Raveners

InfiltrationSeek & Destroy
KILL GRADE [5]
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What to Know

Unleash the Ravener Kill Team! 5 fast, melee-focused Tyranid hunters with 7" Move, 5+ Save, and 20+ Wounds. Burrow underground to ambush from your TUNNEL network, then strike with Predatory Instincts for two Fight actions per activation. Counteract freely, gain cover on TUNNELS, and use ploys like Death From Below for Balanced/Ceaseless melee. A unique subterranean playstyle that controls the board with terror from below!

Core Abilities

Unusual Shooting
Felltalon: Toxic Lunge: inflict D3+2 damage on enemy within 2" or on TUNNELFirefight Ploy: Death Frenzy: inflict D3 damage on enemies within control range when incapacitatedFirefight Ploy: Burrowing Strike: inflict D3+1 damage on enemies within control range when Burrow action performed
Unusual Melee
Firefight Ploy: Subterranean Horror: defender resolves first attack dice
Super Conceal
Out of Order Movement
Rule Name: Burrow: deploy operatives underground before first turnRule Name: Predatory Instincts: free Burrow during counteraction interruptOperative: Subterranean Ambush: interrupt enemy activation to move and fight
Activation Manipulation
Operative: Subterranean Ambush: interrupt enemy activation to activate this operativeFaction Rule: Predatory Instincts: operatives can counteract regardless of order
APL Modifiers
Prime: Neuropredatory Crest: Treats enemy APL as lower for control when near.
Bitter Demise
Death Frenzy: Firefight ploy inflicts D3 damage on enemies within control range when operative incapacitated
Block Rerolls
Operative: Neuropredatory Crest: opponent cannot reroll attack or defence dice within 3"
Damage Reduction
Operative: Reinforced Carapace: reduces damage by 1 for attacks with damage 4+.

Faction Rules

  • Burrow: Set up operatives underground; activate them to emerge or hide via Burrow action.
  • Tunnel: Place sequential markers to create a TUNNEL; operatives can move along it with special rules.
  • Predatory Instincts: Operatives can perform two Fight actions per activation and have flexible counteraction options.

Strategic Ploys

  • Death From Below: melee weapons gain Balanced or Ceaseless rule
  • Whipcord Emergence: reroll one or all defence dice when shot
  • Tunnel Lurkers: gain cover from Light terrain on TUNNEL
  • Writhe Out Of Sight: perform free Burrow or Fall Back/Reposition action

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.