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CodexFactionsDark AngelsRavenwing Black Knights

Ravenwing Black Knights

M12"
T5
SV3+
W3
LD6+
OC2

Composition & Wargear

3-6× Ravenwing Huntmaster
Equipped Bolt Pistol, Black Knight combat weapon
Each model one of: Plasma talon (max 1) / Plasma talon (max 5) / Grenade Launcher (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Bolt Pistol 12"13+ 401
Plasma talon - Standard 18"23+ 7-21
Plasma talon - Supercharged 18"23+ 8-32
Astartes grenade launcher - krak 24"13+ 9-2D3
Astartes grenade launcher - frag 24"D33+ 401
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Black Knight combat weapon Melee33+ 5-21
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Knights of Caliban Datasheet

Each time this unit is selected to fight, if it made a Charge move this turn, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Attached Unit Datasheet

If a Character unit from your army with the Leader ability can be attached to an Outrider Squad, it can be attached to this unit instead.

Oath of Moment Core

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.

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

Devastating Wounds Core

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.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).