Fr

Killteam

Raveners

Below you will find a list of the operatives that make up a RAVENER kill team, including, where relevant, any weapons specified for that operative.

Archetype : Recherche et destruction / Infiltration
Fire Team Raveners

1 RAVENER PRIME operative

4 RAVENER operatives selected from the following list:

  • FELLTALON
  • TREMORSCYTHE
  • VENOMSPITTER
  • WARRIOR
  • WRECKER

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Operatives

Ravener Prime

LPA
3
M
7"
SVG
5+
PV
21
Nom A T D Règles
Tail blade 4 3+ 3/4 Rending, Range 3", Silent
Rending, Range 3", Silent
Scything talons & rending claws 5 3+ 4/5 Rending
Rending
Neuropredatory Crest:

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3" of this operative:

  • Your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
  • Your opponent cannot re-roll their attack or defence dice for that operative.
Synaptic Link:

STRATEGIC GAMBIT if this operative isn’t incapacitated. Roll one D6 and compare the result to the number of the current turning point; if the result is:

  • Twice as high or higher, you gain 1CP.
  • Less, inflict damage on this operative equal to the result.
  • Any other result, nothing happens.
RAVENER , GREAT DEVOURER, TYRANID, LEADER, PRIME
40

Ravener Prime

LPA
3
M
7"
SVG
5+
PV
21
Nom A T D Règles
Tail blade 4 3+ 3/4 Rending, Range 3", Silent
Rending, Range 3", Silent
Scything talons & rending claws 5 3+ 4/5 Rending
Rending
Neuropredatory Crest:

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3" of this operative:

  • Your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
  • Your opponent cannot re-roll their attack or defence dice for that operative.
Synaptic Link:

STRATEGIC GAMBIT if this operative isn’t incapacitated. Roll one D6 and compare the result to the number of the current turning point; if the result is:

  • Twice as high or higher, you gain 1CP.
  • Less, inflict damage on this operative equal to the result.
  • Any other result, nothing happens.
RAVENER , GREAT DEVOURER, TYRANID, LEADER, PRIME
40

Ravener Felltalon

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Toxic glands 4 3+ 3/4 Range 6", Silent, Poison*
Range 6", Silent, Poison*
Toxic scythes 5 3+ 4/5 Shock, Lethal 5+, Poison*
Shock, Lethal 5+, Poison*
*Poison:

In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

Toxic Lunge 1PA

Select one enemy operative within 2" of this operative. Alternatively, if this operative is underground, select one enemy operative on your TUNNEL. Inflict D3+2 damage on that enemy operative and it gains one of your Poison tokens (if it doesn’t already have one).
This operative can perform this action while underground (this takes precedence over the normal Burrow rules).

RAVENER , GREAT DEVOURER, TYRANID, FELLTALON
40

Ravener Felltalon

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Toxic glands 4 3+ 3/4 Range 6", Silent, Poison*
Range 6", Silent, Poison*
Toxic scythes 5 3+ 4/5 Shock, Lethal 5+, Poison*
Shock, Lethal 5+, Poison*
*Poison:

In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

Toxic Lunge 1PA

Select one enemy operative within 2" of this operative. Alternatively, if this operative is underground, select one enemy operative on your TUNNEL. Inflict D3+2 damage on that enemy operative and it gains one of your Poison tokens (if it doesn’t already have one).
This operative can perform this action while underground (this takes precedence over the normal Burrow rules).

RAVENER , GREAT DEVOURER, TYRANID, FELLTALON
40

Ravener Tremorscythe

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Scything talons & rending claws 5 3+ 4/5 Rending
Rending
Subterranean Ambush:

Once per turning point, after an enemy operative performs an action in which it moves more than 2" and ends within 2" of your TUNNEL, if this operative is underground and is either ready or hasn’t counteracted during this turning point, you can interrupt that enemy operative’s activation/counteraction to use this rule.
If you do, activate or counteract with this operative (as appropriate), but during its activation/counteraction it must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, this operative’s activation/counteraction is cancelled and this rule hasn’t been used). After completing this operative’s activation/counteraction, continue that enemy operative’s activation/counteraction (if possible).

Hypersensory Hunter:

This operative can perform the Charge action while it has a Conceal order if it performed the Burrow action during the same activation/counteraction.

RAVENER , GREAT DEVOURER, TYRANID, TREMORSCYTHE
40

Ravener Tremorscythe

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Scything talons & rending claws 5 3+ 4/5 Rending
Rending
Subterranean Ambush:

Once per turning point, after an enemy operative performs an action in which it moves more than 2" and ends within 2" of your TUNNEL, if this operative is underground and is either ready or hasn’t counteracted during this turning point, you can interrupt that enemy operative’s activation/counteraction to use this rule.
If you do, activate or counteract with this operative (as appropriate), but during its activation/counteraction it must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, this operative’s activation/counteraction is cancelled and this rule hasn’t been used). After completing this operative’s activation/counteraction, continue that enemy operative’s activation/counteraction (if possible).

Hypersensory Hunter:

This operative can perform the Charge action while it has a Conceal order if it performed the Burrow action during the same activation/counteraction.

RAVENER , GREAT DEVOURER, TYRANID, TREMORSCYTHE
40

Ravener Venomspitter

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Venom bolt (blast) 4 3+ 3/5 Blast 2", Range 8", Poison*
Blast 2", Range 8", Poison*
Venom bolt (focused) 4 3+ 4/5 Piercing 1, Range 8", Poison*
Piercing 1, Range 8", Poison*
Scything talons 5 3+ 4/5
*Poison:

In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

Distend dorsal sac 1PA

Until this operative has shot with its venom bolt, until it performs this action again or until it performs the Burrow action (whichever comes first), all profiles of its venom bolt have the Lethal 5+ weapon rule, have 1 added to their Atk stat and the Range 8" weapon rule removed.

RAVENER , GREAT DEVOURER, TYRANID, VENOMSPITTER
40

Ravener Venomspitter

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Venom bolt (blast) 4 3+ 3/5 Blast 2", Range 8", Poison*
Blast 2", Range 8", Poison*
Venom bolt (focused) 4 3+ 4/5 Piercing 1, Range 8", Poison*
Piercing 1, Range 8", Poison*
Scything talons 5 3+ 4/5
*Poison:

In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

Distend dorsal sac 1PA

Until this operative has shot with its venom bolt, until it performs this action again or until it performs the Burrow action (whichever comes first), all profiles of its venom bolt have the Lethal 5+ weapon rule, have 1 added to their Atk stat and the Range 8" weapon rule removed.

RAVENER , GREAT DEVOURER, TYRANID, VENOMSPITTER
40

Ravener Warrior

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Scything talons 5 3+ 4/5
Instinctive Behaviour:

Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, or an enemy operative that performed the Fall Back action during this turning point, this operative’s weapons have the Lethal 5+ weapon rule.

RAVENER , GREAT DEVOURER, TYRANID, WARRIOR
40

Ravener Warrior

LPA
3
M
7"
SVG
5+
PV
20
Nom A T D Règles
Pincer tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Scything talons 5 3+ 4/5
Instinctive Behaviour:

Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, or an enemy operative that performed the Fall Back action during this turning point, this operative’s weapons have the Lethal 5+ weapon rule.

RAVENER , GREAT DEVOURER, TYRANID, WARRIOR
40

Ravener Wrecker

LPA
3
M
7"
SVG
4+
PV
20
Nom A T D Règles
Bone mace 4 3+ 3/4 Piercing 1, Range 3", Silent
Piercing 1, Range 3", Silent
Scything talons & crushing claws 5 3+ 4/5 Crush*
Crush*
Reinforced Carapace:

Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.

*Crush:

Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

RAVENER , GREAT DEVOURER, TYRANID, WRECKER
40

Ravener Wrecker

LPA
3
M
7"
SVG
4+
PV
20
Nom A T D Règles
Bone mace 4 3+ 3/4 Piercing 1, Range 3", Silent
Piercing 1, Range 3", Silent
Scything talons & crushing claws 5 3+ 4/5 Crush*
Crush*
Reinforced Carapace:

Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.

*Crush:

Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

RAVENER , GREAT DEVOURER, TYRANID, WRECKER
40

Faction rules

Faction rules

Tunnel

At the end of the Set Up Operatives step, place your Tunnel marker numbered ‘0’ on the killzone floor, wholly within your drop zone and touching your killzone edge. As a STRATEGIC GAMBIT in the first four turning points, you can place your next numbered Tunnel marker on the killzone floor wholly within 5" of your preceding Tunnel marker. This means that, as the battle progresses, you can have a series of sequentially numbered Tunnel markers (0, 1, 2, 3 and 4). Once you have placed five Tunnel markers, don’t place any more (i.e. if your battle lasts more than four turning points).

Your Tunnel markers and the area between your sequentially numbered markers (i.e. between 0 and 1, 1 and 2, etc.), create your TUNNEL.

In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), your TUNNEL and the distance between your Tunnel markers can be measured through Wall terrain. In a killzone that uses the hazardous areas rules (e.g. Killzone: Bheta Decima), for the purposes of the Restricted Movement rule, parts of a Tunnel marker that are touching a hazardous area are treated as a hazardous area.

Faction rules

Predatory instincts

During each friendly RAVENER operative’s activation, it can perform two Fight actions.

Each friendly RAVENER operative can counteract regardless of its order. Whenever it does:

  • You can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted this turning point).
  • During that counteraction, if it doesn’t perform a mission action it can perform a free Burrow action.

Faction rules

Burrow

When setting up a RAVENER kill team before the battle, your first two operatives must be set up as normal. Each other friendly RAVENER operative thereafter can be set up underground: place it to one side instead of in the killzone.

In the Firefight phase, friendly RAVENER operatives set up underground are activated and can counteract as normal. Whenever a friendly RAVENER operative is underground, it cannot perform any actions other than Burrow. At the end of the battle, each friendly RAVENER operative that’s underground is incapacitated.

Friendly RAVENER operatives can perform the following unique action:

Burrow (1 PA)

If this operative is underground, set it up on your TUNNEL in a location it can be placed (it’s no longer underground, and it can be set up within control range of enemy operatives). Until the end of the activation/counteraction, subtract 2" from its Move stat.
Alternatively, instead of resolving the above effect, if this operative is in the killzone and on your TUNNEL, remove it from the killzone: it’s now underground.
An operative cannot perform this action while carrying a marker, or if it isn’t either underground or on your TUNNEL.

Strategy ploys

Strategy ploys

Death from below

Whenever a friendly RAVENER operative is fighting:

  • If it’s performed the Burrow action during that activation/counteraction, its melee weapons have the Balanced weapon rule.
  • If it’s on your TUNNEL, its melee weapons have the Ceaseless weapon rule.

Strategy ploys

Whipcord emergence

Whenever an operative is shooting a friendly RAVENER operative:

  • If that friendly operative has performed the Burrow action during that turning point, you can re-roll one of your defence dice.
  • If that friendly operative is on your TUNNEL, you can re-roll any of your defence dice.

Strategy ploys

Writhe out of sight

Select one friendly RAVENER operative in the killzone. That friendly operative can immediately perform a free Burrow action. If it’s within 2" of your TUNNEL, it can immediately perform a free Fall Back or Reposition action before it does so.

Strategy ploys

Tunnel lurkers

Whenever a friendly RAVENER operative is on your TUNNEL it’s in cover, unless it’s within 2" of the active operative. Treat this as cover provided by Light terrain (therefore it’s affected by rules that prevent this, e.g. Seek Light and Vantage terrain).

Firefight ploys

Firefight ploys

Burrowing strike

Use this firefight ploy when a friendly RAVENER operative performs the Burrow action. Before that operative is removed from the killzone, or after setting it up on your TUNNEL, inflict D3+1 damage on each enemy operative within its control range (roll separately for each). You cannot use this ploy in the Strategy phase, or during a FELLTALON operative’s activation or counteraction if it performs the Toxic Lunge action (and vice versa).

Firefight ploys

Death frenzy

Use this firefight ploy when a friendly RAVENER operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each). If that friendly operative is a VENOMSPITTER that’s currently benefitting from the effects of its Distend Dorsal Sac action, inflict 2D3 damage instead.

Firefight ploys

Subterranean Horror

Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly RAVENER operative on your TUNNEL to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

Firefight ploys

Slithering evasion

Use this firefight ploy during a friendly RAVENER operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can:

  • Perform the Fall Back action for 1 less AP.
  • Perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

Faction equipment

Faction equipment

Chromatospore camouflage

Whenever an operative is shooting a friendly RAVENER operative, if you can retain any cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from Vantage terrain.

Faction equipment

Acid blood

Whenever a friendly RAVENER operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 5+, inflict 1 damage on the enemy operative in that sequence.

Faction equipment

Metamorphic flesh

Whenever a friendly RAVENER operative is activated, it regains up to D3 lost wounds.

Faction equipment

Heightened senses

Once per battle, after rolling off to decide initiative, if a friendly RAVENER operative is underground and an enemy operative is within 5" of your TUNNEL, you can re-roll your dice.

Faction rules commentary

Faction rules commentary

Operatives underground & Implant

Q: Are RAVENER operatives underground considered ‘in the killzone’ for the second victory points paragraph of the Implant tac op?

A: Yes. Note that other tac ops (e.g. Surveillance) would still require those operatives to be in the killzone.

Faction rules commentary

Subterranean Ambush

Q: Can an expended friendly TREMORSCYTHE operative counteract to interrupt an enemy operative’s activation with the Subterranean Ambush rule if there are still other ready friendly RAVENER operatives?

A: Yes.

Faction rules commentary

Tremorscythe & interruption

Q: When my TREMORSCYTHE operative interrupts my opponent’s activation, if the enemy operative is incapacitated (and therefore its activation cannot be continued), who activates next? Equally, if it isn’t incapacitated and then continues its activation, who activates next?

A: Your opponent in both cases, as the TREMORSCYTHE operative has used your activation.