Hedonites of Slaanesh – Shalaxi Helbane

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HEDONITES OF SLAANESH WARSCROLL
Shalaxi Helbane
14"
16
4+
5
Shalaxi Helbane’s skill in the arts of combat is so immense that only the most proud and jealous of their fellow greater daemons will contest their martial superiority. This most bellicose of Slaanesh’s champions indulges only a single obsession: the utter humbling of the Dark Prince’s enemies. Few can rival Shalaxi in the skills of the hunter and the tracker. Fewer still can match them in single combat. Legendary warrior kings, proud draconic behemoths and the most favoured spawn of the Dark Gods have all met their end on the tip of Soulpiercer, Shalaxi’s infamous spear, after finding their most deliberate attacks effortlessly dodged or parried by the daemon champion. Of all the prey Shalaxi has hunted, only two have managed to evade the daemon – and, in doing so, come close to representing the ultimate duel they so crave. The first was Skarbrand, most wrathful of Bloodthirsters, who Shalaxi fought to a bitter standstill on the corpse-choked fields of Rantula Sigmaris. The second was the Shadow Queen, bestial aspect of the goddess Morathi-Khaine, whom Shalaxi put to flight. Yet Slaanesh’s champion does not rest upon their laurels, believing that their perfect quarry still awaits them.
HEDONITES OF SLAANESH WARSCROLL
Shalaxi Helbane
MELEE WEAPONS
AtkHitWndRndDmg
Soulpiercer [Anti-HERO (+1 Rend)]
Soulpiercer
Anti-HERO (+1 Rend)
62+3+23
Impaling Claws
Impaling Claws23+3+24
BATTLE PROFILE

Unit Size: 1      Points: 490
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaaneshi Beguiler, Any HEDONITES OF SLAANESH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Soulpiercer is 4.

Passive
SUPERNATURAL GRACE: Whether they turn blows aside or simply dodge out of harm’s way, it is extremely difficult to pin down a Keeper of Secrets.

Effect: Subtract 1 from hit rolls for combat attacks that target this unit.

Your Hero Phase
4
REFINE SENSES: The sorcerer channels magical power into their senses so that nothing can be hidden from them and none can escape their wrath.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for this unit’s attacks that target enemy HEROES.
  • Add 1 to save rolls for attacks made by enemy HEROES that target this unit.
KEYWORDSSPELL

Once Per Turn (Army), Reaction: Opponent declared a CHARGE ability for a Hero within 9" of this unit
PARAMOUNT HUNTER: Shalaxi will permit none save themselves the honour of striking down their chosen quarry.

Effect: If this unit is not in combat, it can immediately move 2D6". It can pass through the combat ranges of enemy units but it must end that move within ½" of that HERO. If it does so, this unit has charged, and that HERO’s CHARGE ability has no effect.
KEYWORDSCORE, RAMPAGE, CHARGE, MOVE

Once Per Battle, Your Combat Phase
EXCESS OF VIOLENCE: With the subtlest of gestures, Shalaxi Helbane can rouse their followers to attack with redoubled aggression.

Declare: Pick a friendly non-HERO HEDONITES OF SLAANESH unit wholly within 12" of this unit to be the target.

Effect: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, DAEMON
Those HEROES can join an eligible regiment as a Slaaneshi Beguiler.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

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

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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.

The non-HERO HEDONITES OF SLAANESH keyword is used in the following Hedonites of Slaanesh warscrolls:

© Vyacheslav Maltsev 2013-2024