Join Date: Mar 2009
Location: Burning Depths of Hell
Wow, Night Scythes...
Invasion Beams: A unit that begins its Movement phase embarked upon a Night Scythe can disembark before or after the vehicle has moved (including pivoting on the spot, etc) so long as the vehicle has not moved more than 36". If the Night Scythe moves more than 24" in the same turn, the disembarking unit can only fire Snap Shots.
How does the Pharao rule work with this as it gives a unit Relentless?
Warscythe, S2+, AP1, Armourbane.... So a Lord has S7, roll 2D6 for armour pen and does +2 on the damage chart... ouch...
Mindshackle scarabs can be used specifically to target characters in challenges :D So go ahead, challenge me :D
Whip Coils confuse me now...
As a set value modifier the Whip Couls effect is applied after all other modifiers. If the model is effected by another set value modifier, roll off to see which is applied first at the start of each Fight sub-phase.
So does this mean GKs get their +2I from their halberds or not?
Last edited by MadCowCrazy; 06-30-12 at 10:45 AM.