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★ Raven Guard

Shadow-shrouded killers, the battle-brothers of the Raven Guard use stealth, guile, and rapid redeployment to pick their foes apart. The enemy are left reeling, unable to execute their own plans for fear of showing their backs to the gleaming talons of black-clad Space Marines. Before long, all that remains are corpses left for the carrion birds.

How This Supplement Works

This page describes the forces used by the Raven Guard and their brethren in other Chapters that focus on swift, precision strikes. The Talon Strike Force and special rules presented on these pages are unique to the Raven Guard and their successor Chapters.
MissionTypeOpposing Sides
Echoes of War: Haemonculus Covens Missions
  4. Raven’s FallEchoes of WarHaemonculus CovensVsRaven Guard
War Zone Damocles: Mont’ka Campaign
  1. Death in the VoidEchoes of WarTau EmpireVsRaven Guard or White Scars
  6. The Killing BlowEchoes of WarTau EmpireVsRaven Guard or White Scars
  8. The Assassins StrikeEchoes of WarTau Empire or Farsight EnclavesVsOfficio Assassinorum, Raven Guard or White Scars or Astra Militarum
War Zone Damocles: Kauyon Campaign
  2. Ploys and RusesEchoes of WarTau EmpireVsRaven Guard
  4. Death RunEchoes of WarTau EmpireVsRaven Guard
  5. To Sever the HeadEchoes of WarTau EmpireVsRaven Guard
  6. The Khan and the RavenEchoes of WarTau EmpireVsRaven Guard and White Scars
  8. Blood and VengeanceEchoes of WarTau EmpireVsRaven Guard and White Scars or Imperial Knights

Books


BookKindEditionVersionLast update
► Raven GuardCodex Supplement71.0January 2016
  Kill TeamExpansion71.0September 2016

Raven Guard Detachments

Any Detachment with the Space Marines Faction can be a Raven Guard Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the Raven Guard. A Raven Guard Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. Raven Guard Detachments may also use the following rules:

Strike from the Shadows: Non-vehicle Raven Guard models that do not begin the game in a Transport vehicle have the Shrouded special rule until the start of the second game turn. When rolling to see whether the Night Fighting mission special rule is in effect during game turn 1, you may add 1 to the result if your army contains at least one Raven Guard unit.

Winged Deliverance: Raven Guard units with the Jump unit type may use their jump packs in both the Movement and Assault phases of the same turn. Furthermore, when they make Hammer of Wrath attacks, Raven Guard models can re-roll failed To Wound rolls.

Special Rules


Flurry

After a model attacking with this weapon has rolled to hit, it makes a number of bonus attacks equal to the number of hits that have been scored. Further hits do not cause further bonus attacks.

Shadow-shot

A model equipped with Nihilus can shoot at a different target to the rest of his unit. When fired at a vehicle, this weapon counts as Strength 6.

Tactical Objectives

D6Result
11Strike from the Skies 
12Keep to the Shadows 
13Let Them Know Fear 
14Prioritise and Destroy 
15Highly Mobile Assault 
16Cripple the Enemy 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Raven Guard players, and reflect their swift and stealthy method of waging war.

If your Warlord is drawn from the Raven Guard, you must replace the Capture & Control Tactical Objectives (numbers 11-16) either with the Tactical Objectives found in Codex: Space Marines or with these Tactical Objectives.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Raven Guard player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Raven Guard Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

STRIKE FROM THE SKIES
Although the Raven Guard are not as numerous as their brethren in other Chapters, cunning use of aerial deployment still allows them to attach the enemy wherever it presents itself.
11
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Raven Guard unit with the Jump unit type, or by a Riven Guard unit that disembarked from a Drop Pod this turn.
Type: RAVEN GUARD
KEEP TO THE SHADOWS
Whenever your force is not bringing death to the enemies of the Emperor, it should be concealed from their sight. Stay in the shadows and strike at them when they least suspect it.
12
Score 1 Victory Point at the end of your turn if all non-vehicle units in your army are either embarked on a Transport Vehicle, embarked inside a building or are within 1" of a piece of terrain other than open ground.
Type: RAVEN GUARD
LET THEM KNOW FEAR
A well-delivered blow can send any foe reeling, sowing discord in their ranks and planting the seeds of doubt. Thus is the first foundation of victory laid.
13
Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Morale Check, Pinning test or Fear test during your turn.
Type: RAVEN GUARD
PRIORITISE AND DESTROY
The Raven Guard rarely engage their foe on an even footing. Their war is fought in the shadows, destroying key targets and disrupting the enemy command structure.
14
Score D3 Victory Points at the end of your turn if the enemy Warlord, an enemy Super-heavy Vehicle or an enemy Gargantuan Creature was completely destroyed during this turn.
Type: RAVEN GUARD
HIGHLY MOBILE ASSAULT
Raven Guard combat doctrine is built around killing the enemy before they have a chance to retaliate.
15
Score 1 Victory Point at the end of your turn if any enemy units were charged by a Raven Guard unit and completely destroyed in the Assault Phase. If at least three units were charged by Raven Guard units and completely destroyed in the Assault Phase, score D3 Victory Points instead.
Type: RAVEN GUARD
CRIPPLE THE ENEMY
Strategic superiority is vital to the Raven Guard’s way of war. Seize it by destroying the enemy’s chances of outflanking you.
16
Score 1 Victory Point at the end of your turn if you destroyed at least one enemy Fast Attack unit or Dedicated Transport during the turn. Score D3 Victory Points instead if 3 or 4 of those units were destroyed, or D3+3 Victory Points if 5 or more were destroyed.
Type: RAVEN GUARD

Designer’s Note
If you own a deck of Raven Guard Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Traits, a Raven Guard Warlord may choose to roll on the table below instead of on those found in Warhammer 40,000: The Rules or Codex: Space Marines.

D6Warlord Traits
1Vanish into the Gloom
Your Warlord is a master of disappearing into the shadows.
When your Warlord’s unit is chosen as the target of a shooting attack, it can immediately Vanish into the Gloom, moving up to D6". Models from your Warlord’s unit that are in cover at the end of this move receive +1 to their cover saving throws against that shooting attack. The firing unit cannot choose a different target, even if your Warlords unit is now out of range or line of sight. Your Warlord’s unit can only Vanish into the Gloom once per turn and cannot do so at all if Falling Back or charging
2Concentrated Attack
Your Warlord knows the strategic advantage of identifying, and destroying, the strongest target in the enemy's lines.
At the start of your Charge sub-phase, pick an enemy unit within your Warlord’s line of sight. Until the end of the phase, Raven Guard units can re-roll charge rolls against that unit. 
3Master of Shadows
Your Warlord is practised at finding ways to plunge the battlefield into darkness.
Once per game, as long as your Warlord is on the battlefield, you can declare in your Movement phase that Night Fighting rules are in effect until the start of your next turn. 
4Silent Stalker
Tales abound of your Warlord's ability to suddenly appear amid the enemy and slaughter them before they can raise a single weapon.
Enemy units wishing to fire Overwatch at your Warlord or his unit must first pass a Leadership test. If your Warlord charged through difficult terrain, subtract 2 from the enemy unit’s Leadership when they take this test. 
5Exit Strategy
When your Warlord goes to battle, he knows how it will end: on his terms.
When rolling for Variable Game Length, you can add or subtract 1 from the result if your Warlord is on the battlefield. 
6Swift and Deadly
The Raven Guard know the importance of being in the right place at the right time.
Once per battle, your Warlord and any unit he has joined can charge even if they Ran in the preceding Shooting phase

Detachments


Talon Strike Force

The Talon Strike Force allows you to represent the stealth and strategy of a Raven Guard army on the Warhammer 40,000 battlefield. Whether you wish to assemble an entire Battle Company with support elements from the 10th Company, or a devastating air superiority force with orbital support, there are a multitude of choices available.

The Talon Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Talon Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Talon Strike Force, that entire Talon Strike Force is your Primary Detachment.

Command
0-2
Core
1-2
Auxiliary
1+


STRIKE FORCE COMMAND
 • 1 of the following:
  - Shadow Captain Shrike
  - Terminator Captain
  - Captain
  - Chaplain
 • 0-1 Honour Guard
 • 0-1 Command Squad
 • 1 Chaplain
 • 1 Command Squad

 • 1 Captain or Chaplain1
 • 0-1 Command Squad
 • 3 Tactical Squads
 • 1 Assault Squad
 • 1 Devastator Squad
 • 1-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
1 Shadow Captain Shrike may be taken in place of the Captain or Chaplain.

 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad

 • 1 unit of Land Speeders
 • 2 Stormtalon Gunships

1 Shadow Captain Shrike may be taken in place of the Captain.


 • 1 unit of Hunters
 • 1 unit of Stalkers
 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion


 • 3 Tactical Squads
 • 1-3 units of Land Speeders



 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to two Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Raven Guard.

COMMAND BENEFITS
Extensive Planning: If your Warlord is part of this Detachment, you can choose to re-roll the result on the Mission Table, re-roll the result when rolling for a Random Deployment Zone, and re-roll your dice when rolling off to see who deploys first.

Know When To Fade: You can always choose to fail Morale Checks for units from this Detachment.

Know When To Strike: If any units from this Detachment start the game in Reserve, you can choose to make a Reserve Roll for any of them at the start of your first turn. If the roll is a 1 or more, the unit arrives this turn; otherwise it remains in Reserve and is rolled for normally.

Troops


Squad Stornus


190

WS BS S T W I A Ld Sv Unit Type
Sergeant Stornus 4 4 4 4 1 4 2 9 3+ Infantry (Character)
Brother Lotar 4 4 4 4 1 4 1 8 3+ Infantry
Brother Damech 4 5 4 4 1 4 1 8 3+ Infantry
Brother Jovas 4 4 4 4 1 4 1 8 3+ Infantry
Space Marine 4 4 4 4 1 4 1 8 3+ Infantry
Unit Composition: 1 Sergeant Stornus (Unique), 1 Brother Lotar (Unique), 1 Brother Damech (Unique), 1 Brother Jovas (Unique), 6 Space Marines
Wargear:
 • All models have frag grenades and krak grenades
 • Sergeant Stornus has a plasma pistol and chainsword
 • Brother Lotar and all Space Marines have a boltgun and bolt pistol
 • Brother Damech has a missile launcher and bolt pistol
 • Brother Jovas has a meltagun and bolt pistol
Special Rules:
 • And They Shall Know No Fear
 • Chapter Tactics (Raven Guard)

Leader Trait:
 • Sergeant Stornus has the following Leader Trait: A Cunning Ruse
Specialists:
 • Brother Damech is an Indomitable Specialist and has the following special rule: Relentless
 • Brother Jovas is a Weapon Specialist and has the following special rule: Expert Shot
 • Brother Lotar is a Guerilla Specialist and has the following special rule: Preferred Enemy

Relics of the Ravenspire

Among the armouries of the Raven Guard there exist artefacts that have been a part of the Chapter for centuries, sometimes even millennia. Only the most worthy heroes are granted the honour of carrying one of these relics into battle. Only one of each of the following items may be chosen per army.

Units in a Raven Guard Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of the Ravenspire list at the points cost shown instead. You can take items from both lists in the Detachment. A single Scout Veteran Sergeant in your army may replace his boltgun with Nihilus.

Ex Tenebris 10 pts
Nihilus1 15 pts
Raven’s Fury 15 pts
The Raven Skull of Korvaad 15 pts
Swiftstrike and Murder 35 pts
The Armour of Shadows 35 pts
1 A single Scout Veteran Sergeant in your army may replace his boltgun with Nihilus.

Ex Tenebris

A subtle and extremely dangerous weapon, Ex Tenebris is a masterwork boltgun fitted with an elaborate and highly effective blast-cowl that renders its shots all but silent. Rumour has it that this weapon was forged by Corax himself originally meant as a gift for his wayward brother, the Night Haunter. However, after the Horus Heresy turned the two Primarchs’ Legions against one another, Ex Tenebris was instead borne into battle by heroes of the Raven Guard, there to sow terror and discord among the foe.

Range S AP Type
24" 4 5 Assault 3, Rending, Precision Shots

Nihilus

With its long, sleek barrel and expertly worked stock, there can be no doubt that this sniper rifle is the work of some great artificer in the Raven Guards history. Tradition has it that this weapon must be carried by whichever Sergeant within the 10th Company has proven himself the finest marksman. The inner workings of this sinister weapon remain a mystery, but the rounds it fires shoot from the barrel like darts of inky black shadow, and explode against their target’s armour with incredible implosive force. A shot from Nihilus can cut a Chaos Space Marine in two, or even wreck a battle tank if it strikes clean.
Scout Veteran Sergeant only. Replaces the model’s boltgun.

Range S AP Type
36" X 3 Heavy 1, Sniper, Armourbane, Shadow-shot

Shadow-shot: A model equipped with Nihilus can shoot at a different target to the rest of his unit. When fired at a vehicle, this weapon counts as Strength 6.

Raven’s Fury

At first glance, this jump pack appears little different from the others within the Raven Guard armoury, albeit impressively made compared to others of its type. However, closer inspection reveals miniaturised plasmа-engines in place of the usual ram jets. Such a technological marvel is now well beyond the finest artificers of the Imperium, and provide the pack’s wearer with a lightning turn of speed when boosting into battle. Furthermore, the jump pack’s machine spirit is highly advanced, and possessed of a warlike temperament that makes it all the more deadly on the charge.
Raven’s Fury is a jump pack. When a model equipped with Raven’s Fury makes Hammer of Wrath attacks, they are resolved at +2 Strength and have the Strikedown special rule.

Swiftstrike and Murder

Like the talons of some monstrous hunting bird the lightning claws known as Swiftstrike and Murder rip their victims limb from limb. So beautifully balanced are these weapons that their wearer can tear through even heavily armoured infantry with blistering speed - a quality highly prized by the warriors of the Raven Guard.
Swiftstrike and Murder replace both a model’s bolt pistol and Melee weapon. Each can be used as a Melee weapon with the following profile:

Range S AP Type
- User 3 Melee, Flurry, Shred, Specialist Weapon

Flurry: After a model attacking with this weapon has rolled to hit, it makes a number of bonus attacks equal to the number of hits that have been scored. Further hits do not cause further bonus attacks.

The Armour of Shadows

The provenance of this strange armour is unknown, and there are those who mutter that it cannot have come from any Imperial source. The beautifully worked plates of this suit slide against one another without the slightest sound, and its power pack emits barely more than a purr. Stranger still, a cowl of shadows seems to hang around the weaver, billowing like smoke when they move and gathering into a dense, impenetrable mass when they remain still. The Armour of Shadows has aided more than one Raven Guard hero in stalking their prey unseen, and striking the killing blow without ever being detected.
The Armour of Shadows confers a 2+ Armour Save. A model equipped with the Armour of Shadows has the Stealth special rule, or the Shrouded special rule if it did not Move, Run or Charge in its previous turn.

The Raven Skull of Korvaad

Sondek Korvaad was recorded in the annals of the Raven Guard as a selfless hero. After he gave his life in battle to save that of his company’s Captain, the scrimshawed raven skull that he wore about his neck on a chain was retrieved and declared a blessed charm. Since that day it has been awarded to especially worthy brothers by the Reclusiarch of the Raven Guard and should it fall upon the field of battle, great efforts are made to win it back.
Add 1 to the Weapon Skill and Leadership of a model equipped with the Raven Skull of Korvaad. If the model is removed as a casualty, note its last position. For the rest of the battle, friendly Raven Guard models have the Hatred and Rage special rules while they are within 6" of this position.