Space Marines – Deathwing Knights
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11

Deathwing Knights

NoNAME  M WS BS S T W A Ld Sv
47
Deathwing Knight
4‑9
47
Deathwing Knight
5" 2+ 2+ 4 4 3 2 8 2+
47
Knight Master
1
47
Knight Master
5" 2+ 2+ 4 4 3 3 9 2+
If this unit contains 6 or more models it has Power Rating 22. The Knight Master is equipped with: Flail of the Unforgiven; storm shield. Every Deathwing Knight is equipped with: mace of absolution; storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flail of the Unforgiven
Flail of the Unforgiven
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Mace of absolution
Mace of absolution
Melee
Melee
x2
-2
3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This unit can be equipped with 1 Watcher in the Dark.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Inner Circle, Teleport Strike
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: INFANTRY, CORE, TERMINATOR, DEATHWING, INNER CIRCLE, DEATHWING KNIGHTS

Datasheet-related Stratagems

OUTNUMBERED BUT NEVER OUTMATCHED1CP
Dark Angels – Battle Tactic Stratagem

When outnumbered, the Deathwing fight all the harder.

Use this Stratagem in the Fight phase, when a DEATHWING unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit if that unit targets any enemy units containing 10 or more models.
STAND FIRM1CP
Dark Angels – Battle Tactic Stratagem

Against the battle plate and inner resolve of the First Company, even the mightiest weapons are not enough.

Use this Stratagem when a DEATHWING TERMINATOR unit from your army is chosen as a target of an attack. Until the end of the phase, increase the Toughness characteristic of models in that unit by 1.
FURY OF THE FIRST1CP
Adeptus Astartes – Battle Tactic Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is selected to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attacks hit roll.
COMBINED ASSAULT2CP
Dark Angels – Strategic Ploy Stratagem

When working in unison, the veterans of the Dark Angels are amongst the Imperium’s finest fighting forces.

Use this Stratagem at the end of your Movement phase when you set up a DEATHWING unit from your army using the Teleport Strike ability. You can set up that unit wholly within 6" of a friendly RAVENWING BIKER unit that has not Advanced this turn, and more than 6" from any enemy models. Any models that cannot be set up in this way are destroyed.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

This datasheet has Elites Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Watcher in the Dark used in following datasheets:

Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The Fallen keyword is used in following Chaos Space Marines datasheets:

Elites

The Vehicle keyword is used in following Space Marines datasheets:

Heavy Support

and others...

The Infantry keyword is used in following Space Marines datasheets:

HQ

and others...
Inner Circle

Those with true knowledge of the Unforgiven’s history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The Imperium keyword is used in following Space Marines datasheets:

HQ

and others...

The Adeptus Astartes keyword is used in following Space Marines datasheets:

HQ

and others...

The Dark Angels keyword is used in following Space Marines datasheets:

HQ

The Infantry keyword is used in following Space Marines datasheets:

HQ

and others...

The Core keyword is used in following Space Marines datasheets:

Elites
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The Adeptus Astartes and Infantry keywords are used in following Space Marines datasheets:

HQ

and others...
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2020