MACROMUNDA
Allegiance
Space Marines Raven Guard
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

Screen The Approaches scenario
Attackerthe opposing gang (a force that has learned the Raven Guard are coming and moves to screen every approach - flood the flanks, deny the hidden ground, and force the strike into the open where it can be pinned and broken)
Defenderthe Raven Guard (a fragile guerrilla force that must still land its strike through a prepared enemy - infiltrate what ground remains, hit fast, and fade before the screen closes; the mirror of their own raid, fought from the wrong side of surprise)
Deploythe attacker deploys spread wide to cover the approaches and the hidden ground; the Raven Guard deploy hidden where they still can, forced to work through a screen rather than around an unwary foe
Objectivethe attacker wins by pinning the Raven Guard in the open and taking a majority of the strike force Out of Action, or by holding all approaches to the central objective; the Raven Guard win by seizing the central objective and fading off it with the seizing fighter intact despite the screen
Victorythe attacker wins if it takes half or more of the Raven Guard fighters Out of Action, or holds the objective through round six (the shadow denied and caught); the Raven Guard win if they seize the objective and end the battle with the seizing fighter alive and out of enemy line of sight (the strike landed through the screen)
Rewardsa Raven Guard win grants bonus Reputation for striking through a prepared enemy; a fighter that seized the objective and faded intact earns 1 bonus XP toward Ghost of Deliverance; an attacker win by pinning and breaking the strike force grants the attacker bonus Reputation and proves the hit-and-fade can be screened out
Control Tracka Raven Guard win advances their Control-Track claim by one step (the strike landed despite the screen); an attacker win holds the marker; an attacker win that takes half or more of the strike force Out of Action advances the ATTACKER's claim by one step - the guerrillas pinned in the open and broken before they could fade

The enemy knows. Word has run ahead of the strike force, and every way in is watched now — so the raid must land through a prepared foe rather than around an unwary one.

ATTACKER

The opposing gang. They have learned the Raven Guard are coming and moved to screen every approach — flanks flooded, hidden ground denied, the strike forced into the open where it can be pinned and broken.

DEFENDER

The Raven Guard. A fragile guerrilla force, and still it must land its strike through a prepared enemy: infiltrate what ground remains, hit fast, fade before the screen closes. It is their own raid turned inside out, fought from the wrong side of surprise.

DEPLOYMENT

The attacker deploys spread wide, covering the approaches and the hidden ground. The Raven Guard deploy hidden where they still can, forced to work through a screen rather than around an unwary foe.

OBJECTIVE

The Raven Guard must seize the central objective and fade off it with the seizing fighter intact despite the screen. The attacker must pin the Raven Guard in the open and take a majority of the strike force Out of Action, or hold all approaches to the central objective.

ENDING THE BATTLE

The battle ends when the Raven Guard have seized the objective and withdrawn the seizing fighter out of enemy line of sight, or at the end of round six.

VICTORY

The Raven Guard win if they seize the objective and end the battle with the seizing fighter alive and out of enemy line of sight — the strike landed through the screen. The attacker wins if it takes half or more of the Raven Guard fighters Out of Action, or holds the objective through round six. The shadow denied, and caught.

REWARDS

A Raven Guard win grants bonus reputation for striking through a prepared enemy. A fighter that seized the objective and faded intact earns 1 bonus XP toward Ghost of Deliverance. An attacker win by pinning and breaking the strike force grants the attacker bonus reputation — proof the hit-and-fade can be screened out.

CONTROL TRACK

A Raven Guard win advances their Control-Track claim by one step; the strike landed despite the screen. An attacker win holds the marker. And an attacker win that takes half or more of the strike force Out of Action advances the attacker's claim by one step instead — the guerrillas pinned in the open, broken before they could fade.

The Decapitation Raid scenario
Attackerthe Raven Guard (a guerrilla force that wants the perfect raid - infiltrate unseen onto the enemy's soft target or command, strike hard, and fade off the field before the counter-blow can land)
Defenderthe opposing gang (a force that must screen its approaches and its command, then punish the fragile strike force once it is committed and exposed in the open)
Deploythe defender sets up around a high-value target (its Leader, an objective, a cache) in the centre; the Raven Guard deploy last and largely hidden - infiltrated, out of line of sight, or in reserve to arrive from a chosen edge
Objectivethe Raven Guard win by taking the target - the enemy Leader Out of Action, or the objective seized - AND getting the striking fighters off the field or back out of enemy line of sight; the defender wins by protecting the target through the battle, or by pinning and breaking the exposed strike force in the open
Victorythe Raven Guard win if they achieve the target and end the battle with the striking fighter(s) alive and out of enemy line of sight (the clean strike and the clean fade); the defender wins if the target survives to the end of round six, or if it takes the Raven Guard striking fighters Out of Action before they can escape - the shadow caught in the light
Rewardsa Raven Guard win grants bonus Reputation and a Control-Track step for the decapitation; a fighter that took the enemy Leader Out of Action and escaped untouched earns 1 bonus XP toward The Unseen Blade; a defender win by catching the raiders grants the defender bonus Reputation for proving the shadow can be pinned
Control Tracka Raven Guard win advances their Control-Track claim on the district by one step (the enemy command broken, the ground made unsafe); a defender win holds the marker; a defender win that takes the striking fighters Out of Action before they escape advances the DEFENDER's claim by one step - the guerrillas caught and destroyed in the open

The perfect raid is a simple thing to name and a hard thing to do: in unseen, the enemy's command broken, out again before the counter-blow can land. The Raven Guard mean to do it.

ATTACKER

The Raven Guard. A guerrilla force bent on infiltrating onto the enemy's soft target or command, alpha-striking, and fading off the field before the reply arrives.

DEFENDER

The opposing gang. They must screen their approaches and their command, then punish the fragile strike force once it is committed and exposed in the open.

DEPLOYMENT

The defender sets up around a high-value target — its Leader, an objective or a cache — in the centre of the field. The Raven Guard deploy last, and largely hidden: infiltrated, out of line of sight, or held in reserve to arrive from a chosen edge.

OBJECTIVE

The Raven Guard must take the target — the enemy Leader Out of Action, or the objective seized — and then get the striking fighters off the field or back out of enemy line of sight. The defender must protect the target through the battle, or pin and break the exposed strike force in the open.

ENDING THE BATTLE

The battle ends when the Raven Guard have taken the target and withdrawn the striking fighters, or at the end of round six.

VICTORY

The Raven Guard win if they achieve the target and end the battle with the striking fighter or fighters alive and out of enemy line of sight — the clean strike, the clean fade. The defender wins if the target survives to the end of round six, or if it takes the Raven Guard striking fighters Out of Action before they can escape. The shadow caught in the light.

REWARDS

A Raven Guard win grants bonus reputation and a Control-Track step for the decapitation. A fighter that took the enemy Leader Out of Action and escaped untouched earns 1 bonus XP toward The Unseen Blade. A defender win by catching the raiders grants the defender bonus reputation — proof the shadow can be pinned.

CONTROL TRACK

A Raven Guard win advances their Control-Track claim on the district by one step; the enemy command broken, the ground made unsafe. A defender win holds the marker. And a defender win that takes the striking fighters Out of Action before they escape advances the defender's claim by one step instead — the guerrillas caught and destroyed in the open.

Favours8

RollFavourPatron
2The Mor Deythan. The Mor Deythan — the Chapter's own shadow-masters, the stealth elite few ever see — lend their art for a single fight. For your next battle, choose one fighter; it deploys hidden and, the first time it attacks, its target may claim no cover save. The deepest craft of the Raven Guard, gifted for one strike.a Mor Deythan shadow-master cadre of the Raven Guard (the Chapter's own stealth elite)
3Sons Of Corax. A brother Chapter of Corax's line — the Raptors, the Black Guard, a successor of the Ravenspire — sends a warrior to the fight. For your next battle you may field a single allied fighter of a common Raven Guard type at no credit cost; it fights as one of your own and departs when the battle ends.a brother Chapter of the Raven Guard lineage (the Raptors, the Black Guard, a successor of Corax)
4The Whispered Word. An informant network buried in the enemy's own ground passes word of their dispositions. Before your next battle, after both forces have deployed, you may redeploy up to two of your own fighters — the whispered word telling you exactly where the enemy chose to stand, and letting you answer it before a shot is fired.a Deliverance informant network embedded in the enemy's ground
5Deliverances Blessing. The armoury of Ravenspire opens its doors for a season. For your next battle you may issue a camo-cloak and a set of smoke to any one fighter at no cost, the concealment-gear of Deliverance lent to a warrior who would otherwise go without. They return to the vaults when the battle ends.the Chapter armoury of Ravenspire
6The Scout Auxilia. Local partisans and scout auxiliaries throw in with the shadow-war. For your next battle you may field D3 expendable allied scouts — light skirmishers who know the ground — placed hidden at deployment and gone when the battle ends. Cheap, willing, and useful eyes on a flank you cannot spare a brother to watch.local guerrilla partisans and scout auxiliaries
7Ravenspires Armoury. The forge of Ravenspire answers a request from the field. For your next battle you may requisition a single weapon or item of wargear from your fighter's equipment list at no cost, fitted to one fighter for that fight alone. The forge takes back what it lent once the guns fall silent.the Chapter forge of Ravenspire
8The Unseen Kindred. Allied marksmen and guerrilla fighters sworn to the shadow-war lend you their eyes and one long gun. Before your next battle you may reveal one enemy fighter set up hidden or held in reserve, and once during that battle you may call a single off-board sniper shot at any enemy in the open — Strength 4, AP -1, hitting on a 4+. The kindred fight the same war, from just out of sight.allied guerrilla and marksman forces sworn to the shadow-war
9Coraxs Shadow. The Primarch's own legend settles over the strike force like a cast shadow. For your next battle, choose one fighter; it may deploy hidden regardless of the mission, and while it is stationary it counts as being in cover against all ranged attacks. For one fight, an ordinary warrior moves as Corax himself was said to — seen only when it chooses to be.the enduring legend of the Primarch himself

Gang Tactics36

RollTacticTiming
11Strike From Shadow. The Chapter's whole art, made ready before the fight. Play before the battle and choose D3 friendly fighters; each may deploy by Infiltrate up to 3" closer than normal this battle, setting up within 6" of an enemy if it begins out of that enemy's line of sight.Pre-battle
12The Unseen Blade. The knife that arrives from nowhere. Play at any time when a friendly fighter attacks from hidden, or strikes an enemy engaged with another fighter from behind. That attack gains +1 to Wound — the blade that finds the seam no armour covers.Any round
13Fade To Darkness. Gone before the eye can fix it. Play as a reaction when a friendly hidden fighter is revealed or targeted. That fighter immediately makes a free 3" Move and, if it ends in cover and out of enemy line of sight, becomes hidden again — the shadow simply somewhere else.Reaction
14Victorus Aut Mortis. Victory, or death — nothing between. Play at the end of the battle. Each friendly fighter that took an enemy Out of Action and was not itself taken Out of Action gains 1 bonus XP, the oath of the strike force kept: strike clean, and come home.End of battle
15Decapitation Strike. Cut the head from the body. Play at any time when a friendly fighter declares a charge against an enemy Leader or Champion. For that combat, the charging fighter adds +1 to Hit and +1 to Wound — the whole raid bent on the one throat that matters.Any round
16Vengeance Served Cold. The Raven Guard forget nothing. Play at any time when a friendly fighter attacks an enemy that earlier this battle took a friendly fighter Out of Action. It re-rolls failed Hit and Wound rolls against that enemy in the combat — a debt collected without heat, and in full.Any round
21Silent Approach. Moving without ever being seen to move. Play in the first round. This round, your hidden fighters that move do not lose the hidden condition for having moved, so long as they end out of enemy line of sight — the whole approach closed in silence before the first shot.Round one
22Shadow Ambush. The trap set the night before. Play before the battle and choose one friendly fighter. The first time it attacks this battle, its target may not claim any cover save — the ambush chosen so carefully that there was nowhere for the victim to hide.Pre-battle
23Grapnel Insertion. Up the wall and onto the high ground before dawn. Play before the battle. Up to two friendly fighters may be deployed anywhere on a piece of tall terrain, ignoring the normal deployment-zone limits — the raid already perched above the enemy's line when the fighting begins.Pre-battle
24Ghost In The Ruins. A shape the ruins refuse to give up. Play at any time and choose one friendly fighter in cover. Until the start of your next turn it cannot be targeted by ranged attacks made from more than 9" away — lost to every marksman but the one already at its shoulder.Any round
25Hit And Run. Strike, and be elsewhere. Play at any time when a friendly fighter has fought a close combat. Once the combat is resolved it makes an immediate free 4" Move away from the enemy, even where it would not normally be allowed — the blow struck and the range broken in a single motion.Any round
26The Long Vigil. Hours of stillness spent for a single shot. Play at any time and choose a friendly fighter that has been stationary since the start of the battle. Its next ranged attack this round is made at +1 to Hit and +1 Damage — the patience of the long vigil paid out in one perfect round.Any round
31Sons Of Deliverance. The oath of Deliverance holds the brothers together. Play at the start of a round. Until your next turn, friendly fighters within 6" of your Leader may re-roll failed Nerve tests — the sons of Corax steadied by the one who leads them from the dark.Any round
32Cloak Of Shadows. The darkness gathers around your warriors. Play at the start of the battle and choose D3 friendly fighters; each may be set up hidden, even in a mission that would not normally allow it. Where the enemy expected open ground, there is only shadow and the shapes within it.Start of battle
33Coraxs Teaching. The Primarch's art is passed down still. Play before the battle and choose one friendly Ganger or Juve; for this battle it may use a single Cunning skill of your choice as though it possessed it. A lesson in the old craft, taught the night before the strike.Pre-battle
34The Ravens Eye. Nothing stays hidden from the raven's eye. Play before the battle. Choose one enemy fighter set up hidden or held in reserve; its position is revealed to you before the first round begins — you already know where the enemy hoped to spring its own trap.Pre-battle
35From Above. Death comes down out of the sky. Play at any time when a friendly fighter with a jump pack or grapnel harness declares a charge. It adds +2" to that charge Move and +1 to Hit for the combat — the enemy watched the ground, and the blow fell from above.Any round
36Leave No Trace. No bodies found, no trail to follow. Play at the end of the battle. The enemy learns nothing of where you came from or where you went — you may ignore the first result in the post-battle sequence that would cost you a territory or reveal your position on the campaign map.End of battle
41Smoke And Silence. A wall of smoke, and quiet behind it. Play at the start of the battle. Place a smoke screen up to 6" long anywhere on the battlefield; for the first two rounds it blocks line of sight as a solid screen — the cover the strike force needs to cross the open unseen.Start of battle
42Whisper Kill. A death no one hears. Play at any time when a friendly hidden fighter takes an enemy Out of Action in close combat. It remains hidden — the kill made without sound or trace, the sentry gone and the alarm never raised.Any round
43Patient Hunter. The kill earned by the long wait. Play at the end of the battle. Choose one friendly fighter that stayed stationary for two or more consecutive rounds before it took an enemy Out of Action; it gains D3 bonus XP for the discipline of the patient hunter.End of battle
44The Fade. Reach for the shadow and it is not there. Play at any time when a friendly fighter is the target of a charge. Before the charge Move is made, that fighter makes a free 3" Move; if this carries it beyond the charger's reach, the charge fails and the enemy closes on empty ground.Any round
45Shadowmantles Gift. A borrowed measure of the relic's shadow. Play at the start of the battle and choose one friendly fighter. For the first two rounds it counts as always being in cover against ranged attacks made from beyond 9", the darkness of the Shadowmantle laid over an ordinary warrior for a while.Start of battle
46Alpha Strike. The first blow decides the raid. Play in the first round. Until the end of that round, your fighters that began the battle hidden add +1 to Hit rolls made against enemy fighters that have not yet activated — the strike lands before the enemy has even woken to the threat.Round one
51Guerrilla Doctrine. Hit, break contact, hit again. Play at the start of a round. Until your next turn, your fighters may Hit-and-Run after a Shoot action as well as after a Fight action, and add +1" to that free Move — the whole force fighting the war of the moving blade.Any round
52Melt Away. When the enemy looks up, you are already gone. Play at the end of the enemy's turn. Choose D3 friendly fighters that are not engaged in combat; each may immediately make a free Move and then become hidden if it ends in cover and out of enemy line of sight.End of enemy turn
53Kill The Head. The commander dead, the rest is aftermath. Play at the end of the battle if a friendly fighter took the enemy Leader Out of Action. That fighter gains D3 bonus XP, and your gang gains 1 bonus reputation for a war ended at its head.End of battle
54Unseen Reserves. A second wave the enemy never counted. Play before the battle. Up to two friendly fighters may be held in reserve to arrive from any table edge from the second round onward, regardless of the mission — the raid arriving in echelons out of the dark.Pre-battle
55The Vanishing. They swear they hit it, and find only shadow. Play as a reaction when a friendly hidden fighter would be revealed by an enemy ability or a failed Cool check. Roll a D6; on a 4 or higher it stays hidden, the enemy's certainty spent on empty air.Reaction
56Shrikes Lesson. Kill the way the Shadow Captain taught. Play at any time when a friendly fighter armed with lightning claws or a relic close-combat weapon fights. It re-rolls failed Hit rolls in that combat — the flurry of blades that opens a guard the way Shrike himself would.Any round
61Cold Patience. Patience is its own reward. Play at the end of the battle. Each friendly fighter that took an enemy Out of Action without ever being taken Out of Action itself gains 1 bonus XP — the hunters who waited, struck once, and were never touched.End of battle
62Shadow Muster. More of the force came in unseen than the enemy knew. Play before deployment. One additional friendly fighter beyond your normal allowance may be set up hidden — the raid mustered a shade larger and quieter than the enemy's count.Pre-battle
63Strike And Vanish. One kill, and then nothing. Play at any time when a friendly fighter takes an enemy Out of Action with a Shoot or Fight action. It immediately becomes hidden if it can, or else makes a free 4" Move to the nearest cover — the killer gone before the body has fallen.Any round
64Ravenspire Discipline. The Chapter's cold nerve holds the line. Play at the start of a round. Until your next turn, your fighters automatically pass any Cool check caused by being shot at or by a nearby fighter falling — the Ravenspire discipline that lets a warrior lie still under fire and wait for its moment.Any round
65The Silent War. A victory the enemy never saw the shape of. Play at the end of a battle in which your Leader was never within an enemy fighter's line of sight at the end of any round. Your gang gains 1 bonus reputation for a war commanded entirely from the dark.End of battle
66Deliverance. The whole shadow-war moves as one. Play at any time. Every friendly hidden fighter may immediately make a free Move, and until the start of your next turn any friendly fighter may Hit-and-Run after it shoots or fights, whether or not it would normally be allowed. For one turn the strike force flows like darkness through the enemy's ranks.Any round

Alliances2

The Screening Hunters alliance
Whothe Screening Hunters (the fast screening forces that are the natural nemesis of the hit-and-fade - outrider bikes, jetbikes, fast cavalry, hunting cyber-hounds, any swift force that can flood the flanks, deny the hidden ground, and pin a fragile strike force in the open before it can fade)
Termscampaign-level feud (kind: ally, negative standing): while it runs, the Screening Hunters actively counter the shadow-war - in any battle against them the Raven Guard's hidden-deploy share is reduced and a pinned Raven Guard fighter finds it harder to Hit-and-Run away. In return the Raven Guard hunt the Hunters' outriders in the dark; the feud runs until one force breaks the other or the war moves on

The Screening Hunters are the natural nemesis of the hit-and-fade — outrider bikes and jetbikes, fast cavalry, hunting cyber-hounds, any swift force that can flood the flanks, deny the hidden ground, and pin a fragile strike force in the open before it can slip away. This is a feud, not an alliance. While it runs, the Hunters actively counter the shadow-war: in any battle against them the Raven Guard set up fewer fighters hidden than normal, and a pinned Raven Guard fighter finds it harder to break away with a Hit-and-Run. In return the Raven Guard hunt the Hunters' outriders in the dark, cutting down the swift where they cannot be caught. The feud runs until one force breaks the other, or the war moves on to other ground.

The Unseen Kindred alliance
Whothe Unseen Kindred (the scouts, snipers and guerrilla forces that fight as the Raven Guard do - a partisan Imperial Guard cell, a Scout Sentinel screen, an Officio Assassinorum Vindicare, any force of marksmen and shadow-fighters that shares the Chapter's contempt for the stand-up fight)
Termscampaign-level alliance: while it holds, the kindred lends the shadow-war its eyes and its guns - the ally may reveal one enemy hidden or reserve deployment before each battle and, once per campaign phase, provide a single off-board sniper shot in one battle. In return the Raven Guard lend their infiltrators to the ally's own raids; the alliance runs until the shadow-pact is broken or the war moves on

The Unseen Kindred are the scouts, snipers and guerrilla fighters who make war as the Raven Guard do — a partisan Guard cell, a Scout Sentinel screen, an Officio Assassinorum Vindicare, any force of marksmen and shadow-fighters that shares the Chapter's contempt for the stand-up fight. While the alliance holds, the kindred lend the shadow-war their eyes and their guns: the ally may reveal one enemy fighter set up hidden or in reserve before each battle, and once per campaign phase may provide a single off-board sniper shot in one battle. In return the Raven Guard lend their infiltrators to the kindred's own raids. The alliance runs until the shadow-pact is broken, or the war moves on.

Legendary Names3

Ghost Of Deliverance any fighter

XP cost (random): 6

XP cost (chosen): 12

Ghost of Deliverance is an honour-title rather than a rank — earned by a warrior who fought a whole battle unseen, the ghost the enemy never once got a shot at, and open to any fighter. It costs 12 experience to choose, or 6 if left to the roll of the dice. The Ghost permanently gains Infiltrate and counts as being in cover against ranged attacks while it is stationary, a hunter so at home in the dark that it is barely on the field at all. But it fights alone: it can never benefit from a friendly aura — not Rites of Battle, not Finest Hour, no leader or champion's support — for the solitary hunter is as invisible to its own brothers as to the enemy.

Shadow Captain Leader

XP cost (random): 6

XP cost (chosen): 12

Shadow Captain is a title for a Leader alone — a Captain raised in the tradition of Kayvaan Shrike to master the whole shadow-war. It costs 12 experience to choose, or 6 if left to the roll of the dice. While the Shadow Captain is on the field it always deploys hidden regardless of the mission, and once per battle it may let every friendly fighter within 9" make a Hit-and-Run — a free short Move away — after they fight or shoot, the living master of the strike from shadow moving his whole force at once. But he is the enemy's most-wanted target: any enemy that takes him Out of Action gains bonus reputation, and a force that learns to hunt him can unravel the whole gang's discipline. The shadow that leads is the shadow the enemy hunts hardest.

The Unseen Blade any fighter

XP cost (random): 6

XP cost (chosen): 12

The Unseen Blade is an honour-title earned by a fighter who took an enemy Leader Out of Action and escaped untouched, and open to any warrior. It costs 12 experience to choose, or 6 if left to the roll of the dice. The Unseen Blade always deploys hidden and gains +1 to Hit against enemy Leaders and Champions — the specialist assassin the whole Chapter is built to produce, the blade that finds the enemy's throat from a shadow it never saw. But once it is first revealed each battle, whether by attacking or by an enemy ability, enemies gain +1 to Hit against it for the rest of that battle. It is lethal until it is seen, and marked the moment it is: it must kill and fade, or be hunted down.

Sub-Plots2

The Perfect Kill sub-plot

Reward: The craft is complete: the fighter earns The Unseen Blade honour for free and the gang gains a permanent Reputation bonus as the Chapter's proven assassin walks its line. Should the nominated fighter be taken Out of Action before the third perfect kill, the count resets and the sub-plot may be re-attempted. Claimable once per campaign.

Nominate a single fighter at the start of the campaign, and set it the assassin's task. This sub-plot resolves when that fighter has taken an enemy Leader or Champion Out of Action in three separate battles and survived each of those battles, never itself taken Out of Action — three perfect strikes and three clean fades, the craft proven across a whole season.

When the third perfect kill is done, the craft is complete: the fighter earns The Unseen Blade honour for free, and the gang gains a permanent reputation bonus as the Chapter's proven assassin walks its line. Should the nominated fighter be taken Out of Action before the third kill, the count resets and the sub-plot may be attempted again. It can be claimed only once per campaign.

The Shadow War sub-plot

Reward: The shadow-war is proven the only way to fight: the gang gains a permanent hidden-deploy upgrade (an additional fighter may always be set up hidden) and a lasting Reputation bonus as the Chapter that wins unseen. The count of qualifying wins carries across the campaign and cannot be lost once earned. Claimable once per campaign.

This sub-plot begins to close when, across the campaign, your gang has won three battles in which your Leader was never within an enemy fighter's line of sight at the end of any round — three victories commanded entirely from the dark, the enemy never once seeing the hand that beat them.

When the third such win is taken, the shadow-war is proven the only way to fight. Your gang gains a permanent hidden-deploy upgrade — one additional fighter may always be set up hidden — and a lasting reputation bonus as the Chapter that wins unseen. The count of qualifying wins carries across the campaign and cannot be lost once earned. This sub-plot can be claimed only once per campaign.

Terrain2

The Hidden Redoubt terrain

The Hidden Redoubt is the Raven Guard's field expression of the war fought from cover — a concealed strongpoint of dense ruin, camo-netting and false approaches, a position that hides a force rather than fortifying it. It is placed as an area of dense terrain during set-up, in or adjacent to the Raven Guard deployment zone. A friendly fighter that begins its activation inside the redoubt may become hidden even if it moved, and any fighter shooting into it from beyond 12" does so at -1 to Hit. Held as a territory, the Hidden Redoubt grants one free infiltrate-deploy upgrade each campaign, letting one additional fighter deploy hidden.

The Insertion Point terrain

The Insertion Point is the mark of the Raven Guard's sudden, vertical arrival — a drop-pod crater, a grav-chute landing zone or a grapnel-line anchor, the place the shadow-strike came down. It is placed during set-up anywhere on the battlefield, including the enemy's half where the mission allows a scout or infiltrate deployment. A friendly fighter arriving from reserve may enter play from the Insertion Point instead of a table edge, and a jump-pack fighter within 3" of it adds +2" to its first charge Move each battle. Held as a territory, the Insertion Point lets one reserve fighter arrive from any table edge each battle.