Tenth Squadron (Devestator), Second Company

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    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)

Individual M WS BS S T W I A Ld

Save

Points Weaponry, Notes

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Sergeant Marcellus

4 4 4 4 4 1 4 1 8

+3

35

Bolt Pistol
Power Axe
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 Boltgunner 1

4 4 4 4 4 1 4 1 8 +3

50

Heavy Bolter
     (w/ Hellfire ammo)
Targeter
Bolt Pistol
Frag Grenades

cast_2_10_hbolter2.jpg (2098 bytes)
Heavy Boltgunner 2

4 4 4 4 4 1 4 1 8 +3

50

Heavy Bolter
     (w/ Hellfire ammo)
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

cast_2_10_boltgun1.jpg (2000 bytes)
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
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

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.

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.

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