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===Slaanesh=== *'''Primaris: Sensory Overload:''' This is a fairly non-random primaris with the ability to annoy if not outright cripple an enemy unit of choice each turn. By itself, it's a 24" S4, AP 4, Assault 4 shot, but with Blind, Concussive, and Pinning. At worst, you force a Blind Check on a single enemy unit of choice, since you only have to hit in order for it to go off. Against armies known for low Initiative (Orks and Necrons most notably), this can outright cripple a unit of choice, while the other effects require actually landing wounds for it to matter. Concussive would stack with the Blind Check if you somehow managed to wound a solo multi-wound model, while Pinning can annoy weaker squads. Really though, this is for the Blind Check. *'''1: Hysterical Frenzy:''' This is a fairly random buff, with the potential to be either mediocre or outright scary. You select a friendly non-vehicle unit within 12", and roll a D3 to see what buff they receive. On a 1, the unit receives an extra point of Initiative. On a 2, an extra point of Strength and on a 3, an extra attack. Could be hilarious on a prince with the drug relic. *'''2: Delightful Agonies:''' WC1 Blessing that targets a friendly unit within 12". Gives squad Feel No Pain (4+). Somewhat redundant in the Emperor's Children detachment, but great for any unit that can't take an Icon of Excess. Endurance on the Biomancy table is better, but you're more likely to roll this if you go all in on Slaanesh powers. *'''3: Symphony of Pain:''' This is another fairly useful spell. it curses an enemy squad with -1 BS an WS, but ''also'' increases the strength of all sonic weapon hits against them by 1. The power is explicitly stated to be cumulative, so you could hypothetically further debuff the enemy and buff Noise Marines. *'''4: Sonic Shockwave:''' WC1. S5 AP4 9" Nova Assault D6, pinning, ignores cover. *'''5: Aural Onslaught:''' WC2 beam at S8 AP2 Assault 1, and before you roll to wound any enemy unit targeted must pass a Leadership test or if they fail you re-roll to wound. *'''6: Apoplectic Glee:''' AKA "Ecstatic Seizures" or "Long range [[Trazyn]]". Point at non-vehicle squad, cast, and watch as every model takes a hit at their base strength. Two warp charges, but certainly worth it watching Orks, Guardsmen, Tau, and Nids delete themselves for you. Ignores Cover as well, so kill some cover camping gribblies! '''Summary''': Originally the best of a bad bunch, Slaanesh still remains fairly unfocused, with a mix of powers for different occasions. One witchfire punishes MSU, another punishes blobs, another hurts hard targets, and another hits a unit with an array of debuffs. This leaves a blessing that randomly ups offensive output, one that adds defense, and a minor Malediction. The problem is that you can't really bank on getting that one power you want, so you're going to need mobility to make the most of this Lore. A Bike Sorcerer remains useful as ever, especially if you want to run more Bikes (and hopefully an Icon of Excess for extra protection). A Prince is an option, though you should ideally take the Intoxicating Elixir and hope for extra Toughness. Either way, this discipline is a bit of a crapshoot but has the tools to handle most threats.
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