Pioneers and Constructor Sentinel


Rules by Master Bryss

Imperial Guard Pioneer Squad
During trench warfare campaigns Pioneer squads are often attached to the Platoons of the Imperial Guard. These men are tasked with digging new trenches to protect the men of their platoon, which also serve to expand the territory controlled by the Guard. Pioneers also carry building tools to allow them to create hasty fortifications from airdropped material, making them a useful tool in creating battlefield dominance.
0-3 Pioneer squads may be attached to an Infantry Platoon, and are Troops.
Cost: 50 points per team.
WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3
1
3
1
7
5+

Unit: 6 Pioneers
Unit Type: Infantry
Wargear: Flak armour, Lasgun, Nine-Seventies.
Nine-Seventies: These tools are standard issue trench-diggers. Instead of shooting a squad of Pioneers may instead dig a 6” long and 2” wide trench (marked with something suitable). The Pioneers may then move into the trench. This trench may then be made longer (by building another one next to it in the following Shooting Phase. It provides a 5+ Cover Save.
Special Rules: Move Through CoverConstruct.
Construct: Using airdropped crates of material Pioneers are able to reinforce local terrain and expand it. For every two squads of Pioneers taken, a single piece of ruins or a building in the player’s Deployment Zone can have an effect applied to it:
Ruins: Cover Saves taken in the piece of ruins can be re-rolled.
Buildings: Capacity is increased by 5 and an extra Fire Point is added.

Adeptus Mechanicus Constructor Sentinel
Constructor Sentinels are found on Mechanicus expeditions and are used to clear paths and build temporary buildings for the storage of equipment and accommodation. However, should the expedition be disturbed, these Sentinels are capable of tearing apart vehicles and infantry with a powerful motorised servo-arm.
Squadrons of Constructor Sentinels can be taken in an Imperial Guard or Inquisitorial army as an Elites choice.
Cost: 80 points per model.
WS
BS
F
S
R
I
A
3
0
12
11
10
3
1

Unit: Squadron of 1-3 Constructor Sentinels
Unit Type: Vehicle (walker)
Wargear: Servo-arm, Extra armour, Searchlight.
Special Rules: Move Through CoverTemporary Buildings.
Temporary Buildings: Up to D3 Temporary Buildings may be placed in the player’s Deployment Zone for each Constructor Sentinel Squadron. These may be modelled in any way, although cannot be larger than 5” long and 5” wide, have an Armour Value of 10 on all sides, a capacity of 10, 4 Fire Points and use the regular rules for Buildings. Ordnance attacks automatically destroy Temporary Buildings if they are hit by one (for Blast Weapons the hole must be over the building).

Comments

Master Bryss said…
Quick and fast rules based on the theme of Dawn of War Builder units. Not much else to say about these guys really.
Max said…
Man, I would KILL for those Constructor Sentinels. I may be in the minority, but my pocket Dreadnoughts are some of my favorite units in the Guard 'dex, and a more close combat oriented one is awesome.

One thing you might want to add onto the Constructor Sentinels is something scaling the number of buildings built with an increase in squad size- otherwise taking more only gets you more close combat walkers.
Master Bryss said…
Point taken.

Note to Atrotos: Change the number of buildings the Sentinels can build to D3 plus the number of Constructor Sentinels in the army. That may work better.
Master Bryss said…
Point taken about the edit. 2-12 is too much, 1-9 is better.
Max said…
Man, I would KILL for those Constructor Sentinels. I may be in the minority, but my pocket Dreadnoughts are some of my favorite units in the Guard 'dex, and a more close combat oriented one is awesome.

One thing you might want to add onto the Constructor Sentinels is something scaling the number of buildings built with an increase in squad size- otherwise taking more only gets you more close combat walkers.