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Enemy·Machines

Sentinel

A bipedal military patrol unit constructed from military-grade composite materials. Extensive weathering and improvised repairs indicate prolonged autonomous operation in hostile environments without maintenance access.

Loot 12

Each item rolls on its own every time you defeat this enemy, in the amount shown. Chances as the game publishes them.

Where to find it 39

See every spot on the map

Show 27 more spots
Desert
-20% movement speed · Miniguns +15% · Launchers +15%
Hills
-20% movement speed · Bolt Action Rifles +25% · Semi Auto Rifles +25% · Assault Rifles +25% · Sniper Rifles +25%
Mountains
-40% movement speed · Bolt Action Rifles +15% · Sniper Rifles +15%
River
-30% movement speed

From the game files (version 2.4.261112-4cec7dd).

How to fight it

Suggestions computed from damage types, following the game guide: every armor and enemy has a best and a worst defense.

Best gear against it

Overall

Weapons

  1. Rattlesnake + 12 Gauge Shell (T3)Blunt ~49.8 damage per turn · hits 97% · 3 turns to kill
  2. Grinder + 7.62mm Ammo Cartridge (T3)Pierce ~47.5 damage per turn · hits 85% · 3 turns to kill
  3. Sidewinder + 0.38 Ammo Cartridge (T3)Pierce ~39.2 damage per turn · hits 97% · 4 turns to kill

Armor against its attack Energy

With this armor it hits 97% of the time and takes about 3.8 per turn (about 24.7 without armor): with 60 health you last about 16 turns.

Simulate fights with this gear

Best in the free version

Weapons

  1. Trenchsweep Shotgun + 12 Gauge Shell (T2 Upgraded)Blunt ~34.9 damage per turn · hits 94% · 4 turns to kill
  2. Scorcher + Anti-Personnel Rocket (T2 Upgraded)Explosive ~26.8 damage per turn · hits 94% · 6 turns to kill
  3. Hellhound + 7.62mm Ammo (T2 Upgraded)Pierce ~24.8 damage per turn · hits 79% · 6 turns to kill

Armor against its attack Energy

With this armor it hits 90% of the time and takes about 8.1 per turn (about 24.7 without armor): with 60 health you last about 8 turns.

Simulate fights with this gear

Estimate with the game's fight rules: 2d10 plus accuracy against a defense of 6 plus armor modifiers; a critical hit (two tens or 10 over the defense) deals ×1.5; damage minus the armor for that damage type, at least 1 per hit; base health 60; a turn every 10 s. Natural defense, skill bonuses, range and terrain are left out.

Tasks

Portrait frames 2

Codex entry

  1. Entry 1

    Servo timing on recovered units operates at a frequency two orders of magnitude faster than the era's processors should permit. Institute engineers have replicated none of the components. The units run on whatever was loaded into them in 1987 and have not paused since.

  2. Entry 2

    Caravan guards on the southern routes have a rule: if you see a Sentinel, don't run. Don't hide. Walk past at normal pace and don't look at it. The ones who broke the rule are not available for comment.

  3. Entry 3

    A pre-war maintenance log recovered from a collapsed bunker lists forty-three Sentinels deployed for "Project Recall." The current operational count exceeds three hundred. The log ends before defining Project Recall. Whatever the originals were built to do, the others have been doing it for fifty years.

Open the codex entry

Same family 6