The Ravener kill team is a highly mobile ambush force that utilizes underground deployment and a network of tunnels to strike unexpectedly. Their unique Burrow mechanics and Predatory Instincts allow them to appear from underground, perform double Fight actions, and counteract regardless of order, making them deadly close-quarters predators.
Core Abilities
Faction Rules
- BURROW: Set up operatives underground; activate to emerge or burrow with movement penalty.
- TUNNEL: Place sequential tunnel markers to create a movement path across the killzone.
- PREDATORY INSTINCTS: Perform two Fight actions per activation; counteract freely with order changes.
Strategic Ploys
- DEATH FROM BELOW: Grants Balanced or Ceaseless to melee weapons.
- WHIPCORD EMERGENCE: Allows rerolls of defence dice when shot.
- WRITHE OUT OF SIGHT: Free Burrow action, possibly with Fall Back.
- TUNNEL LURKERS: Operative on TUNNEL is in cover.
Firefight Ploys
- SLITHERING EVASION: Fall Back for 1 less AP, Charge from control
- SUBTERRANEAN HORROR: Defender resolves first attack dice in Fight
- BURROWING STRIKE: Inflict D3+1 damage on enemies in control range
- DEATH FRENZY: Inflict D3 damage on enemies when incapacitated
Equipment
- CHROMATOSPORE CAMOUFLAGE: Retain one additional cover save when shooting friendly Ravener operatives.
- ACID BLOOD: On 5+, inflict 1 damage when taking damage in fight or retaliation.
- METAMORPHIC FLESH: Regain up to D3 lost wounds when activated.
- HEIGHTENED SENSES: Once per battle, re-roll initiative dice if conditions met.