Hedonites of Slaanesh – Shalaxi Helbane
This warscroll does not meet the selection criteria (see Settings tab).
14
4+
10
WARSCROLL

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 WoundTo WndRendDamageDmg
Living Whip
Living Whip6"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulpiercer
Soulpiercer3"12+-3D6
Impaling Claws
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: 405
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

DESCRIPTION

Shalaxi Helbane is a named character that is a single model. They are armed with Soulpiercer, Impaling Claws and one of the following weapon options: Living Whip; or Shining Aegis.

ABILITIES

Cloak of Constriction: Any opponent that draws too close to Shalaxi Helbane finds themselves ensnared by the tentacular pseudopods of the daemon’s cloak.
Add 1 to save rolls for attacks made with melee weapons by HEROES that target this model.

Delicate Precision: A Keeper of Secrets attacks its foes with a dazzling array of exquisitely measured 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 friendly models. If you do so, your opponent must choose whether that HERO accepts or refuses Shalaxi’s challenge. If it refuses, that HERO suffers D3 mortal wounds. If it accepts, 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 it accepts the challenge, 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 of a larger 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 model is armed with. Subtract 1 from hit rolls for attacks made with that weapon until the end of that 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 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 phase must target that model, but the Damage characteristic of this model’s Soulpiercer is 6 instead of D6 until the end of that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 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 is a spell that has a casting value of 4. If successfully cast, until your next hero phase, you can add 1 to hit rolls for attacks made by the caster that target a HERO, and you can add 1 to 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
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The GREATER DAEMON keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader, Behemoth

The MONSTER keyword is used in the following Hedonites of Slaanesh warscrolls:

Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021