Sentinel Commander [Crucible]
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Autocannon | 48" | 2 | 3+ | 9 | -1 | 3 |
| Autogun | 24" | 2 | 3+ | 3 | 0 | 1 |
| Combat shotgun | 12" | 2 | 3+ | 4 | 0 | 1 |
| Grenadier gauntlet | 18" | D6 | 3+ | 4 | 0 | 1 |
| Lascannon | 48" | 1 | 3+ | 12 | -3 | D6+1 |
| Lascarbine | 18" | 2 | 3+ | 3 | 0 | 1 |
| Lasgun | 24" | 1 | 3+ | 3 | 0 | 1 |
| Missile launcher - frag | 48" | D6 | 3+ | 4 | 0 | 1 |
| Missile launcher - krak | 48" | 1 | 3+ | 9 | -2 | D6 |
| Multi-laser | 36" | 4 | 3+ | 6 | 0 | 1 |
| Plasma cannon - standard | 36" | D3 | 3+ | 7 | -2 | 1 |
| Plasma cannon - supercharge | 36" | D3 | 3+ | 8 | -3 | 2 |
| Zealot's vindicator | 12" | D6 | N/A | 5 | 0 | 1 |
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 |
| Heavy flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Ripper gun | 18" | 3 | 3+ | 5 | -1 | 2 |
| Autopistol | 12" | 1 | 3+ | 3 | 0 | 1 |
| Hand flamer | 12" | D6 | N/A | 3 | 0 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Laspistol | 12" | 1 | 3+ | 3 | 0 | 1 |
| Plasma pistol - standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Plasma pistol - supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Bullgryn maul | Melee | 5 | 3+ | 7 | -1 | 2 |
| Power fist | Melee | 3 | 3+ | 6 | -2 | 2 |
| Ripper gun | Melee | 5 | 3+ | 6 | -1 | 1 |
| Sentinel chainsaw | Melee | 3 | 3+ | 6 | -1 | 1 |
| Zealot's vindicator | Melee | 4 | 3+ | 5 | -1 | 2 |
| Chainsword | Melee | 5 | 3+ | 3 | 0 | 1 |
| Close combat weapon | Melee | 3 | 3+ | 3 | 0 | 1 |
| Frag lance | Melee | D6 | 3+ | 4 | 0 | 1 |
| Goad lance | Melee | 2 | 3+ | 6 | -2 | 2 |
| Huge knife | Melee | 6 | 3+ | 8 | -1 | 2 |
| Hunting lance - frag tip | Melee | D6 | 3+ | 4 | 0 | 1 |
| Hunting lance - melta tip | Melee | 1 | 3+ | 9 | -4 | D6 |
| Power weapon | Melee | 4 | 3+ | 4 | -2 | 1 |
Abilities
Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
This model can be attached to the following units: - Armoured Sentinels - Scout Sentinels*
If your Army Faction is Astra Militarum, Officer models with this ability can issue Orders. Each Officer's datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. Officer models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
Only Astra Militarum models gain the benefit of an Order issued to their unit.
MOVE! MOVE! MOVE! Add 3" to the Move characteristic of models in this unit.
FIX BAYONETS! Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
TAKE AIM! Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
FIRST RANK, FIRE! SECOND RANK, FIRE! Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
TAKE COVER! Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).
DUTY AND HONOUR! Improve the Leadership and Objective Control characteristics of models in this unit by 1.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
A Character created using Crucible rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.