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Space MarinesCenturion Devastator Squad
19

Centurion Devastator Squad

NAME M WS BS S T W A Ld Sv
Centurion 4" 3+ 3+ 5 5 3 2 7 2+
Centurion Sergeant 4" 3+ 3+ 5 5 3 3 8 2+
This unit contains 1 Centurion Sergeant and 2 Centurions. It can include up to 3 additional Centurions (Power Rating +19). Each model is armed with two heavy bolters and a hurricane bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
25
Centurion missile launcher
36"
Assault D3
8
-2
D3
-
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
WARGEAR OPTIONS
 • Any model may replace his hurricane bolter with a Centurion missile launcher.
 • Any model may replace his two heavy bolters with either two lascannons, or a grav-cannon and grav-amp.
ABILITIES
And They Shall Know No Fear

Combat Squads: Before any models are deployed at the start of the game, a Centurion Devastator Squad containing 6 models may be split into two units, each containing 3 models.

Decimator Protocols: Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Omniscope: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a Centurion Sergeant.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, CENTURION, CENTURION DEVASTATOR SQUAD
Does not include wargear
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.
Army List
• Captain

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
© Vyacheslav Maltsev 2013-2019