Led by Sergeant Marcellus, the Tenth Squadron is the Second Company's oldest Devestator unit. These battle-hardened Marines still use the old shoulder-carried weapons of days past and do so proudly. Their armor and their weapons are decorated with many honors of many battles, and they are a feared sight on the battlefield.
PERSONNEL ROSTER (SQUAD COST: 440 pts) |
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Individual | M | WS | BS | S | T | W | I | A | Ld | Save |
Points | Weaponry, Notes |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 |
35 |
Bolt Pistol Power Axe Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 |
80 |
Missile Launcher (Frag, Krak, & Plasma) Targeter Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 75 |
Lascannon Targeter Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 50 |
Heavy Bolter (w/ Hellfire ammo) Targeter Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 50 |
Heavy Bolter (w/ Hellfire ammo) Targeter Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 30 |
Boltgun Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 30 |
Boltgun Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 30 |
Boltgun Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 30 |
Boltgun Bolt Pistol Frag Grenades |
|
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | +3 | 30 |
Boltgun Bolt Pistol Frag Grenades |
PERSONNEL WEAPONRY, EQUIPMENT ROSTER |
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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 |
Power Axe | Melee | -- | 5 6 |
1 1 |
-2 -3 |
2D6+5 D6+D12+6 |
Close Combat; 1-Handed Close Combat; 2-Handed |
|
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 Bolter Hellfire Ammunition |
0-20 | 20-40 | -- | 5 * |
D4 D6 |
-2 -2 |
D6+D4+5 D6+5 |
Move or Fire; Sustained Fire 1D No Sustained Fire, see equipment |
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 |
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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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Hellfire Ammunition | Equipment | Acid shells that eat apart flesh. Single armor save roll will save against all wounds caused (i.e. target gets only 1 save roll against weapon, all or nothing). If armor save is successful, acid splashes in a 2" blast template, any targets caught are hit on a 6 on a D6 and automatically suffer 1 wound, which can be saved in the normal manner. |