Deathwing Command Squad

Deathwing Command Squad

Common Abilities and Options

Crux Terminatus:
Whenever an enemy operative is Shooting at this Operative you may use this ability. If you do this operative ignores all piercing rules, but saves on a 4+ instead of a 2+ for the remainder of the activation.

Astartes Terminators:
During each friendly DEATHWING operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Storm Bolter must be selected for at least one of them, and if it's a Cyclone Missile Launcher, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly DEATHWING operative can counteract regardless of its order.

Due to the Size of the Terminator Armour, DEATHWING operatives may NOT use light terrain for cover.

Operatives

1. Deathwing Strike Master
Deathwing Strike Master
A 3
M 5"
S 2+
W 20/20
Weapons
ATK
HIT
DMG
Combi-Weapon
Combi-Bolter (Saturate, Torrent 1")
4
3+
3/4
Combi-Melta ((Rng 6", devastating 4, Limited 1, Piercing 2))
4
3+
6/3
Relic Fist (Brutal, Lethal 5+)
4
3+
5/7
Abilities
Inner CircleCrux TerminatusStrike MasterAstartes Terminators

Inner Circle: You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
  • You can use a firefight ploy for 0CP if this is the specified DEATHWING operative, or on a friendly DEATHWING opperative wholley within 6" of this operative, if this operative is ready and not within control range of enemy operatives.

Strike Master: Once per turning point this operative use this ability and can select another DEATHWING unit within 6" of it. The melee weapons and shooting weapons gain the Severe Atribute until the end of the battleround.

Leader, Inner Circle, Dark Angels, Imperium, DEATHWING
2. Deathwing Ancient
Deathwing Ancient
A 3
M 5”
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless, Saturate)
4
3+
3/4
Power Fist (Brutal)
4
3+
5/7
Abilities
Raise the BannerAstartes TerminatorsCrux Terminatus

Raise the Banner: Whenever determining control of a marker, treat the total APL stat of all friendly operatives that contest it as 1 higher. Note this is not a change to the APL stat, so any changes are cumulative with this.

Inner Circle, Dark Angels, Imperium, DEATHWING
3. Deathwing Champion
Deathwing Champion
A 3
M 5"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Halberd of Caliban (Lethal 5+, Brutal)
6
3+
4/6
Abilities
Crux TerminatusAstartes Terminators1AP: Devastating Charge

Devastating Charge (1AP): Add 1" to this models charge (to a maximum of 8"). Once this model has completed a charge, roll one dice per enemy operative in its control range, on a 3+ subtract 1 from its APL stat until the end of its next activation.

Inner Circle, Dark Angels, Imperium, DEATHWING
4. Deathwing Apothecary
Deathwing Apothecary
A 3
M 5”
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless, Saturate)
4
3+
3/4
Narthecium (Rending, Ceaseless)
5
3+
3/4
Abilities
Astartes TerminatorsMEDIC!1AP: NartheciumCrux Terminatus

MEDIC!: The first time during each turning point that another friendly DEATHWING operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 3 wounds remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Narthecium (1AP): Select one friendly DEATHWING operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Inner Circle, Dark Angels, Imperium, DEATHWING
5. Deathwing Gunner
Deathwing Gunner
A 3
M 5”
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Cyclone Missile Launcher
Frag Missile (Blast 2”,)
4
4+
3/5
Krak Missile (Prc1)
4
4+
5/6
Power Fist (Brutal)
4
3+
5/7
Storm Bolter (Ceaseless, Saturate)
4
4+
3/4
Abilities
Crux TerminatusAstartes Terminators
Inner Circle, Dark Angels, Imperium, DEATHWING

Equipment

Watcher in the Dark

Once per battle round, when an attack dice inflicts Normal Damage OR Devastating Wounds on a friendly DEATHWING operative. Ignore that inflicted damage.

Purity Seals

Once per turning point, when a friendly DEATHWING operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Inner Circle

Once per game you can use the WRATH OF THE LION firefight ploy for 0CP.

Tilting Shields

Once per turning point, when a friendly DEATHWING operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Ploys

WRATH OF THE LION
Firefight Ploy

After a friendly DEATHWING operative has performed a Charge Action roll 6 dice, on a 4+ (3+ if the unit is in control range of an objective marker, 2+ if it is the vowed objective marker see Deathwing Sergeant)** the enemy model recieves 1 Devastating Wound (to a maximum of 3 wounds).

TRANSHUMAN PHYSIOLOGY
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly DEATHWING operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

DUTY AND HONOUR
Firefight Ploy

Use this firefight ploy when a friendly DEATHWING operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.

MARTIAL MASTERY
Firefight Ploy

Use this firefight ploy when a friendly DEATHWING operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action: Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 8). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).

AND THEY SHALL KNOW NO FEAR
Strategy Ploy

You can ignore any changes to the stats of friendly DEATHWING operatives from being injured (including their weapons' stats).

FURY OF THE FIRST
Strategy Ploy

Whenever a friendly DEATHWING operative is fighting or Retaliating, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule. Balanced: Can re-roll one Attack die.

UNMATCHED FORTITUDE
Strategy Ploy

Whenever an operative is shooting a friendly DEATHWING operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

TEACHINGS OF THE LION
Strategy Ploy

Whenever a friendly DEATHWING operative is within your opponent’s territory, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.