Nitpick, this is the master rune of Valaya. When he got Valaya's basket, Snorri recognized the master rune on it as the compression of his warding combo.
I thought this at first too actually, but I went and double checked. If you look at the Runelist and Existing Combos Snerra's Magic Breaker with Spellbreaking + Warding + Stone is the Master Rune of Valaya.
We *really* should make studying those swords a priority. If they can cut through Gromril that easily, they might actually be able to wound even Snorri. The dwarves losing their main advantage of being nigh invulnerable in their armor would be a bad time.
Fortunately I don't think that's really in the cards for the Fimir here for a while yet. It'd be a bad time, but this kind of magical prowess and sharpness is not easy to make.
I patiently await for someone to submit the Rune of Deep Striking.
I think you can find one in Rune of The Bomb. I know someone's done something in that vein before.
Anyway! Postmortem time!
I wrote this up on the discord after the Meargh's Rolls were done up. I also have one for Gustalixx, and Snorri too: I'll post those two after the second half of the update gets posted.
Off the top, the Slaaneshi Meargh lasted 7 Rounds - two more than the Undivided Meargh we have already fought.
Her build used a novel form of Regeneration that was very powerful, by getting hurt and then spawning entities for her to eat and recover. It required her to get hurt in the first place, but being able to recover a wound every single round so long as she has Daemons to eat is broken as hell, and it allowed her to stall the Death Spiral for four entire rounds. I think she might have been able to summon Daemons to eat during the magic round, but that never really came up.
There's a couple of alternative versions of this stall style that, like this one, are pretty nasty.
One that comes to mind is a character having a selection of Daemons in cages in their arena from which they can eat, regaining a Wound for every eaten Daemon. As an added dynamic, Snorri could attack those cages to break them open and kill the Daemons within before consumption by succeeding on a DC of his own.
Regardless, Snorri is extremely optimized to leap onto a single bad round or screw up of an enemy character and then take the lead and never let it go again, the death spiral he creates. This stall style meant that when the Meargh lost and had her bad first round, she delayed him leaping on the opportunity, essentially 'plugging the hole' for four rounds. I'm frankly impressed with the results of this Fimir's stalling method.
Her +5 when eating Daemons at full health didn't kick in, which I'd say was because it relied on her getting hurt and losing rounds, then making a come back from a position where her -10 Slaaneshi special conditional was active consistently enough to return to full health. That's a steep hill to climb, thus making a very narrow window where it would actually trigger.
Her build also had only one piece of Equipment, the Fork of Fimul, and this helped her stall. This kept her pretty consistent throughout the whole battle - though obviously the breaking of her once piece of Equipment in the first Round did not do her any favors, it wasn't catastrophic like the last Meargh. It hurt her worse on the Magic Round than it did on the combat round and Snorri ended up dominating the Magic Rounds, enabling him to store up 3 Loss Cancelations, the maximum number he
can store apparently. Didn't help much with her, but it did make it better for the fight with Gus the Daemon.
At the end of it all, her own hubris/the dice ended her faster by her decision to try and eat Gus backfiring, then getting killed by Snorri. It's quite possible that by Eating Gus she could have ended up a lot scarier tbh, and vice versa if Gus had eaten her he could have been more powerful himself which would have been spooky. Worked out for us though, which was nice.
As I said, I'll post the Gus postmortem and Snorri's build analysis after the second half gets posted.