The tall alien charges through Devie's Loader, but she gets her revenge. The Meltacannon instantly reduces the alien into a puddle of goo. The combined fire of you rest brings the larger one down as well.
Finally some peace and quiet. The Captain returns to the radio controls, listening in for new orders.
The Guard is not falling back yet, but the main swarm is getting closer and closer, so you're probably going to retreat soon.
But even better, contact with the relief force HAS been made, and it's on it's way. However, what appear to be splinter groups of alien survivors from the battle of Iandir (one of the neighboring regions) have been harassing them the entire way down, and they won't be at Basir as soon as hoped. Still, the air force-segments have promised to help when they reach Lamiriv Airbase, which shouldn't be more than a few hours.
Alien Jumper Killed! 20 XP!
Our stats (As you can see, based on W40k rules)
WS BS S T W A Sv (XP 85/200)
3 5 3 4 3 (3) 5+
• Lancer (Str. 5 AP 5 - Assault 2)
• Stubpistol (Str. 3 AP - One-Shot)
• Combat Knife (Extra Attack)
• CDC Body Armor (Sv 5+)
# Marksman (+1 To Hit for the turn) [COOLDOWN: 2 TURNS LEFT]
# Mark Target (Everybody gets +2 To Hit against the marked target) [COOLDOWN: 1 TURN LEFT]
Abilities have a cooldown time of two turns, so you can't use them every single turn. You can get improved versions of them as well,
when you level up again.