Hedonites of Slaanesh – Shalaxi 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 WoundTo WndRendDamageDmg
Living Whip
Living Whip6"D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulpiercer
Soulpiercer3"23+2+-3D3+3
Impaling Claws
Impaling Claws3"23+3+-2
DAMAGE TABLE
Wounds SufferedMoveImpaling Claws
0-814"5
9-1012"4
11-1210"3
13+8"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 370
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Shalaxi Helbane is armed with Soulpiercer, Impaling Claws and 1 of the following weapon options: Living Whip; or Shining Aegis.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Living Whip: A living whip can be used to entangle an enemy’s weapons.
If this unit is armed with a Living Whip, at the start of the combat phase, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 2+, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of that phase. The same unit cannot be affected by this ability more than once per phase.

Shining Aegis: This masterfully created shield can turn aside blows and magical spells.
If this unit is armed with a Shining Aegis, it has a ward of 5+.

Cloak of Constriction: Shalaxi’s challengers find themselves ensnared by the tentacular pseudopods of the daemon’s cloak.
Subtract 1 from hit rolls and wound rolls for attacks made with melee weapons that target this unit.

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 by this unit is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic 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 unit and more than 3" from any other friendly units. If you do so, your opponent must choose whether that HERO accepts or refuses Shalaxi’s challenge. If they refuse, that HERO suffers D3 mortal wounds. If they accept, that HERO must attempt a charge and must finish the charge move within 1/2" of this unit. If they cannot finish the charge move within 1/2" of this unit, that HERO suffers D3 mortal wounds instead.

The Killing Stroke: Shalaxi Helbane can outwit any foe, delivering a subtle scries 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 unit. If you do so, all attacks made by this unit in that phase must target that HERO, but the Damage characteristic of this unit’s Soulpiercer is 6 instead of D3+3 until the end of that phase.

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, add 1 to hit rolls and wound rolls for attacks made by the caster that target an enemy HERO and add 1 to save rolls for attacks made by enemy HEROES that target the caster.

KEYWORDS
CHAOS, HEDONITES OF SLAANESH, DAEMON, SLAANESH, HERO, MONSTER, WIZARD, KEEPER OF SECRETS, SHALAXI HELBANE
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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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.
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.
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).

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

Leader, Behemoth
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.
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.
© Vyacheslav Maltsev 2013-2024