh warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020