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Warcry/Tactics/Hedonites of Slaanesh Daemons
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==Abilities Overview== * '''[Double] Lithe and Swift''' : Add half the value of this ability (rounding up) to the Move characteristic of this fighter for the next move action they make this activation. **''Fighter Commentary''-- Makes your fastgirls faster. Can take daemonettes up to 8" move, but only lasts for one activation, so rush is more optimal if you're trying to double move and can't add 3". Pretty good at getting models in range so that they can also attack, however, or post-disengage, allowing even your daemonettes to fairly easily beat most other units to the punch. * '''[Double] Sadistic Killer''' : Add 1 to the damage points allocate by this fighter this activation that have a Range characteristic of 3 or less. **''Fighter Commentary''-- Buffs your daemonettes and seekers to a 2/5, or your Heartseeker or Alluress to a 3/5. Pretty decent steroid for a double that's held back slightly by all of them having 3 strength. Locus of Excruciation buffs your models to 4 strength, and 4 strength 2/5 damage is respectable, but keep in mind that, realistically, if you also have Locus going, you'll only get to use Sadistic Killers twice a battle round at most. * '''[Double] Crushing Grip''' : Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 2+, until the end of this battle round that fighter cannot make a move action or disengage action. **''Fighter Commentary''-- A big part of the reason to take fiends. Slaanesh can go toe to toe with most small and mid-sized models, but lacks the punch or the resiliency to deal with a lot of real heavy hitters. Locking them in place for a turn can eliminate or at least minimize this problem. Even better, you can move, Crushing Grip, disengage leaving your hapless target stranded in place. Keep in mind it's not completely a sure thing, though the chance of rolling a 1 is low, it'll feel bad when it happens. * '''[Triple] Impaling Strike''' : Until the end of this fighters activation the next time this fighter finishes a move action within 1" of and enemy fighter pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. **''Fighter Commentary''-- "Mounted unit charges and deals damage, blah blah blah", we've seen this ability a thousand times before. But perhaps not on such useless bodies. Hellstriders are pretty trash, and this isn't a great reason to take them. This does, however, score some big points in favor of the Hellreaver, as it gives him the highest damage output of any of the Slaanesh leaders. * '''[Triple] Locus of Excruciation''' : Until the end of the battle round, add 1 to the Strength characteristic of attack actions that have a Range of 3 or less made by friendly fighters while within 6" of this fighter. **''Fighter Commentary''-- Your bread and butter leader ability. Boosts all of your fights up to be able to really tangle. You'll want to use this in most rounds you have a triple and plan on taking multiple attack actions into targets. Combos very well with sadistic killers, turning at least one unit into a 2/5 (or 3/5 for the Heartseeker and Alluress) with 4 power, which is great for the points cost of most of your units, but keep in mind you're spending a double and a triple to do that. * '''[Triple] Mirror of Absorption''' (The Contorted Epitome) : Pick a visible enemy fighter that has not activated this battle round that is within 9" of this fighter. That fighter is said to have activated. * '''[Quad] Deadly Venom''' : Until the end of this fighters activation, add half the value of this ability (rounding up) to the damage points allocated by critical hits from attacks actions made by this fighter. In addition, after each attack action made by this fighter, roll a dice. on a 5+, until the end of this battle round the target fighter cannot make move actions or disengage actions. **''Fighter Commentary''-- Why is this just a strictly worse Splintered Fang quad that you can only take on Fiends? It's almost never worth it. It's usually a better use of a quad to simply rampage with the fiends, or crushing grip if you really care about immobilizing a unit. If this were full value of the dice, rather than half value, it would be useful, but restricted due to only being on fiends, rather than the entire warband like Splintered Fang, but as it stands, you're relying on rolling an unreasonable number of sixes (not even including the 5+ success for the paralyzing effect) to make this worth the four dice. And that's assuming you have a quad 5 or 6. This ability is for anyone who loves high risk, medium reward gambling, or who's truly desperate. It is slightly better on the Blissbringer, who at least gets an extra attack dice.
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