Hedonites of Slaanesh – Hellflayer

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HEDONITES OF SLAANESH WARSCROLL
Hellflayer
10"
7
4+
2
Hellflayers are designed to cause as much mutilation as possible as they carve into enemy lines. The bladed wheels affixed to the axle of these chariots are imbued with wicked sorceries that transmute the sliced victims into an exhilarating incense. Hellflayers were originally designed not for warfare but to cultivate the flesh-orchards on the outskirts of Slaanesh’s palace. Here, out from the fleshy sediment, protrude the limbs and faces of those who have offended Slaanesh. Cackling Daemonettes would ride Hellflayers to slice off fingers, toes and other appendages, all to a chorus of agonising screams. To further the victims’ torment, Slaanesh had laid a curse of regrowth upon all prisoners in his gardens, so that every day the harvesting could begin anew. Eventually, those Daemonettes assigned to this macabre task grew bored. Abandoning their duties, they joined one of Slaanesh’s Hedonite hosts and were delighted to discover that a Hellflayer was the perfect contraption for shattering tight enemy formations – both in body and spirit, since the diced remnants of comrades-in-arms fell as a gory rain upon the survivors. Use of the Hellflayer soon spread throughout the Hedonite warhosts and has proven a formidable weapon in their arsenal ever since.
HEDONITES OF SLAANESH WARSCROLL
Hellflayer
MELEE WEAPONS
AtkHitWndRndDmg
Flensing Whips and Piercing Claws
Flensing Whips and Piercing Claws63+4+11
Steeds’ Poisoned Tongues [Companion]
Steeds’ Poisoned Tongues
Companion
43+4+-1
Axle Blades [Anti-INFANTRY (+1 Rend), Companion]
Axle Blades
Anti-INFANTRY (+1 Rend), Companion
44+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No

Any Movement Phase
SOULSCENT: The whirling blades of this fearsome chariot mow down the enemy, transmuting their souls into an exhilarating incense that drives its riders into an ecstatic frenzy.

Declare: Pick up to 3 enemy units that this unit passed across this phase to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any models are slain by this ability, this unit has WARD (5+) for the rest of the turn.

Passive
THRESHING DOOM: The wail of an approaching Hellflayer sees enemy infantry diving for cover.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end a move in combat unless specified in the ability used.

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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
© Vyacheslav Maltsev 2013-2024