Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Slaanesh (Daemons of Chaos)
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When a Daemon casts a spell from the Lore of Slaanesh that causes one or more unsaved Wounds, choose a friendly Daemon of Slaanesh unit within 12" of the caster, and roll a D6 for each Wound caused. For each result of 5+, add 1 Wound's worth of models to the unit. Models are added, one at a time, to the back rank. If the back rank is full at any point, or the unit has a single rank of at least five models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and don't award additional victory points.

Lash of Slaanesh is a direct damage spell with a range of 24". Extend a straight line 24" in length, within the caster's forward arc and directly from his base. Any model whose base falls under the line (determined using the line template) suffers a Strength 4 hit with the Armour Piercing (1) special rule. Any unit that suffers a casualty from this spell may not march in its next Movement phase.

Pavane of Slaanesh is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). If successfully cast, the target must pass a Leadership test on 3D6. If failed, the target suffers 1 Wounds which Ignores Armour Saves for every point they failed the test by.

Remains in play. Hysterical Frenzy can be cast on any unit (friend or foe) within 24". If cast on a friendly unit, Hysterical Frenzy is an augment spell. If Hysterical Frenzy is cast on an enemy unit, it is a hex spell. For the duration of the spell, the target gains the Frenzy special rule (which is not lost if the unit is defeated in close combat). If the target unit already has the Frenzy special rule, that Frenzy grants +2 Attacks instead of just +1. In addition, for the duration of the spell, the target of Hysterical Frenzy suffers D6 Strength 3 hits at the end of each of the caster's Magic phases.

Acquiescence is a hex spell with a range of 24". The target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If they do, the casting value is increased to 11+.

4. Slicing ShardsCasting Value: 10+

Slicing Shards is a magic missile with a range of 24" that inflicts D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must then immediately pass a Leadership test or suffer a further D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must keep testing its Leadership in this manner until a test is passed, or the target is removed as a casualty.

5. PhantasmagoriaCasting Value: 10+

Phantasmagoria is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must roll an additional D6 whenever it takes a Leadership test, discarding the lowest result rolled. The caster can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 20+.

6. Cacophonic ChoirCasting Value: 15+

Cacophonic Choir is a hex spell with a range of 12". The target unit takes 3D6 hits that wound on a 4+ with the Ignores Armour Saves special rule. If at least one unsaved Wound is caused, the target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 19+.

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