Sentries

Source: Core Rulebook 3E, p. 136

A defender's small, army-specific lookout force that moves independently and alone until the alarm is sounded.

In certain scenarios the defender has set up sentries to keep a lookout for enemy activity. Sentries can be represented with card counters, but it is preferable to use spare miniatures of the appropriate type.

The number of sentries available depends on which army you are commanding and is given on the following list. These sentries do not cost any extra points.

  • Orks: 12 Gretchin (Initiative 2).
  • Imperial Guard: 10 Guardsmen (Initiative 3).
  • Sisters Of Battle: 8 Battle Sisters (Initiative 3).
  • Tyranids: 8 Termagants (Initiative 4).
  • Eldar: 8 Guardians (Initiative 4).
  • Space Marines: 6 Space Marines (Initiative 4).
  • Chaos: 6 Chaos Space Marines (Initiative 4).
  • Dark Eldar: 6 Dark Eldar Warriors (Initiative 5).

At the start of the sentries' turn, both players roll a dice for each sentry model (or marker). The player that rolls highest can move the sentry the distance indicated on the dice in any direction. If the rolls are tied then the defender moves the sentry.

Sentries do not have any squad coherency rules and operate independently.

See Sounding the Alarm for what happens once the enemy is spotted.