Night Scythe

(Entry)
Type: model
LinkId: 9ef2-0dfd-e2c4-3846
Hidden: false
Costs: 130 pts

Constraints:

min: 1
max: 1
Options (1)
Rules (3)
Invasion Beams
A unit that begins its Movement phase embarked upon a Night Scythe can disembark either before or after it has moved (including pivoting on the spot), even though it is Zooming, so long it has not moved more than 36" in that Movement phase. If a unit disembarks from a Night Scythe after it has moved 24" or more, models in the unit can only fire Snap Shots until the start of their next turn. Units embarked on a Night Scythe ignore all effects of damage on passengers. If a Night Scythe is destroyed, the units embarked upon it suffer no damage or ill effects - instead they are immediately placed into Ongoing Reserves.
Living Metal
A model with this special rule ignores the effects of Crew Shaken (but still loses a Hull Point). At the end of each of your turns, roll a D6 for each of your Heavy or Super-heavy vehicles with this special rule that has less than its starting number of Hull Points, but has not been destroyed. On a roll of a 6, that model regains a Hull Point lost earlier in the game.
Supersonic
A Supersonic vehicle that moves Flat Out must move at least 18" and can move up to 36".

Profiles:

Flyer BSFrontSideRearHPTypeCombat RolePursuitAgility
Night Scythe

4

11

11

11

3

Vehicle (Flyer, Transport)

Attack Flyer

4

2

Transport CapacityFire PointsAccess Points
Night Scythe (Transport)

15.

None.

  1. On the unerside of its hull.

Modifiers:

set hidden true
Used By (9)