Sacristan Forgeshrine

(Entry)
Type: model
EntryId: ec59-dc13-e945-efd2
Hidden: false
Costs: 4 PL80 pts
Rules (1)
Sector Mechanicus Structure
After it is set up, a Sarcistan Forgeshrine is treated as a Sector Mechanicus terrain feature.  It cannot move for any reason, is not treated as a friendly or enemy mode, and cannot be targeted or affected by any attacks or abilities.

Unless they can FLY, VEHICLES, MONSTERS, CAVALRY, and BIKERS can only be set up and end their moves on the ground floor of a Sector Mechanicus Structure.  Unless they can FLY, INFANTRY, BEASTS, and SWARMS must scale ladders, girders, or walls to ascend or descend between different levels of a Sector Mechanicus structure.  INFANTRY are also assumed to be able to traverse around girders, buttresses, and hanging chains, and so move through them without impediment.

INFANTRY units that are entirely on a Sector Mechanicus structure receive the bonus to their armour saves for being in cover (other units that are entirely on the structure only receive this bonus if at least 50% of every model is obscured from the point of view of the shooting unit).

Profiles:

Abilities
Auto-Sacristan:

At the end of your Movement phase, one IMPERIAL KNIGHTS VEHICLE from your army that is within 1" of this model can use the Forgeshrine's Auto-Sacristan. If it does so, it cannot shoot or charge this turn and its Attacks characteristic is reduced to 1, but you can then choose and resolve one of the following effects: Ritual of Repairing, Ritual of Reloading, Rite of Refueling. A vehicle can only use an Auto-Sacristan once per turn.

Ritual of Repairing:

The vehicle regains D3 lost wounds. If there is a TECH-PRIEST, TECHMARINE or IRON PRIEST from your army on the Sacristan Forgeshrine, and they have not used their ability to repair another vehicle this turn, they can aid in the ritual of repairing instead of using that ability this turn; if they do so, the vehicle regains 3 lost wounds instead.

Ritual of Reloading:

If the vehicle is equipped with shieldbreaker missiles, it regains all shieldbreaker missiles it fired previously in the battle. If it is not, or if it has its full complement of shieldbreaker missiles, choose one ranged weapon the vehicle is equipped with (not an Heirloom of the Noble Houses). The next time it is fired, it always makes the maximum number of attacks (e.g. a Heavy 2D6 weapon will fire 12 shots).

Rite of Refueling:

Until the end of your next Movement phase, increase the Move characteristic of the vehicle by 6".

Used By (1)