Sentinel Mk4 robot (X-Men enemies) (Marvel Comics)

Sentinels Mark IV


In the Marvel Universe, the Sentinels are giant robots who hunt mutants. They are usually backed by paranoid government factions, shady corporations, secret military projects and the like.

The Mark IV model was primarily seen during the early 1980s. They chiefly appeared in in Uncanny X-Men, of course.


  • Group Affiliation: The Sentinels.
  • Base Of Operations: Mobile.
  • Height: approx 20‘ Weight: Several tons.
  • Eyes: white or red Hair: N/A


Powers and Abilities

The Mark IV class of Sentinels are powerful war machines, although not as powerful as the Mark II and the following models of Sentinels.

The Mark IV class of Sentinels, as expected, possess a large number of weapon systems including electric blasts, plasma blasts, force bolts, catch-web cables and a massive strength. They also have sensory functions, with limited range. These include the reading and tracking of mutants and radio communications with other Sentinels or a database.

Their computerized memory may include massive amounts of data on wanted mutants and other super beings. Their hunting is made easier by powerful rocket boots enabling flight at near-sonic speed.

The Sentinels strongest and possibly most feared ability is their coldness ; they cannot be persuaded to override their programming, but ruthlessly and efficiently follow their targets tirelessly until their goal is reached (i.e. terminated).

The Mark IV model had great upgrading capabilities enabling it to become more powerful against previously met opponents in future encounters. It was also the only model built by Shaw to include a powerful searchlight.


The Sentinels history is rather long and Marvel fans definitely know about it.



The Sentinels are basically big (20’), humanoid looking robots. They have all the appendages of the human anatomy and actually look like a big human clad in a massive exoskeleton. The Mark IV looks identical to the Mark V except that it runs in other color themes.


Sentinels are advanced robots and do not really have a personality. One could really write N/A here, but it should be known that they give the impression of being constantly analyzing and evaluating combat situations. They speak aloud all their observations, warning the opponent in the process, with a fearsome, cold metallic voice.

They behave as programmed which usually is either kill or capture their mutant prey. When damaged or destroyed they often go “Squee !” or “Warning ! Warning ! This unit is severely damaged !”.

It’s logical to assume that once a Sentinel has been around for a while it begins to learn, experience and grow beyond its’ original programming. This is best represented by letting it raise its mystical attributes and decreasing the severity of its IAs and thus increase its self-awareness through HPs gained by experience.

Sentinel robot on a white background

This seems to be the way they grew to become their own masters in the future together with the realization that humanity was best protected while under their total supervision while all superbeings were being eliminated.

All Sentinels have programmed parameters hindering them from endangering human life. In Shaw’s models, that is Mark IV-VI, this parameter had been deleted in order to make them more effective in the field; the most recent Sentinel model that was used during the Onslaught affair definitely didn’t have any such parameters active.


“Mutants, you’re advised to surrender or face immediate termination”

DC Universe History

The fame of Sentinels originates from the “Days of Future Past” storyline, a dark and gritty futuristic setting. The approach of the Sentinels should mean big business for the player characters. It could be interesting to oppose the players with Sentinels of various classes so that they never know what to expect of their newest opponents.

In the DCU the Sentinels could be introduced in a number of ways. First, the Sentinels could be upgraded Manhunter robots. This would make the Manhunters more of a well-deserved threat, and could be introduced in a “Millenium”-like storyline.


Second, using the “Days of Future Past” angle, the Sentinels could originate from the future of the despot Monarch of “Armageddon 2001”. After all, Monarch’s armor resembles that of a Sentinel, and he was hunting and exterminating heroes in the future.

Perhaps Monarch was a depowered Captain Atom (*always* take the opportunity to keep Hawk out of the armor…) who needed a robot army to do his dirty work.

At the end of the event, the Captain Atom Project perhaps gears up to *fight* Captain Atom, including the production of an army of robot warriors, which Nathaniel subverts and controls. Third, in “Our Worlds at War” the Sentinels could replace the “Imperiex drones,” and increase dramatically in number.

All you can eat

Lastly, it is, of course, possible to combine all of these things into one idea if that makes any sense. The Manhunters designed the original Sentinel drawings from obtained notes on early Imperiex drones and their design would be the first real models (say MK I-III).

Later, Monarch used the Manhunter notes to build his improved models (say MK IV-V) and then, when the alien race that had made the original notes attacked Earth, they introduced the Imperiex model (say MK VI or Omega). The players could thus face escalating opposition as the years go by as they participate in various cosmic events.

Game Stats — DC Heroes RPG

Tell me more about the game stats

Sentinel Mark IV

Dex: 04 Str: 14 Bod: 09 Motivation: Programmed/Nihilist
Int: 03 Wil: 02 Min: 02 Occupation: Mutant Hunter-Killer
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: N/A
Init: 009 HP: 000 R# 0

Detect (Mutants): 07, Energy Blast: 10, Flash: 03, Flight: 10, Growth: 05, Knockout Gas: 07, Power Reserve (Energy Blast, Knockout Gas, DEX or STR): 03, Radio Communications: 15, Recall: 08, Sealed Systems: 20, Self Link (Gadgetry): 20, Snare: 07, Super Ventriloquism: 08

Bonuses and Limitations:

  • Detect powers may both be used for sensing both presence and quantity of the detected.
  • Growth is Always On and already taken into account.
  • Super Ventriloquism represents their voice amplifiers and may not be specifically directed.
  • Energy Blast and Knockout gas each have Reduced Ranges to 3 APs only.
  • SL: Gadgetry is always on essentially making the Sentinel into a robot.
  • Power Reserve is usable only after at least 3 turns of combat against any single opponent (ie The Learning Program).


Hardened Defenses.

The Sentinels (High).

CIA (Declaring all observations aloud), CIA (Avoid endangering humans), CIH (Mutants), Oblivious.

The Sentinels, Hunters of Mutants

The Sentinels have considerable capacity to quickly learn from their mistakes and then bring down any target. Their learning program (Power Reserve) is very useful in combat situations. In the long run, they regularly undergo upgrading procedures and overhauls.

After an encounter, the surviving Mark IV Sentinels can be temporarily recalibrated using the most recently obtained combat data : this action takes 18 APs of time, can be performed by the Sentinels themselves, and gives the Mark IV the Defensive Adaption 8 APs power as well as an increase of Power Reserve by further 2 APs, but only against those same targets.

Additionally, if their controllers choose to physically rebuild these veteran Sentinels, by an experienced technical crew, they will also return with additional Powers and Omni-Gadgets designed for specific targets, and as determined by the GM, making them even more deadly.

Of course, real hunter robots have searchlights, as simulated by the Sentinels’ Flash Power.

By Dr. Peter S Piispanen.

Source of Character: Marvel Comics, mostly mutant titles.

Helper(s): John Colagioia.