Deathwing Command Squad [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Storm bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Cyclone missile launcher - frag | 36" | 2D6 | 3+ | 4 | 0 | 1 |
| Cyclone missile launcher - krak | 36" | 2 | 3+ | 9 | -2 | D6 |
| Assault cannon | 24" | 6 | 3+ | 6 | 0 | 1 |
| Heavy Flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Plasma cannon - standard | 36" | D3 | 3+ | 7 | -2 | 1 |
| Plasma cannon - supercharge | 36" | D3 | 3+ | 8 | -3 | 2 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Power Fist | Melee | 3 | 3+ | 8 | -2 | 2 |
| Chainfist | Melee | 3 | 4+ | 8 | -2 | 2 |
| Halberd of Caliban | Melee | 5 | 3+ | 6 | -2 | 2 |
| Power Weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
| Twin lightning claws | Melee | 5 | 3+ | 5 | -2 | 1 |
| Thunder Hammer | Melee | 3 | 4+ | 8 | -2 | 2 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Once per battle, in any phase, just after a mortal wound is allocated to an Adeptus Astartes model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds.
4+
While this unit contains an Ancient, add 1 to the Objective Control characteristic of its models.
While this unit contains an Apothecary, in your Command phase, you can return 1 destroyed model (excluding Character models) to this unit.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
While this unit contains a Company Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
The bearer has a Wounds characteristic of 4.