A Sentinel was a civilian officer within Romulan society who were members of the Royal Civil Attaché and wore the Imperial Court uniform.
They served as the personal protectors and assistants to the Emperor and Empress. They were roughly the equivalent of a Centurion, however, did not possess a military ranking structure as the Romulan people long ago realized the problems that could arise from such a system.
Iavo held the title of Sentinel. (TNG novel: Red Sector)
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Unlike others who bear the name "Green Lantern," Alan Scott's power does not come from the Guardians of the Universe, but from the Starheart, an magical entity once imprisoned by the Guardians. The Starheart found its way to Earth where, in 1939, in the shape of a lantern, it saved Alan from a train wreck. At the lantern's mental direction, Alan fashioned a ring from it that allowed him to tap the Starheart's great power.[3] Perhaps influenced subconsciously by the Starheart's history, Alan adopted the identity of Green Lantern (the name of the great Corps administered by the Guardians).

Alan was a founding member of the Justice Society and was instrumental in many wartime battles. After the war, as a broadcast executive in the late forties, Alan Scott had a flirtatious relationship with the costumed villainess the Harlequin (who unbeknownst to Alan, was secretly his secretary, Molly Maynne). Molly even admitted that her career as a "criminal" was just a ruse to get close to Green Lantern. The Harlequin eventually turned over a new leaf, becoming an undercover agent for the FBI. She left Alan's life without confessing her true identity or her real feelings.
Alan subsequently met and quickly married a young woman named Alyx Florin. He was unaware that she was actually Rose Canton (a.k.a. The Thorn), a schizophrenic but reformed enemy of the Flash. Alyx disappeared on their wedding night, starting a fire that led Alan to believe she had died. In fact, she survived and discovered that she was pregnant with twins. The children were born in Milwaukee, Wisconsin and raised separately by adoptive families as Jennifer-Lynn Hayden and Todd Rice. Alyx was taken to the Amazons' Reformation Island.
Jennie-Lynn and Todd, who developed superhuman powers as a result of their father's connection to the mystic Starheart, did not meet until adolescence, and set out to uncover the identities of their real parents. They adopted the costumed identities of Jade and Obsidian and confronted Alan about their parentage. And truly, Alan had no clue. Also during this time, he renewed his acquaintance with Molly and discovered her past as the Harlequin; the pair finally gave in to their longtime attraction. But Rose Canton also resurfaced. Just before her death, she revealed the circumstances of Jennie and Todd's births. Alan and Molly were married, but soon separated by the JSA's banishment to Limbo. They were reunited two years later when the Justice Society returned to Earth.
At one point in recent years the Starheart made Alan appear much younger, and he took the new name and costume, Sentinel.[4] He encountered a mysterious new Harlequin (IV), who may have been a manifestation of the Starheart, which became malevolent. The Starheart was apparently destroyed and Alan's powers were diminished and he returned to his original uniform. Jade also lost her powers during this incident.
When the Justice Society reformed, Alan was there as always to anchor the team. One of their first major cases pitted Sentinel against his son, Obsidian, who had been seduced by dark forces. Alan was forced to beat Todd into retreat. It soon became obvious (and was confirmed by Dr. Mid-Nite) that Alan had become the living embodiment of the Starheart. Any changes to his age or powers are merely psychosomatic. Obsidian returned in alliance with Mordru and Eclipso. This time, Alan set things right and banished Todd's dark powers, perhaps for good. After this, Alan reclaimed the name Green Lantern. Todd was taken into D.E.O. custody and vowed to atone for his actions. The recent events involving his son have made Alan somewhat overbearing and overprotective of the JSA's other "children."
During the great Crisis created by Alexander Luthor and Superboy-Prime, Alan and Jade followed Donna Troy into space to investigate a cosmic rift. When Luthor was defeated, the rift began collapsing and Jennie-Lynn was caught in one of the shock waves. Alan was on Thanagar when she lost her life. He learned afterwards that as she died, she returned the power once given to her by Kyle Rayner. Thus in a way, she continues to live on within Rayner.
When the rift collapsed for good, Alan and the remaining heroes were sent reeling through space and time. He and several others reemerged a week later on Earth. Alan was among the lucky ones, having only lost an eye. Alan then somehow gained Adam's right eye and lost his left eye completely.
His missing eye was later replaced by a portion of his daughter Jade's mystic green energy. After being put into a comatose state during an attack by the Gentleman Ghost, Jade appeared to him, told him goodbye and granted him another portion of her green energy. His missing eye is currently replaced by a green glowing orb that, due to its mystical origins and connection to Jade, allows him to track astral and mystical energy forms such as ghosts.
The JSA had also become a spectre of its former self, and its members became disillusioned about the team's effectiveness. This was underscored by the advent of Lex Luthor's Everyman technology, which awarded powers to a girl who adopted Jade's codename. Alan had to restrain Obsidian from accosting the girl.
Soon Alan was approached by the spy organization Checkmate, which was reorganizing under U.N. control. They invited Alan to become their White King, which he accepted. His time with Checkmate was brief.
Scott soon found himself in a moral conflict with Checkmate's Black Knight Sasha Bordeaux over the violent nature of Checkmate, particularly after Bordeaux and her team slaughtered dozens of Kobra operatives during a raid on a facility. Bordeaux contended that the ends justified the means, while Scott adhered to the principle that heroes should not kill unless absolutely necessary; Bordeaux responded to this by suggesting that Scott should resign. Concurrent with this internal conflict, Scott and "White Queen" Amanda Waller attempted to keep the organization from being discontinued by political forces.
Another JSA member, Mr. Terrific, succeeded him in the post.
Meanwhile, Alan was urged by the Justice League to re-establish the JSA as an organization that cares for the legacy of its heroes. When his time with Checkmate came to an end, Alan resumed an active role in the JSA.Starheart Empowerment: Alan controls the mystical power of the Starheart, an ancient artifact created by the Guardians of the Universe to contain the predominate amount of magic they had gathered in the universe. After the destruction of his ring by Extant, the long-term proximity to the energy has left him able to direct the green flame and its attendant constructs by sheer willpower alone. Green Lantern has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light. Creating Solid objects allows him to make Simple weapons, entrapments devices, common geometric shapes, gigantic hands and simple containers. It has been discovered that Alan's body is composed entirely of green flame.
Engineering: engineer excelling in Repair/Tinkering
Expert Martial Artist
BusinessmanWood Flaw: The energy is ineffective against wood. Items made of wood cannot be lifted or broken by energy from the ring nor can barriers of emerald energy stop projectiles crafted from wood. By extension, things made of plant-matter could potentially disrupt his power and were not affected by the ring's power as much as other substances were (so if he fired a blast at, say, a giant mutant Venus fly trap, the blast wouldn't be quite as effective if he'd fired the exact same beam at a human being or a brick wall). Apparently, this vulnerability to wood was because the green flame was an incarnation of “green, growing things” and thus could not be turned against them.
Flight, Teleportation
| Green Lantern | |
|---|---|
| Main Characters | Alan Scott (Original Green Lantern) | Hal Jordan (Modern Age) | John Stewart | Guy Gardner | Kyle Rayner | Jade |
| Supporting | Carol Ferris | Kilowog | Katma Tui | Ganthet | Sinestro | Green Lantern Corps | Guardians of the Universe |
| Miscellanea | Green Lantern Publication History | Coast City | Oa | Green Lantern Ring | Starheart | Emotional Electromagnetic Spectrum |
| People | Martin Nodell | Bill Finger | John Broome | Gil Kane | Dennis O'Neill | Neal Adams | Steve Englehart | Joe Staton | Ron Marz | Geoff Johns | Dave Gibbons | Ethan Van Sciver | Ivan Reis |
| Comics | All-American Comics | Showcase | Green Lantern Vol 1 | Green Lantern Vol 2 | Green Lantern Vol 3 | Green Lantern Vol 4 | Tales of the Green Lantern Corps Vol 1 | Green Lantern Corps Vol 1 | Green Lantern Corps Vol 2 |
| Storylines | Emerald Dawn | Emerald Twilight | Rebirth | Recharge | Sinestro Corps War | Blackest Night |
| Animated | Super-Friends | Justice League |
| This box: view • talk • edit | |
![]() Justice Society of America member |
Sentinel may refer to:
As a military-born organization, the Brotherhood of Steel uses ranks to distinguish its various members. The different localized splinter factions occasionally use ranking system which differ to some extent from that of the original Brotherhood.
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Initiates are trainees who are expected to perform well enough in the training process to be promoted to Senior Initiates, and later to Apprentices. After proving themselves, Apprentices are promoted to Journeyman Knights or Scribes. The next rank is Senior Knight/Scribe, and finally the leader of each of these orders is the Head Knight and Head Scribe.
Scribes are responsible for copying the ancient technologies, maintaining the current technology and even experimenting with new weapons and other useful devices. Scribes rarely leave the safety of the BoS bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers.
Knights are responsible for manufacturing the weapons and other pieces of technology, although they also take part in combat activities. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of the Brotherhood military. Paladins are in charge of all security and outside activities. The Paladin ranks are Junior Paladin, Paladin, Senior Paladin, and Head Paladin. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Paladins who survive to their later years become Elders, and they number among the Brotherhood ruling council. The leader of the council and the Brotherhood itself is the High Elder, usually descended from the Maxson family.| Military | Civilian |
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The Capital Wasteland detachment utilizes a slightly different system than the original Brotherhood out west, for instance, the Paladins are not a separate caste but a rank. In this splinter faction, the Head Paladin is instead titled "Star Paladin" and granted special permission to pursue their own missions.
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| The following is based on Fallout Tactics and some details might contradict canon. |
The Midwestern Brotherhood of Steel has a rank system that differs from the original Brotherhood ranks. In the Midwest, the Scribes act as both scientists and engineers, taking the place of both Western Scribes and Knights. Midwestern Knights are just a military rank lower in the hierarchy than Paladins (even lower one being Squire) and are not allowed to use Power Armors. The Inquisitors are the Brotherhood's law enforcement and intelligence.
| End of information based on Fallout Tactics. |
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| The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. |
The ranks of the Texas Brotherhood of Steel differ slightly from the original Brotherhood ranks. The rank of Knights are just a military rank lower in the hierarchy than Paladin and Scribes remain in the main base and are rarely on the ground.
| End of information based on Fallout: Brotherhood of Steel. |
The Elders form the Brotherhood's ruling council. Individual Elders are occasionally leaders of localized splinter factions of the Brotherhood.
Generals control all of the Brotherhoods military. They report to the High Elder and the Elder Council and will only make a move if its approved by them. They obtained the title of General by showing outstanding performance in military tactics and combat, they help decide the titles of the most promising recruits from Initiates and Squires all the way up to the Head Paladin and Head Knight.
The Head Knight is responsible for dealing with which knights should be sent on missions, to defend bases or to secure areas of interest and to report all incidents envolving the knights to the Generals,Elders or High Elder depending on the severity of the situation. The Head Knights also are apart of meetings with the High Elder,Elders, Head Scribe,Generals and Head Paladin like Knight Commanders and Knight Captains in the MidWestern and Capital Wasteland Divisions of the Brotherhood of Steel.
The Head Paladin is responsible for dealing with the paladins in the same way the Head Knight does but the Head Paladin chooses which paladins should lead each knight squad and which areas would be good for a new base of operations. The Head Paladin has meetings with the High Elder, Elders, Head Scribe, Generals and Head Knight and both the Head Knight and Head Paladin Report to the High Elder and Generals no one else. The Head Paladin and Knight don't tend to go out into the field of battle they only enter battle when there is an extremely hard foe like a Super Mutant Army, The Enclave or The Calculators Robot Army.When they do enter a battle it is almost certain that they will have a huge army protecting them and will very rarley be seen on the front line, they normally sit back with the Generals and give stratigical orders to the soldiers.
The High Elder is the leader of the entire Brotherhood of Steel and the other Elders. Since all other known High Elders came from the Maxson family, it has been speculated that Rhombus was descended from Roger Maxson as well. There were most likely some High Elders between Rhombus and Jeremy Maxson.
Known High Elders:
Initiate is one of the lowest ranks in the Brotherhood of Steel's rank system. The precise definition of the rank appears to vary between the regional chapters.
The West Coast division uses the term to indicate a mere trainee as having been initiated into the Brotherhood, whereas the other two reserve that title until the recruit has completed initial training. The most plausible explanation lies in the fact that the West Coast division is significantly more insular than the others; the bulk of its new recruits are the offspring of existing members, and only rarely are outsiders accepted into the organization. By contrast, circumstances have forced the other two divisions to actively recruit from among the local population.
Both the West Coast and Midwestern divisions divide the rank into "buck" Initiate and Senior Initiate. It is not known whether the East Coast division follows this practice.
In the West Coast division, Initiate is the base rank of one who has only just been accepted into the Brotherhood as a trainee. After completing initial training, Initiates are slated to become either Scribes or Knights, and are promoted to Apprentice in the appropriate branch. Intiates on the West Coast were also not allowed to leave the Lost Hills Bunker and experience field combat they would have to rank up to Squire before they could actually fight without having a barrier between the bullets.
Unlike in the other BoS divisions, East Coast Initiates may even be issued power armor if their assignment merits it (as in the case of the ill-fated Initiate Reddin of the Lyons' Pride). They also were sent out into the field of battle to experience fighting the mutants for real, because of the low numbers of soldiers each Intiate must pull their own and to get them use to fighting this extraordinary enemy.
| The following is based on Fallout Tactics and some details might contradict canon. |
In the Midwestern division, Initiates are members who have completed initial training (and are thus one step above recruits), and the lowest rank that can be assigned to combat duty. Initiates may advance to the rank of Squire.
| End of information based on Fallout Tactics. |
| The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. |
In the Texas division, Initiates are members which are accepted and must prove themselves on the field. He receives a basic training in use of weapons and fight. He left immediately the main base shortly after the training, for a mission to prove their value and increase their rank over their prowess.
| End of information based on Fallout: Brotherhood of Steel. |
Not much is known about this rank only that it is higher than Initiate.
Not much is known about this rank only that it is higher than Journeyman Knight.
Knights are responsible for manufacturing the weapons and other pieces of technology. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of the Brotherhood military. The next rank is Senior Knight, and finally the leader the order is the Head Knight. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Knights wear mostly Power Armor. The large gear in the Brotherhood of Steel symbol represents the Knights.
In the Capital Wasteland Brotherhood of Steel and Midwestern Brotherhood of Steel, "Knight" is a strictly military rank and the Scribes are the ones responsible for manufacturing technology there.
Knight Captain is a rank used by the Capital Wasteland Brotherhood of Steel. In Fallout 3, there are four known members of the brotherhood who have achieved this rank, which are Knight Captain Dusk, Gallows and Colvin from Lyons' Pride as well as Knight Captain Durga.
Knight commanders control groups of knights in the brotherhood and group up inside the A ring to discuss battle plans and such at a round table area. They must report to the Head paladin.
Knight Sergeant is a rank used by the Capital Wasteland Brotherhood of Steel, denoting a position above Knight and below Knight Captain.
Paladins are a class of members of the Brotherhood of Steel. They are likened to the Scribes and Knights of the Brotherhood as being on the same level, but with a different purpose. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with Power Armor and an array of lethal weapons.
As mentioned in Chris Avellone's Fallout Bible 8, "the scribes develop technology, the knights build it, and the paladins use it."
Contrary to the original Brotherhood, Owyn Lyons has changed the rank system - Paladins are no longer a separate caste, but a rank (albeit a high one) instead.
Paladin Commanders control squads of paladins and group together in the A ring to discuss battle plans, they must also report directly to the Head Paladin.
Paladin Lords are paladins which lead special operations outside of the army they report only to the High Elder and Head Paladin their operations are sometimes kept secret from the Generals because they can go against brotherhood military regulations. They are given specially selected squads that will follow the Paladin Lords without question and are forbidden to talk about their missions to other members of the brotherhood.
Senior Iniates are Intiates which have completed basic training and move on to more advanced training.
Senior Knights are Knights which show promise to move up to be Paladins, Knight Commanders or Knight Captains. They are very well respected amoung the other Knights.
Senior Paladins are Paladins which show promise to become Paladin Commanders, Paladin Lords or Sentinels. They are very well respected among other Paladins and Knights, and can increase the morale of soldiers greatly.
Senior Squires are Squires which are ready to become Knights and are taught all the requirements and oaths to be a Knight of the BoS.
Sentinel is a rank used by the Capital Wasteland Brotherhood of Steel, ranking between Paladin and Elder. The only member of the Brotherhood to have achieved this rank at the time of Fallout 3 is Sarah Lyons, who leads the Lyons' Pride elite unit.
The only Capital Wasteland Brotherhood of Steel member of this rank in 2277 is Arthur Maxson, which would imply that the rank is reserved for children and is lower than Initiate. It is possible that this rank is used similarly in the original Lost Hills Brotherhood. Squire was originally a title which ranked above Intiates and were to receive training out in the field unlike the Intiates.
| The following is based on Fallout Tactics and some details might contradict canon. |
In the Midwestern Brotherhood of Steel, Squires are one step above Initiates and are the least experienced and trained of the Brotherhood active military.
| End of information based on Fallout Tactics. |
Star Paladin is a rank held in the Capital Wasteland Brotherhood of Steel. It is ranked below Sentinel, but above Paladin. A follower called Star Paladin Cross is presumed to be the only holder of this rank in Fallout 3.
The Head Scribe is the highest ranking civilian class of the BoS. The Head Scribe is responsible for choosing which Scribes work on which project and which scribes should be apart of each order. The Head Scribe also chooses the High Scribes or Proctors of each order and must also oversee each project each order is working on. The Head Scribe is a very intelligent person and has master all the orders Sword, Shield and Quill and may also take on a project of his/her own like Head Scribe Rothchild with the LibertyPrime Project. The Head Scribe is one of the people who must attend the meetings with the High Elder, Elder Council, Generals, Head Paladin and Head Knight. The Head Scribe Reports to the High Elder and Elder Council only.
The High Scribes are the Proctors of the Orders. There are three High Scribes one of the Sword, Shield and Quill they oversee and approve of each project that the Scribes in their order are working on and assign the right Scribes to the right project. Each High Scribe must report to the Head Scribe on each project and to get approval to go ahead with a new project. The High Scribes will work on their own projects these are often completed very quickly because the High Scribes will prioritise them and get all the Senior Scribes working on their project. In somecases the High Scribes have been called to meetings with the High Elder and the Elder Council; The Capital Wasteland BoS tend to have there three High scribes (Peabody, Jameson and Bowditch) in every meeting with Elder Lyons.
Journeyman Scribes are Scribes in training they are often taken in by one of the Senior scribes and made apprenticeses they are then taught to be full Scribes. If they are not apprenticed by a Senior Scribe they are often chosen to work on projects that are very insignificant. Journeyman Scribes start off in no order but will either pick which order to go in themselves or their master will choose for them.
Scribes are tasked with creating and keeping records of the technology used by the Brotherhood. The attitude of many scribes in the Brotherhood can be described as techno-centric, while a great number study history and culture the majority of scribes focus their studies on subjects related to the acquisition, repair or creation of technology.
Senior Scribes are some of the most advanced Scribes they are always chosen for the most important projects and are the next in line to become proctors of orders when the old proctor retires or dies. They often taken on the most promising Journeyman Scribes to be their apprentices and choose what order they should be in (normally its the order the Senior Scribe is in) they will teach their apprentices everything they know and will continue to teach them until they are near to become Senior Scribes themselves. On rare ocassions the Senior Scribe will rank up to Head Scribe and their Apprentice will rank up to High Scribe when this occurs the apprentice will be given special treatment and the Elders usally separate the two to stop the bond the two have to make things fairer for the other High Scribes.
Sentinel is a defensive ability in the series. While similar to Defend, it gains a unique property in Final Fantasy XI.
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Sentinel is found near the end of Auron's section of the Sphere Grid. It is an improved version of Guard, with the user taking a defensive stance, thus receiving less damage from the attack.
Sentinel is available on the Warrior Dressphere, costing 20 AP. The user remains immobile until their ATB bar refills and all physical attacks cause only 1 HP damage, but full damage is still taken from magic.
Sentinel is available to Paladins. The ability becomes available at 30. The ability is usable once every 5 minutes and will last a total of 30 seconds after activated. When this ability is activated the user receives a 90% damage reduction. This steadily decays to 40% damage reduction at the end of the duration.
Sentinel also creates an amount of enmity that is comparable to Provoke, the Warrior Job ability. While this is true, Paladins would rarely if ever exclusively use an ability like Sentinel to generate hate, even though they are a tank. They would still rely upon their subjob, Warrior, for enmity-generating abilities.
The Sentinel is a luxury sedan introduced in Grand Theft Auto III. Originally appearing as a four-door car, the Sentinel assumes the design of a two-door coupe in Grand Theft Auto IV.
To date, the Sentinel has appeared in the following games:
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The Sentinel resembles a 1996-2003 BMW 5 Series sedan (specifically the 528i) in GTA III and GTA Liberty City Stories. In GTA Vice City and GTA Vice City Stories, it resembles a BMW 7 Series E23, and in GTA San Andreas, it resembles a BMW 7 Series E32. The GTA Advance rendition doesn't appear to have a clear source of inspiration for its design, but retains its slender 4-door sedan. While the car isn't generally associated with any gang, the GTA Advance rendition is an exception, serving a gang car for an unspecified mafia in the game, taking over the role of the Mafia Sentinel, the mafia variant of the Sentinel.
Prior to the release of GTA III, the Sentinel was named the "Beamer", a common misspelling of the "Bimmer" nickname for BMW cars. A car of this name was previously featured in Grand Theft Auto 2, and was also based on a BMW. Meanwhile, a "Sentinal" was also in the process of development, appearing as a modern, rounded car that would go on to become the Kuruma. Both beta cars can be found in the Capital Autos website.
![]() The beta Sentinel in GTA III as the "Beamer", as depicted in the Capital Autos website. |
![]() GTA Vice City (Rear quarter view). |
![]() GTA San Andreas (Rear quarter view). |
![]() GTA Advance. |
![]() GTA Liberty City Stories (Rear quarter view). |
![]() GTA Vice City Stories (Rear quarter view). |
With a V6 engine in all its appearances between GTA III and GTA Vice City Stories, the Sentinel has a good top speed and acceleration. The car handles well, with good drifting properties, although its rear-drive layout sometimes leads to oversteer and tailspins; these problems are more apparent in the GTA San Andreas rendition, due to its different weight distribution and softer suspension. In GTA San Andreas, the Sentinel's top speed of 163km/h makes it the second fastest four-door car in the game.
The Sentinel in GTA IV is manufactured by Übermacht and is modeled after the BMW 3 Series E46 coupe, most likely the 2001-2006 M3, considering the bumper design. The tail lights seem to be inspired by the older E36 3 Series.
Also visible are miniscule STD badges in front of the doors, near the sideskirts and front wheel wells. STD stands for "Sentinel Tuning Division", likely a play on Subaru's STi marque and BMW's in-house tuning division, BMW M, but also a reference to the acronym for "sexually transmitted disease".
Being a modern sports coupe, the GTA IV Sentinel reaches a top speed of 192mph - not far from the fastest vehicles in the game. It has above-average acceleration, reaching 60mph in 6.5 seconds, and reaching its top speed fairly quickly as well. The Sentinel's suspension is rather soft, and it tends to roll when going around tight bends at high speed; the rear of the car also tends to bounce about when traveling on uneven roads. Its handling is above average, but at high speeds it loses a lot of grip and easily spins out of control due to the lack of weight in the rear. But if controlled right, its speed and grip can be combined to produce almost-professional like drifts that can be used to slide into sharp turns and back alleyways to evade the police without difficulty. Nonetheless, it is arguably the best choice in the Modern category in multiplayer racing.
Crash deformation at higher speeds is high (quarter panels of the car may look to be "glitched" into the wheel wells if hit hard enough), and it isn't hard with this car to make the wheels jam in crashes, but the car can withstand a surprising amount of frontal impacts without failing.
In GTA Vice City, a unique black Sentinel is the target's getaway vehicle in the mission "Hit The Courier". The player can obtain the car by diligently killing the driver of the car as soon as she enters it, but must not exit the car and close its door until they enter a garage or complete the mission, as the car will lock itself again.
In GTA San Andreas, Sentinels are used as cover in the mission Green Sabre, when the GSF members, CJ and Sweet must resist the onslaught of the Ballas under the Mulholland Intersection. It is also driven in the mission "Mountain Cloud Boys", to aid Wu Zi Mu in a series of drive-by shootings against enemy gang members. Kent Paul is seen driving a dark blue Sentinel to the airport in the GTA San Andreas mission Saint Mark's Bistro; a unique grey Sentinel can also be seen in the court yard of Marco's Bistro during this mission.
Sentinels are generally found throughout the business districts of all the cities; some can be seen driving in the suburbs and wealthy parts of town as well.
GTA III
GTA Vice City
GTA San Andreas
GTA Liberty City Stories
GTA Vice City Stories
GTA IV
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| Sentinel | |
| General Information | |
| Aprox. Size | 2.48 metres (8.1 ft)[1] |
|---|---|
| Purpose | Combat and Defense |
| Strength | Moderate |
| First Seen | September 21 2552 |
| Weaponry | |
| Primary | Sentinel Beam |
| Weaponry Strength | Moderate |
| Defense | Energy Shields |
| [Source] | |
Sentinels are ancient, Forerunner-constructed robots. They possess limited Artificial Intelligence, and are programmed to suppress Flood outbreaks and protect Forerunner technologies.
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Built contemporaneously with the construction of the Halo Array, Sentinels were utilized as all-purpose workers and guards on Forerunner stations. Following the construction of the Halo Installations, Sentinels were reconfigured to be the first line of defense against Flood outbreaks and other external intruders. The mechanical nature of the Sentinels make them ideal combat units against an enemy that could convert conventional biological infantry into biomass - by deploying the Sentinels en mass, the Forerunners could battle the parasite without contributing to its numbers. Controlled by their own basic AI functions, as well as their Installation's Monitor, Sentinels patrol the Halo rings tirelessly and attack as their protocol demands.[2]
When not in combat Sentinels serve as basic repair, maintenance and security drones for Forerunner installations and facilities where Flood samples are kept, working in conjunction with Constructors and Enforcers to ensure that the facility remains in working order. Sentinels are viewed by the Covenant as "Holy Warriors of the Sacred Rings,"[3] machines meant to be worshiped and respected by all who believe in the path.
Sentinels are grayish white in color and have two arm like appendages with two grapple fixtures at the end of each arm and a central "head," curved undercarriage containing an offensive Sentinel Beam. The form of a Sentinel may differ depending on the situation of their Installation. Their powerful offensive beam weapons and defensive energy shield make them very effective in combat against intruders or foreign objects that present themselves as threats. Their smaller lasers are used for both repairing damaged Forerunner constructs, and self-repair should the Sentinel be damaged in combat.[2] Sentinel's are propelled by both an anti-gravity unit located on the undercarriage and small engines on the back of the unit, they are capable of traveling at high speeds but cannot sustain long range travel.
Sentinel's are created at Sentinel Production Facilities, these are massive floating platforms that are located on every Halo Installation. These Facilities produce all types of Sentinels when facing either a Flood outbreak or an external threat to a Halo Installation or Construct. These massive assembly lines at maximum performance can produce Sentinels at a very fast rate to either supplement existing Forerunner defenses or to replace those destroyed for whatever reason. Sentinel Production Facilities are not limited to just the Halo Installations, Production Facilities are located on every Forerunner Construct that relies on Sentinels for guarding, although these facilities are different in appearance and may be either ground or mobile based platforms.
The Forerunners refer the Sentinels as "our very basic countermeasures," and are the first automated defense systems to assist a situation and generate a proper response protocol. While Sentinels are strong enough to handle a situation they are, however, more of a supplement rather then a reliable combat system. The Sentinels weapons system are limited and not as powerful as some of the other Forerunner weapons employed against the Flood, and can only hold them at bay for a limited amount of time.
Because of their limited A.I, they are only able to handle situations on a basic scale, which makes them vulnerable to strategic Flood attacks. Because of their limited intelligence they are not often able to perform evasive maneuvers when facing imminent attack and are usually destroyed. In large overwhelming numbers Sentinels are more than capable of handling a situation for a certain time until more permanent measures can be applied.
The Sentinels energy shield is the primary defense mechanism, once taken down the Sentinel is susceptible to any type of small arms fire. When the Sentinel has been damaged beyond repair the Sentinel explodes violently and releases a powerful EMP blast. This EMP blast is a strategic last resort, as the EMP blast will disable any nearby electronics, including any weapons the enemy may be using.
Different variants of the Sentinel have been utilized for different combat roles from and can vary from construct to construct; the following is a list of all known variants of the Sentinel.
Sentinel Majors are larger, more powerful Sentinel models used for heavy combat situations. They provide backup for Enforcers in the event of a massive Flood outbreak or attacks on the Halo Installations.
Essentially heavy Sentinels, Enforcers are equipped with a variety of offensive and defensive weaponry, including Heavy Needlers Missile Projectiles, Sentinel Beams, and duel Energy Shields covering both their top and bottom halves. They are designed to handle major Flood outbreaks but are also capable of defending their Halo Installation from external threats.
Onyx Sentinels both guard and make up the Shield World of Onyx. Onyx Sentinels are far more formidable opponents for a variety of reasons.
Considerably larger than normal Sentinels, Super Sentinels fill the same role of combating outside threats.
Roughly similar in appearance to regular Sentinels, Protector Sentinels occupy varying roles from healing or shielding other units to offensive capabilities similar to other sentinels.
Strato-sentinels are massive machines, used to construct large-scale installations including the Halo Array.
The largest Sentinel variant seen to date, this Sentinel variant is able to level entire cities with its weaponry.
First appearing in Halo: Combat Evolved, the Sentinels play a important part in aiding the Master Chief through the Library as he attempts to recover the Activation Index. Once learning of Halo's true purpose the Sentinels become an enemy to the Chief as he attempts to destroy Halo.
In Halo 2, Sentinels, at one point, operated automated facilities, such as Threshold's Gas Mine, for "untold centuries". Evidence of this remains; some Sentinels have been seen repairing Covenant vessels as the Arbiter enters the main hangar with the Seraph fighter, a Sentinel fires a green beam at the Seraph -- the same beam as the ones used by Constructors in Sacred Icon.
Sentinels in Halo 3 are also seen on the Ark and aids the Chief as he makes his way towards the cartographer After the death of 343 Guilty Spark the Sentinels once again become an enemy. A different variant of Sentinels have also been seen on Onyx; and serve as a shield to protect anything without proper clearance from getting near the Shield World.
In Halo Wars, Sentinels serve as backup units; once the player controls a Sentinel Factory, Sentinels will start following the player's orders until the shop is destroyed or captured by the enemy. However thier are no Guardian Sentinals that can be made in the factory.
![]() A Sentinel in Halo: Combat Evolved. |
![]() A Sentinel's shielding as seen in Halo: CE. |
![]() A pair of Sentinels in Halo 2. |
![]() A Halo 3 Sentinel. |
![]() The Sentinel's Energy Shield as seen in Halo 3. |
![]() A Sentinel in its folded-up "idle" form. |
![]() A close up of a Sentinel, circa Halo 2 |
![]() Sentinels fighting the Flood. |
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| This is the Sentinel disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
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Sentinel could refer to one of four starships:
Sentinel could refer to the class of shuttle in Imperial service:
Sentinel could refer to a vehicle:
Sentinel could refer to a Jedi class:
Sentinel can be the name of stations
Sentinel could also refer to an elite Imperial bodyguard:
Sentinel could also refer to a guardian of a location or object.
Sentinel could be a lightsaber:
Sentinel could also refer to a Deep Space Manufacturing Facility, see:
Sentinel could be a droid:
This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.
The term Sentinel can refer to several different things:
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