Raveners

InfiltrationSeek & Destroy
KILL GRADE [5]
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What to Know

Unleash the Ravener kill team! This 5-model Tyranid force (1 Prime + 4 specialists) is a fast, melee-focused ambush predator. Set up operatives underground via Burrow, then emerge from your Tunnel network to strike with lethal precision. Operatives are quick (7" Move) but fragile (5+ Save, 20-21 Wounds). Unique rules like Predatory Instincts (double Fight actions) and ploys like Death From Below make them devastating in close combat. Control the board with subterranean terror!

Core Abilities

Unusual Shooting
Felltalon: Toxic Lunge: inflict damage on enemy within 2" or on TUNNEL
Unusual Melee
Firefight Ploy: Subterranean Horror: defender strikes first in fight on tunnel
Super Conceal
Out of Order Movement
Burrow: deploy underground before first turnPredatory Instincts: free Burrow during counteractionStrategic Ploy: Writhe Out of Sight: free Burrow action immediatelyOperative: Subterranean Ambush: interrupt enemy activation to activateFirefight Ploy: Slithering Evasion: allows Fall Back/Charge during counteraction
Activation Manipulation
Predatory Instincts: can counteract regardless of order and change order during counteractionTremorscythe: Subterranean Ambush: interrupt enemy activation to activate this operative
APL Modifiers
Prime: Treats enemy APL as 1 lower for marker control when within 3".
Bitter Demise
Death Frenzy: Firefight ploy inflicts D3 damage on enemies when incapacitated.Metamorphic Flesh: Faction equipment heals D3 wounds when activated.
Block Rerolls
Operative: Neuropredatory Crest: opponent cannot reroll attack or defence dice when within 3"
Damage Reduction
Operative: Wrecker: Reinforced Carapace: reduce damage by 1 if 4+Metamorphic Flesh: regain up to D3 wounds on activation

Faction Rules

  • Burrow: Set up operatives underground; activate to emerge or burrow with movement penalty.
  • Tunnel: Place sequential tunnel markers to create a network for movement and deployment.
  • Predatory Instincts: Operatives can perform two Fight actions per activation and counteract with order changes.

Strategic Ploys

  • Death From Below: Grants Balanced or Ceaseless to melee weapons
  • Whipcord Emergence: Allows reroll of defence dice when shot
  • Tunnel Lurkers: Operative on TUNNEL gains cover unless close
  • Writhe Out of Sight: Free Burrow action, possible Fall Back or Reposition

Firefight Ploys

  • Slithering Evasion: Fall Back for 1 less AP, Charge from control range
  • Subterranean Horror: Defender resolves first attack dice in Fight
  • Death Frenzy: Incapacitated operative damages enemies in control range
  • Burrowing Strike: Inflict damage on enemies after Burrow action

Equipment

  • Chromatospore Camouflage: Retain one additional cover save when shot at
  • Acid Blood: 5+ to inflict 1 damage when damaged in fight/retaliation
  • Heightened Senses: Once per battle, reroll initiative dice if conditions met
  • Metamorphic Flesh: Regain up to D3 wounds when activated

Rules Commentary

Q:
If a friendly RAVENER TREMORSCYTHE operative attempts to shoot or fight against the specified enemy operative in its Subterranean Ambush rule, but is prevented from doing so by an opponent's rule (e.g. SANCTIFIER CONFESSOR Commanding Declamation, NOVITIATE Blinding Aura) is the activation/counteraction still cancelled?
A:
No. Continue its activation/counteraction as though the requirements of the Subterranean Ambush rule have been fulfilled.
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.
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.
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.