VOXROSTER
CodexFactionsNecronsSentry Pylon [Legends]

Sentry Pylon [Legends]

M-
T8
SV3+
W10
LD7+
OC0

Composition & Wargear

Sentry Pylon [Legends]
Choose one Focused death ray / Gauss exterminator / Heat cannon

Ranged Weapons

WeaponRangeABSSAPD
Focused death ray 36"64+ 8-22
Gauss exterminator 48"14+ 14-36
Heat cannon 36"24+ 9-4D6

Abilities

Teleportation Matrix Datasheet

Once per battle, at the end of your opponent’s turn, if this FORTIFICATION is not within Engagement Range of one or more enemy units, you can remove it from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this FORTIFICATION is not on the battlefield, it is destroyed.

Phase-shifted Cover Datasheet

Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.

Deadly Demise Core

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.

Reanimation Protocols Core

If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: ■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound. ■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

Lethal Hits Core

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.  Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.