SENTINELS, one of the most widely known forces in the Marvel Universe. Giant, mutant-hunting killer robots designed to cleanse homo sapiens of the freak menace. They are also one of the most misunderstood and underrated Hero-Clix in the WizKids universe. Because of their high point values, expense, and special rules, you'll be hard pressed to find anyone playing with one or more on a regular basis. In this Data File and the reviews to follow, I hope to bring a much-needed light to the Sentinel, who is by far and away my favorite figure in the game.


It's time to update the award winning Sentinel Files with the new Battlefield Conditions and Feat Cards from Fantastic Forces and Icons.

Astral Plane: Useless, Sentinels are immune to hindering terrain for movement purposes, but it may help their support staff.

Atlantis Rising: A great way to slow down your opponent. Wolverine can't turn your Sentinel into an open can of tomato soup if he has to trudge through acres of prime Atlantis real estate.

Brilliant Tactician: Useless.

Disbanded!: Perfect for suddenly exposing Batman to the light of day or nullifying Susan Storm's force bubbles.

Double-Time: Better for your support staff, but you can't use Lockjaw to hoof the Sentinel across the board, so it's expensive for what it does. You're better off focusing your tactics.

Force Field: Very good for Mark III and VII Sentinels. A cheap way to reduce some of the pounding they'll take, but with 4 and 5 base damages being prevalent today, it won't help much.

Low Gravity: A great card for any game. Not so good if you're trying to capture someone, but your Sentinel is immune to knockback, so go ahead and let gravitron make your day!

Poor Teamwork: Essential. Keep Jean Grey from throwing Cyclops across the board to give you a new breathing hole. Another great card, but you won't be able to carry any of your meat shields around, either.

Power Dampening Field: A good card, but not necessarily the best defense, as it will prevent you from really making use of the Sentinel's higher damage clicks.

Shake Off: Not useable.

Thunderbolts: Good for your support staff, but it doesn't really represent a good themed team. Get some cheap Avengers and give them the Superman Enemy TA.

Unstoppable: Not relaly useable, but I've always said Sentinels should have Super Strength as a TA.

Wild Sentinel: A great pog for themed teams. I know it's not a feat card or battlefield condition, but I think it bears note that we now have some Morrison Sentinels.

Darkness Within: A fantastic card. Load in a few Hooker Bots, make your Sentinel In Contact With Master Mold, then deal some pushing damage to your Hooker Bots to push them to their perplex clicks. You'll up your damage, and have the opportunity perplex your attack or range. Nothing like striking from 13 squares away. Keep some cheap pogs on the background just in case.

Divebomb, Infiltration, Internal Strife, Ssiphon Power, Submerged, Swingline: Not useable.

Madness: Well, it's different. Plus you can keep those medic using teams from being as effective.

Rally: Too hard to use when there are better BFC's out there.

Sidekick: Go ahead, do it for kicks. Have your Mark I Sentinel be a sidekick to a Mark III.

Once again proving that Sentinels are still relevant today, this is Shin-Goji, owner of Twisted Kaiju Theater and Ultimate Hero-Lix.