Raveners

InfiltrationSeek & Destroy
KILL GRADE [5]
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What to Know

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

Unusual Shooting
Unusual Melee
Firefight Ploy: Subterranean Horror: defender resolves first attack dice when on TUNNEL
Super Conceal
Out of Order Movement
BURROW: set up operatives underground before battlePREDATORY INSTINCTS: free Burrow during counteractionStrategic Ploy: WRITHE OUT OF SIGHT: free Burrow in Strategy phaseFirefight Ploy: SLITHERING EVASION: reduced AP Fall Back or Charge in counteractionTREMORSCYTHE: Subterranean Ambush: interrupt enemy move to activate
Activation Manipulation
Predatory Instincts: change operative order during counteractionRAVENER TREMORSCYTHE: Subterranean Ambush: interrupt enemy activation to activate this operative
APL Modifiers
RAVENER PRIME: -1 APL to enemies for marker control when within 3"
Bitter Demise
Death Frenzy: Inflicts D3 damage on enemies within control range when operative is incapacitated.
Block Rerolls
Operative: Neuropredatory Crest: cannot reroll attack or defence dice
Damage Reduction
Operative: Reinforced Carapace: reduce damage by 1 if 4 or more

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.

Rules Commentary

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.