Ninth Squadron (Devestator), Second Company

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    The Ninth Squadron is a showcase for the new-model Adeptus Astartes handheld heavy weapons.  Carried like a traditional rifle instead of a over-the-shoulder mounting, these newer weapons allow for more flexibility in combat situations.  Led by the relatively green Sergeant Lionus, an expert in the maintenance and operation of the new weapons, Ninth Squadron has so far proven itself well fit to support its brothers into combat.

PERSONNEL ROSTER (SQUAD COST: 300 pts)

Individual M WS BS S T W I A Ld

Save

Points Weaponry, Notes

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Sergeant Lionus

4 4 4 4 4 1 4 1 8

+3

30

Bolt Pistol
Chainsword
Frag Grenades

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Missile Launcher

4 4 4 4 4 1 4 1 8

+3

80

Missile Launcher
     (Frag, Krak,
     & Plasma)
Targeter
Bolt Pistol
Frag Grenades

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Lascannoneer

4 4 4 4 4 1 4 1 8 +3

75

Lascannon
Targeter
Bolt Pistol
Frag Grenades

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Heavy Plasmagunner

4 4 4 4 4 1 4 1 8 +3

70

Heavy Plasma Gun
Targeter
Bolt Pistol
Frag Grenades

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Heavy Boltgunner

4 4 4 4 4 1 4 1 8 +3

45

Heavy Bolter
Targeter
Bolt Pistol
Frag Grenades

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Squad Leader

4 4 4 4 4 1 4 1 8 +3

30

Boltgun
Bolt Pistol
Frag Grenades

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Boltgunner 1

4 4 4 4 4 1 4 1 8 +3

30

Boltgun
Bolt Pistol
Frag Grenades

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Boltgunner 2

4 4 4 4 4 1 4 1 8 +3

30

Boltgun
Bolt Pistol
Frag Grenades

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Boltgunner 3

4 4 4 4 4 1 4 1 8 +3

30

Boltgun
Bolt Pistol
Frag Grenades

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Boltgunner 4

4 4 4 4 4 1 4 1 8 +3

30

Boltgun
Bolt Pistol
Frag Grenades

 

PERSONNEL WEAPONRY, EQUIPMENT ROSTER

Equipment SR LR Mods Str Dmg Sv.Md Armor Penetration Notes
Bolt Pistol 0-8 8-16 +2/+0 4 1 -1 D6+4 Close Combat
Chainsword Melee -- 4 1 -1 2D6+4 Close Combat; Parry
Missile Launcher
     Frag Missiles
     Krak Missiles
     Plasma Missiles
0-20 20-72 --
4
8
5

1
D10
1

-1
-6
-2

D6+4
D6+D10+8
D6+5
Move or Fire.
2" Blast
Target Only
1.5" Blast, Chart (see equipment)
Lascannon 0-20 20-60 -- 9 2D6 -6 3D6+9 Move or Fire.
Heavy Plasma Gun
     Low Power
     High Power

0-20
0-20

0-40
20-72

--
--

7
10

D4
D10

-2
-6

D6+D4+7
D6+D10+10
Variable Power; Move or Fire.
--
1.5" Blast; 1 Turn Recharge
Heavy Bolter 0-20 20-40 -- 5 D4 -2 D6+D4+5 Move or Fire; Sustained Fire 1D
Boltgun 0-12 12-24 +1/+0 4 1 -1 D6+4 --
Frag Grenades 10 -- 3 1 -1 D6+3 2" blast
Targeter Equipment

+1 to hit rolls

Plasma Missiles Equipment

Plasma missiles cause self-sustaining matter/energy reactions.  Every turn for each side, D6 is rolled. 1 = plasma ball dissipates; 2-5 = plasma blast decreases by .5"; 6 = plasma blast increases by D6" and disappears at end of turn.  Plasma ball does not move.

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