Switch Theme:

Attempt to Make Sentinels Better  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Hardened Veteran Guardsman




Your Friend Doctor Robert wrote:Sentinel Secondary Weapon options:

None: Default
Twin Linked Bolter: +5 Points
Heavy Bolter: +10 Points
Meltagun: +10 Points
Plasma Gun: +15 Points
Enhanced Engine: (Scout Sentinel Only)+20 Points*

Enhanced Engine: Some Sentinels forsake the additional firepower granted by a Secondary Weapon for an additional speed burst. Taking this upgrade allows the Sentinel to move 9 inches in the Movement Phase, but if it does so it may not shoot in the following shooting phase. If one Sentinel in the Squadron takes this, the entire Squadron must. This upgrade does not help Scout Moves.


1) I hope by twin linked bolters you mean storm bolters, i know it seems silly but everything the gaurd equips should be standardized and that includes the ol' stormies.

2) Never really liked giving the armoured sentinal 2 main heavy weapons like the heavy bolter, I cant help but feel that giving it a smaller, more vestile weapon would suit it
(And lets face it, the thing already looks like it could tip over with just one big gun on it, imagine two of them!) although adding the heavy bolter and the assult cannon to the main weapons list would be sweet!

3) +1 to enhanced engines, it fits the fluff i belive and makes the sentinals a little bit more...custimizable. but somthing more needs to be done to make this rule right, i just dont think giving it the +1" to movement is what it needs

and i like adding the gernade launcher/ flamer/ cc weapon to the sentinal. they would all look nice to be modeled on to the sentinals chassis...that one little cone underneth its head is just beggin for some 40mm nadey goodness


Automatically Appended Next Post:
I got it! How bout' for 10 points per sentinal you can use the enhanced engines to boost up to 9" in the movement phase
( Wether or not you get to shoot that phase i still dont know) but its a one time use only, like the hk missle.

This message was edited 1 time. Last update was at 2011/07/11 06:09:12


"Give me my men and let me show you arses how you assult Orks."-Col. Veros

win-loss ratio:
24-17-6
i play:
orkursk 82nd crimson guard 
   
Made in us
Hardened Veteran Guardsman






I also like the idea of mounting a second, maybe lighter, weapon on the sentinel.
aka. storm bolter, melta, flamer, plasma gun, maybe a two shot grenade launcher.

+1 to the idea of giving it options for assault cannon, multi-melta, and heavy bolter.

Just a silly add-on, but what about allowing armor sentinels to take hurricane bolters?

Another idea - what say that for an extra ten points, that sentinel chainsaw adds +1 strength.
   
 
Forum Index » 40K Proposed Rules
Go to: