Switch Theme:

Mind Shackle Scarabs  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Regular Dakkanaut




Hi there,

I've been searching online for a lot of information but still have yet to get a clear understanding.

Mind shackle scarabs. How do they work exactly?

Also, would mind shackle scarabs work on models with FEARLESS? Like Chaos units?

How do mind shackle scarabs work in terms of a leadership challenge?

Thanks.
   
Made in ie
Ork-Hunting Inquisitorial Xenokiller




Fearless units and ATSKNF units auto-pass fear tests, it says so in the MSS rules.
You might have the old book. if they're not fearless, they have to roll 3D6, if it's greater than their leadership they fail.
   
Made in nz
Regular Dakkanaut




So MSS don't work on fearless units?

So a chaos lord would carve a necron overlord to pieces because MSS doesn't work and the necron overlord's initiative is so low?
   
Made in us
Auspicious Daemonic Herald





MSS only causes Fear now
   
Made in ie
Ork-Hunting Inquisitorial Xenokiller




Are you sure you have the new codex? A fear check from MSS wouldnt be much help, only in a challenge, Ld 10 has 50% chance of passing, and if he fails, he'll hit you on 5s. not too bad

And no, necron overlord with 4+ invuln 4+ reanimate for each wound will take 12 ap3 wounds to kill (on average) he should still get to swing.

old MSS worked on fearless units, but they got changed in the new codex
   
Made in nz
Regular Dakkanaut




Thanks man, yea must be an old codex.

So reanimate is 4+ or 5+?

And is the warscythe a ap1 or ap2?

   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 Kill3RKiD wrote:
Thanks man, yea must be an old codex.

So reanimate is 4+ or 5+?

And is the warscythe a ap1 or ap2?



It's in the new codex. The Warscythe is in the wargear section at the back of the book, whereas RP is detailed in the special rules section.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in gb
Decrepit Dakkanaut




As above. Dakka isnt a replacement for having a codex, and as all your questions are clearly answered in the codex, we cant do more than point you to where the answers can be found
   
Made in gb
Tail-spinning Tomb Blade Pilot




Necron overlords with MSS used to be able to kil anything in the game.

MSS has now been nerfed and is pretty useless.

The wargear overlords used to be able to take (2+ armour, 3++ invincible, 4+++ reanimation roll) has all be tuned down too (on top of min 55% chance target would kill itself anyway!).

That said, a 5, 5, 5, 5, three would, 3 attack, 3+/4++/4+++ with an AP2 S7 warscythe with armour bane is still going to cut down pretty much anything short of an imperial knight. For best results attached the overlord to a unit of lychguard and put in a night scythe with Orikan and a cyptek and watch as your enemy rolls over. Who needs MSS? /trollface


15k+
3k+
 
   
 
Forum Index » 40K You Make Da Call
Go to: