Sentinal Squad

By Magnus Grendel, in General Discussion

Just an observation:

A squad of 3-5 PCs can form most common guard units, depending on preferences and numbers.

10-man infantry (veteran) squad (w/comrades)

6-man fire support squad (3 heavy gunners w/loader comrades)

Hellhound crew

Leman Russ crew

Storm Trooper squad

The one thing they can't do (in the basic rules) is a sentinal squadron. Which, if main battle tanks are in scope, doesn't seem unreasonable. Recon being a single squad with an attached sentinal is fair enough, but personally I would consider the Hunter-Killer unit, which talk about being light vehicle units, and who all have operate (surface) as a standard skill and no decent weapons or body armour, should get either one Hellhound per squad or one Sentinal each .

Does this seem reasonable, or am I missing something?

Magnus Grendel said:

Just an observation:

A squad of 3-5 PCs can form most common guard units, depending on preferences and numbers.

10-man infantry (veteran) squad (w/comrades)

6-man fire support squad (3 heavy gunners w/loader comrades)

Hellhound crew

Leman Russ crew

Storm Trooper squad

The one thing they can't do (in the basic rules) is a sentinal squadron. Which, if main battle tanks are in scope, doesn't seem unreasonable. Recon being a single squad with an attached sentinal is fair enough, but personally I would consider the Hunter-Killer unit, which talk about being light vehicle units, and who all have operate (surface) as a standard skill and no decent weapons or body armour, should get either one Hellhound per squad or one Sentinal each .

Does this seem reasonable, or am I missing something?

That doesn't sound half bad as an idea, I say run some test and see how it does. It sounds good though and it fits with fluff of a squad of 3-4 Sentinel out ranging on their own. And since they wouldn't need to be Operators as Hunter-killers (which is the only one that seems like it would really fit using a Sentinel only squad) you could even have some of the other types of soldiers, like even a Commissar could use one to keep pace with his regiment of all Sentinel mounted men.

It'd be tough to fit the Ogryn or Rantling in but I think they need to add something like Regiment Drawbacks that give you a extra point in Regiment Creation or something that make it impossible to take Abhumans (such as a Vostroyan Regiment… as far as I know from fluff no Ogryn has been born of Vostrya…), or Psykers or other types of Drawbacks too. Though I get it in concept, they are attached specialists, but that's why you'd get points back, you'd be saying that because of how this unit operates this regiment will not work with this specialist type. But that's a talk for another time.

"It'd be tough to fit the Ogryn or Rantling"

No more so than in a Leman Russ crew…

That's more or less my thought; the operator is still a desirable speciality - but more because he's got an auspex and the skills to use it, whilst a weapons specialist or heavy gunner can get the shooting and melee talents to make effective use of a chainsaw or H/K missile, and, of course, you can include sarge with navigate and tactics skills.

Or you could just put your crew in a Salamander Scout Track. Default crew 4 (Commander, Vox Operator/Upper gunner, Driver and Hull Gunner.)

Here is my stab at stats. Note I just took the Chimera and swapped things around.

Note that in my Regiment they often use Melta weapons so I added a Single Multi Melta to the Top Hull mounted weapon.

For those of you un-aware of this gem here is a picture from the Forgeworld.co.uk website:

http://www.forgeworld.co.uk/Images/Product/DefaultFW/xlarge/salscout.jpg

Salamander Scout Vehicle
Based upon the stalwart Chimera transport the Salamander Scout is a Reconnaissance vehicle without equal. The Salamander sacrifices the troop transport capability and the turret of the Chimera to grant better optics and an open platform for crew members to have easy visibility. The Salamander is the foremost scout vehicle in most Imperial Guard units. Often the Salamander is called upon to provide fire support for the scouting forces of the Imperium. As this vehicle has many roles it is often in short supply.
Type: Tracked Vehicle Tactical Speed: 18 m
Cruising Speed: 80 kph Manoeuvrability: +5
Structural Integrity: 35 Size: Enormous
Armour: Front 35, Side 20, Rear 20
Vehicle Traits: Amphibious, Open Toped, Rugged, Tracked Vehicle, Enhanced Motive System
Crew: 1 Commander (Platform), 1 Driver, 1 Gunner (Hull Weapon), 1 Gunner (Top Hull Weapon) 1 Vox attendant (Platform)
Carrying Capacity: 2 Guardsman and wargear for all crew members.
Weapons

Hull top-mounted weapon (choose one of the following):
???? Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20;
Reload 2 Full; Flame, Spray)
???? Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40;
Reload 2 Full; Reliable)
???? Multi-melta (60m; S/–/–; 2d10+16 E; Pen 12; Clip 24;
Reload Full; Blast (1), Melta)


Hull-mounted weapon (choose one of the following):
???? Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X;
Pen 5; Clip 60; Reload Full; Tearing)
???? Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E;
Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

I would make it more agile, like a chimera, if not more, like +15 or even +20, also some C&C ability, but it looks fine by me

Braddoc said:

I would make it more agile, like a chimera, if not more, like +15 or even +20, also some C&C ability, but it looks fine by me

Forget waht I said, +5 is ok, I got the tactical speed and maneuvrabilty mixed

Pappystein said:

Or you could just put your crew in a Salamander Scout Track. Default crew 4 (Commander, Vox Operator/Upper gunner, Driver and Hull Gunner.)

Here is my stab at stats. Note I just took the Chimera and swapped things around.

Note that in my Regiment they often use Melta weapons so I added a Single Multi Melta to the Top Hull mounted weapon.

For those of you un-aware of this gem here is a picture from the Forgeworld.co.uk website:

http://www.forgeworld.co.uk/Images/Product/DefaultFW/xlarge/salscout.jpg

Salamander Scout Vehicle
Based upon the stalwart Chimera transport the Salamander Scout is a Reconnaissance vehicle without equal. The Salamander sacrifices the troop transport capability and the turret of the Chimera to grant better optics and an open platform for crew members to have easy visibility. The Salamander is the foremost scout vehicle in most Imperial Guard units. Often the Salamander is called upon to provide fire support for the scouting forces of the Imperium. As this vehicle has many roles it is often in short supply.
Type: Tracked Vehicle Tactical Speed: 18 m
Cruising Speed: 80 kph Manoeuvrability: +5
Structural Integrity: 35 Size: Enormous
Armour: Front 35, Side 20, Rear 20
Vehicle Traits: Amphibious, Open Toped, Rugged, Tracked Vehicle, Enhanced Motive System
Crew: 1 Commander (Platform), 1 Driver, 1 Gunner (Hull Weapon), 1 Gunner (Top Hull Weapon) 1 Vox attendant (Platform)
Carrying Capacity: 2 Guardsman and wargear for all crew members.

<<SNIP>>

Some additional traits you may want to add as options/upgrades:

-Improved Comms: An expanded vox-caster set up, which may also allow a Tech-Use bonus to make communications.

-Surveyor: A vehicle-sized auspex/scanner with greater range then the hand-held version (I know in Imperial Armor this is an option for the Command Salamander, but seems ill-suited there as opposed to being on the recon vehicle that's supposed to operate ahead.).

-Targeter: This is an upgraded version of the hand-held targeter and used to provide information and marking for artillery and aerial fire support.