Command, Second Company

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    The venerable Second Company of the Ultramarines is led by the equally venerable (and quite eccentric) Space Marine Captain Bob.  Eschewing fancy armor and banners for a solid boltgun and power fist, Captain Bob is dedicated to smacking down the enemies of humanity one at a time with his patented Captain Bob's Ultimate Power-Fist Pimp Slap®.  Although he doesn't quite fit the Codex specifications, he's allowed free reign because he gets the job done and gets it done with style.

    Assisting him is the Second Company's morale officer, Chaplain Faustus.  Well versed in the lore of the Cult of Gulliman, and one of the few honored enough to serve as an assistant acolyte in the revered Primarch's temple, Faustus whips up his brothers into a zealous frenzy in the name of the Primarch and the Immortal Emperor of Mankind himself.

    Usually assigned to the Second Company's battles is the Techmarine Argentum, an initiate into the Cult Mechanicus and personally trained by the Tech Priests of Mars.  His skill with the aging technology of the Empire keeps the Rhinos, Predators, and Dreadnaughts of the Second Company in fighting style, allowing the company to operate at full efficiency.  He is also an amateur inventor, and can lay claim to the Zeus Cannon Energy Weapon and the Albatross Airborne Personnel Carrier.

    Also a common sight alongside the forces of the Second Company is the Codicier Sol.  Glad to lead entire squadrons into battle, he has a definite pyromaniacal streak--many enemies have been cleansed with the purifying flame of his Hellfire powers.  He can also teleport himself from front to front, assisting his brothers as necessary.

    The final member of the Second Company's command unit is the Company "problem solver"--Marksmanship Specialist Domingo.  A non-Codex officer, and not an official member of the Second Company, Domingo is a lone-wolf Space Marine with secret Officio Assassinorium cross-training.  A tough, hard Marine with a sleepy look, Domingo is an efficient warrior who makes his living by being a "sneaky sonofabitch."

PERSONNEL ROSTER

Individual M WS BS S T W I A Ld

Save

Points Weaponry, Notes

cast_bob.jpg (2415 bytes)
Captain Bob

4 7 7 5 5 3 7 3 10 3+ 109 Boltgun
Bolt Pistol
Power Fist
Frag+Krak Gren.
Strategy Rating 5
Wargear 3

cast_faustus.jpg (3000 bytes)
Chaplain Faustus

4 6 6 5 5 2 6 2 9 3+
(4+)
94 Plasma Pistol
Bolt Pistol
Crozius Arcanum
Rosarius (field)
Frag+Krak Gren.
Wargear 2

cast_argentum.jpg (2676 bytes)
Techmarine Argentum

4 5 5 4 4 1 5 1 9 3+ 52 Boltgun
Bolt Pistol
Power Fist
Frag + Krak Gren.
Servo-Arm
Scanner
Wargear 2
Repairs Vehicles 5+

cast_sol.jpg (3342 bytes)
Codicier Sol

4 5 5 5 5 2 5 1 8 3+ 137 Bolt Pistol
Force Rod
Psychic Hood
Psychic Level 2:
     Hellfire (2)
     Teleportation (1)

cast_domingo.jpg (2153 bytes)
Marksman Domingo

5 4 8 4 4 2 6 1 8 3+ 75 Gauss Bolter OR
Needle Rifle
Bolt Pistol
Blind Grenades
Infiltrator

 

PERSONNEL WEAPONRY, EQUIPMENT ROSTER

Equipment SR LR Mods Str Dmg Sv.Md Armor Penetration Notes
Boltgun 0-12 12-24 +1/+0 4 1 -1 D6+4 --
Bolt Pistol 0-8 8-16 +2/+0 4 1 -1 D6+4 Close Combat
Power Fist Melee Only -- 8 1 -5 D6+D20+8 Close Combat
Plasma Pistol 0-6 6-18 +2/-1 6 1 -1 D6+6 Close Combat; Sustained Fire 1D; 1 turn Recharge
Crozius Arcanum Melee Only -- 5 D3 -3 -- No Parry
Force Rod Melee Only -- +2 1 -2 D6+6 Parry; Stores 3 Force Cards; Wounds Daemons Automatically, Daemons get no Save Throw
Gauss Boltgun 0-20 20-40 +0/+0 6 D3 -3 2D6+D3+6 Move or Fire; Fires Silently (does not blow Hiding); 1 turn recharge
Needle Rifle 0-16 16-32 +1/+0 3 1 -1 D6+3 Auto-Wound Organic Targets (excluding Daemons, Avatars, Tyranids)
Frag Grenades 2(STR) -- 3 1 -1 D6+3 2" blast
Krak Grenades 2(STR) -1/-1 6 D6 -3 2D6+6 Target only
Psychic Hood Equipment

May reroll dice throws for nullifying psychic powers (i.e. gets two chances each time)

Scanner Equipment

Detects hidden troops w/in 24" of user.

 

PSYCHIC POWER PROFILE

Power Name

Force

Effects

Hellfire

2

2" blast w/in 24" of psyker; causes S4 hit (like flamer).  Blocks LOS.  Stays until removed or nullified.

Teleportation

1

May move up to 4D6" away from current position in any direction.

Return to the Ultramarines Order of Battle