smog plate — not savedMasters of Shadow
“Victorious, We Shall Strike Again”
Shamed by Isstvan and forever wary of betrayal, the Raven Guard fight a war of shadows, striking from concealment and melting away before retaliation can land. Corvus Corax's sons are few but relentless, favouring Shrike-led infiltration and lightning strikes over the grinding attrition other Chapters accept. Every battle plan is built on darkness, speed and the certainty that the enemy never sees the blow that kills them.
Army Rule
At the start of your Command phase, select one enemy unit within line of sight of any ADEPTUS ASTARTES unit: it is your Oathed unit until the next Command phase. Friendly ADEPTUS ASTARTES units re-roll Hit rolls against your Oathed unit.
RAVEN GUARD units that Advance can still shoot with Assault weapons without penalty this turn, and gain the Benefit of Cover against all attacks made against them until the start of your next turn.
2 available
Masters of Shadow
At the end of the Reconnaissance step, if every unit in your army has the RAVEN GUARD keyword, up to three units can be set up as if using the Scouts ability, moving up to 9" instead of 6".
Melee weapons equipped by the bearer have their Armour Penetration characteristic improved by 1.
Once per battle, in your Command phase, the bearer's unit can be redeployed as if using the Shadow Masters ability, even if it is not the Reconnaissance step.
While the bearer is leading a unit, that unit has the Benefit of Cover, even while within Engagement Range of enemy units.
Once per battle, when an attack is allocated to the bearer, that attack automatically fails.
First to the Kill
In the first battle round, RAVEN GUARD INFANTRY and BIKER units from your army can be set up anywhere on the battlefield more than 9" from enemy models and objective markers.
Add 3" to the bearer's Move characteristic and it has the Infiltrators ability.
Once per turn, when the bearer's unit finishes a Normal, Advance or Fall Back move, it can shoot as if it were the Shooting phase.
The bearer's unit is eligible to declare a charge in a turn in which it arrived from Deep Strike or made a Normal move using this Enhancement.
Subtract 1 from any Hit rolls for ranged attacks that target the bearer if the attacking unit is more than 12" away.
7 stratagems
STRATEGIC PLOY · Movement phase
Use in the Movement phase. Select one RAVEN GUARD unit from your army: it can move through terrain features and enemy models as if they were not there this phase.
BATTLE TACTIC · Shooting phase
Use when a RAVEN GUARD unit from your army is selected to shoot. If that unit made a Normal move this turn, its ranged weapons gain the [LETHAL HITS] ability until the end of the phase.
BATTLE TACTIC · Fight phase
Use when a RAVEN GUARD unit from your army is selected to fight. Add 1 to the Wound roll for that unit's melee attacks if it made a Charge move this turn.
STRATEGIC PLOY · Opponent's turn phase
Use after a RAVEN GUARD unit from your army has fought. That unit can make a Normal move of up to 6", as long as it ends more than 9" from all enemy units.
WARGEAR · Any phase
Use when a RAVEN GUARD VEHICLE unit from your army is targeted by a ranged attack. Until the end of the phase, subtract 1 from Hit rolls for that attack if the attacking model is more than 12" away.
BATTLE TACTIC · Charge phase
Use when a RAVEN GUARD unit from your army finishes a Charge move. Until the end of the turn, that unit's melee weapons gain the [DEVASTATING WOUNDS] ability.
STRATEGIC PLOY · Any phase
Use in your opponent's Movement phase, when an enemy unit starts to Fall Back within Engagement Range of a RAVEN GUARD unit. Roll one D6 for each model in the enemy unit that Falls Back: for each 5+, that unit suffers 1 mortal wound.
36 units