Kerribanian Stalker Sentinel: Developed originally for use by prospecting companies combing the surface of Kerriban for deposits of Radioactives buried deep beneath the snow, the Stalker Sentinel was given new life after the Tyranid invasion of Kerriban. Left with the unfortunate prospect of a massive number of feral Tyranids hiding out in the caves and ruins scattered across the planet, the Mechanicus of Kerriban armed and armored the Stalker Sentinels into fearsome extreme range reconnaissance vehicles. Heavily armored and well insulated, these vehicles have basic internal toiletry facilities and storage for on-board food supplies, allowing them to stay out for up to 7 days at a time in the lethally cold Kerribanian weather. The Stalker is much larger than average Sentinels, coming at a whopping 15 tons compared to the Sentinel's 7.5. Most of this is due to the cabin being expanded to accommodate a second crew member and being up armored. As it is expected to stay out for up to a week at a time, the Stalker's weapons are usually mounted with expanded magazines (included in weapon profiles below), and the crew has access to a set of emergency repair supplies to keep the vehicle running. With their advanced auspex, heavy weaponry, and incredible endurance, it was only a matter of time before the Departmento Munitorium acquired a few regiments of the vehicles to fight off world. Now the elite Kerribanian Stalker regiments can be seen on a variety of inhospitable worlds, using wolf pack tactics to find and destroy the enemy before disappearing into the hostile wilderness like ghosts.
Note: As this is basically a larger, 2 seater sentinel, it can fulfill the same role. Keep in mind that it does weigh twice as much as a normal, so your players will need to make very liberal use of the Ground Penetrating Auspex to be sure they don't fall into a frozen lake or something.
Type: Walker Tactical Speed: 10m
Speed: 45 km/hr Maneuverability: +10
Structural Integrity: 25 Size: Massive
Armor: 28 Front, 20 Side, 18 Rear
Vehicle Traits : Enclosed, Rugged, Walker, Enhanced Motive Systems, Long Range Vox, Environmentally Sealed, Ground Penetrating Auspex
Crew: 1 Driver (Hull Weapon), 1 Navigator (Chin Heavy Bolter)
Carrying Capacity: None (300kg of cargo below the cabin)
Weapons: Chin Mounted Heavy Bolter (Chin Mount; 150m; -/-/6; 1d10+8 X; Pen 8; Clip 240; Rld 4 Full; Tearing) The Heavy Bolter can be reloaded from inside the cabin by the Navigator. The vehicle carries 480 total rounds for the weapon.
The Vehicle may mount one of the following alongside the cabin.
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Multi-Laser (150m; -/-/5; 2d10+10 E; Pen 2; Clip 200; Reload 3 Full; Reliable)
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Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 60; Reload 3 Full; Reliable)
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Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven[3])
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Heavy Grenade Launcher (150m; S/3/-; *; *; Clip 30; Reload 3 Full; *; )
None of the above weapons may be reloaded from inside the vehicle. The vehicle does not have dedicated storage for extra ammunition for the main weapon, but many enterprising crews may strap some to the side.
Chin Mounted Weapon: This weapon is mounted under the chin of the Sentinel and slaved to the Navigator's helmet or joystick. It can fire in a 180 degree arc to the front of the vehicle, and if it is fired with the benefit of the Helmet Display grants a +10 to the Ballistic Skill test to fire it.
Heavy Grenade Launcher Ammo Types:
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Frag (2d10+5 X; Pen 0; Blast[5])
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Krak (2d10+8 X; Pen 8; Concussive[1])
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Smoke (Smoke[10])
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Incendiary (1d10+5 E; Pen 6; Blast[6], Flame)
Ground Penetrating Auspex: This trait means that the vehicle is equipped with an advanced auspex capable of detecting buried threats to the vehicle, as well as environmental hazards. As a Routine(+20) Tech Use test, the Navigator may scan the area for things such as snow covered bodies of water or areas of soft soil. As an Ordinary(+10) Tech Use test, the Navigator may check a circle 15m in diameter around the vehicle for landmines or other explosive devices.
Edited by TheOGBluejay