FAST ATTACK

 

TECH-GUARD SENTINEL SQUADRON
 

Armor

 

Profile

Points

WS

BS

S

Front

Side

Rear

I

A

Sentinel

35

3

3

5

10

10

10

3

1

Cult Mechanicus forces often bring several squadrons of these common Imperial walkers, as they are useful for advance scouting of the area. Sentinel pilots are trained in long range reconnaissance and are usually sent out far in advance of the main force. Each carries a potent ranged weapon, and many are fitted with special excavation claws to aid in recovering buried or heavy machinery (which double as effective close combat weapons too!).

Type: Open-topped, Walker Crew: One Tech-Guard Pilot

Squadron: 1-3 per Squadron

Weapon: Each Sentinel must be armed with one of the following forward-firing weapons: Multi-laser (+10 pts), Heavy Flamer (+5 pts), Heavy Bolter (+10 pts), Autocannon (+12 pts), Assault Cannon (+12 pts). Additionally, one Sentinel per squadron may be fitted with a Typhoon Missile Rack for +20 pts.

Claw Arm Often Tech-Guard Sentinels are fitted with a large mechanical claw, used for digging and lifting out precious tech relics the Priests discover on Questing expeditions. These claws are also useful in combat, as many Sentinel pilots have found in the midst of a desperate combat! Any Sentinel may be fitted with such a claw for + 7 points, giving it +1S and +1 Attack.

Options: Sentinels can only take the following upgrades: Armored Crew Compartment, Extra Armor, Searchlight, Smoke Launchers, Hunter-Killer Missile, Rough Terrain Modifications.

SPECIAL RULES:

Scouts: Tech-Guard Sentinels are often sent out into the forefront of the expedition, scouting out the advance terrain and picking out good deployment and excavation sites. As such, they may use the special Sentinel Scouting rules from Codex: Imperial Guard.

 

TECH-GUARD LAND SPEEDER SQUADRON

Profile

Points

Front Armor

Side Armor

Rear Armor

BS

Land Speeder

40

10

10

10

3

There are few of these vehicles in the Imperium, and apart from the Adeptus Astartes only the Cult Mechanicus fields these flying weapon platforms in great numbers. Land Speeders require almost daily maintenance to ensure proper operation of their anti-grav drive plates and compact turbo-fan engines, and the Tech-Priests are reluctant to share their operating knowledge with anyone. Only to their comrade Techmarines, with whom they feel kinship from the years of apprentice work these Space Marines perform, will they impart such carefully guarded secrets. This is only a tiny fraction of the ancient lore kept sequestered in the Red Planet however, as the most valued of arcane mysteries must never be allowed to fall into outside hands.

Type: Fast, Skimmer, Open-Topped Crew: Two Tech-Guard (Pilot & Gunner)

Squadron: 1-3 per Squadron

Weapon: Heavy Bolter

Options: The Heavy Bolter can be upgraded to a Multi-Melta for +15 points. Additionally, you may also mount one of the following: Heavy Flamer (+20 pts), Assault Cannon (+25 pts), Plasma Cannon (+30 pts), Multi-laser (+12 pts), Typhoon Missile Rack (+25 pts)

Tech-Guard Land Speeders cannot take any vehicle upgrades except an Armored Crew Compartment.


Back to Codex: Adeptus Mechanicus

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