Sentinel Squadron

Source: Codex: Imperial Guard (2003), p. 47; Chapter Approved – Codex: Imperial Guard Q&A (v1.0), p. 7

Fast Attack

Sentinel Squadron

Pts WS BS S Front Armour Side Armour Rear Armour I A
Sentinel 35 3 3 5 10 10 10 3 1

Type: Walker, Open-topped. Crew: One Guardsman.

Squadron: A squadron consists of between one and three Sentinels.

Weapons: Each Sentinel in a squadron must be armed in accordance with one of the following configurations. (A squadron may contain several different patterns):

  • Catachan pattern – heavy flamer (+5 pts)
  • Mars pattern – multi-laser (+10 pts);
  • Cadian pattern – autocannon (+15 pts)
  • Armageddon pattern – lascannon (+20 pts).

Errata — Chapter Approved: Codex: Imperial Guard Q&A (v1.0): The Armageddon pattern's +20 point lascannon cost is correct — the lower value printed in Codex: Eye of Terror was simply wrong.

Special Rule

Scouts: Sentinels are used to scout ahead and are always in the vanguard of the army. To represent this, any Sentinels in the army may be deployed at the start of a battle, even in scenarios where they could not normally be deployed.

For example, if you were the defender in a Take & Hold mission then your Sentinels would set up at the start of battle instead of being placed in reserve with the rest of the Fast Attack units. If you are playing a scenario where you can only deploy a limited number of units then any Sentinels you deploy are not counted against the limit for the scenario.

In addition to this rule, after both sides have deployed, any Sentinels may make a 'free' move. The move happens before dice are rolled to determine who takes first turn. All of the normal movement rules apply.