Welcome to the GM’s Corner! Everything on this page is for the person behind the screen: the house rules we use at our table, our custom O.C.C.s, a Road Hazard table for the Minnesota Front, and the Sentinel Sourcebook, an index of every NPC, gang, gadget and legend the Sentinel has printed.
Last revised 04/14/01. Rules 1–3 are official at our table. Rule 4 is in playtest; tell us how it works at yours!
RULE1
Missile Volleys & Dodging Problem: By the book, dodging a volley of 40 missiles is no harder than dodging one. Fix: Against a volley of 4 or more missiles, the defender takes -1 to dodge for every 2 missiles in the volley. Auto-dodge bonuses don't apply against volleys larger than 8.
RULE2
Armor Penetration on a Natural 20 Problem: A Glitter Boy shrugs off small arms all day long. Fix: On a natural 20, the attacker may bypass half the target's armor M.D.C. and apply the damage to internal structure, or to the pilot if there is one.
RULE3
Skill Consolidation Radio: Basic, Radio: Scramblers and Surveillance Systems become a single skill, Comms/SigInt. Wilderness Survival now includes basic Land Navigation.
RULE4
Streamlined Melee RoundsPLAYTEST Problem: Tracking six-plus attacks per melee for every combatant eats whole sessions. Fix: Each melee round, a character gets one Attack action and one Move/Defend action. Extra attacks per melee (from Hand to Hand skills, Boxing, augmentation and so on) become extra Attack actions.
The Sentinel’s writers slipped plenty of game material into the paper. Here it all is in one place. Click an issue number to jump straight to the page.