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

Fighters 12 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The shadow-captain, and the head of the strike force. A Raven Guard Captain fights at WS 2+ and BS 2+ with three attacks across four wounds, a jump pack on its back and lightning claws on its hands, leading every raid from the unseen flank rather than the front rank. It declares the doctrine the gang fights to and, like every Raven Guard, deploys hidden and strikes and fades — but it carries as well the command that lifts the whole force at the chosen moment.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W4 transhuman command body carries the fight where a lesser warrior would fall. - **Combat Doctrines:** it declares the gang's doctrine stance each round, the Raven Guard running the engine straight and laying shadow over it. - **Finest Hour:** once per battle it may call the command aura, lifting every brother who fights beside it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the shadow-captain leads from the unseen.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 7 codex citations.

Captain Leader 296CREDITS
MWSBSSTWIALdClWilInt
5"2+2+4542+34+3+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman command body)Combat Doctrines (declares/fights the gang doctrine each round)Finest HourShadow Masters (hidden-deploy and Hit-and-Run)see Special Rules
PrimaryAgilityCombatCunningLeadershipSignature
SecondaryBrawnFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Lightning Claws55credits
  • Power Fist60credits
  • Ravens Talonsflagged: named Dramatis Personae relic (Kayvaan Shrike's master-crafted paired lightning claws) - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged range-only mobility wargear (the jump/Phobos mobility axis) - a costing ruling is owed rather than a fabricated midpoint
Status
  • Cyber Raven40creditsKitbashed from a Chapter cyber-familiar / bird model - the Raven Guard cyber-corvids of Deliverance, a canon non-datasheet companion attending the shadow-captain. Priced above the stock servo-skull 30 companion band for the hidden-setup negation.
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value
  • Shadowmantleflagged: named relic cloak (always counts in cover vs ranged beyond 9in) - a costing ruling is owed rather than a fabricated value

The shadow-captain, and the head of the strike force. A Raven Guard Captain fights at WS 2+ and BS 2+ with three attacks across four wounds, a jump pack on its back and lightning claws on its hands, leading every raid from the unseen flank rather than the front rank. It declares the doctrine the gang fights to and, like every Raven Guard, deploys hidden and strikes and fades — but it carries as well the command that lifts the whole force at the chosen moment.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W4 transhuman command body carries the fight where a lesser warrior would fall.
  • Combat Doctrines: it declares the gang's doctrine stance each round, the Raven Guard running the engine straight and laying shadow over it.
  • Finest Hour: once per battle it may call the command aura, lifting every brother who fights beside it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the shadow-captain leads from the unseen.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The second officer of the strike force. A Raven Guard Lieutenant fights at WS 2+ with three attacks, boltgun slung and power sword drawn, and leads the second infiltrating column where the Captain leads the first. It carries the same command that raises the force at its moment and the same shadow-craft as the line — a swift, forward officer built to split the raid into two blades and drive both home unseen.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman command body carries the fight where a lesser warrior would fall. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Finest Hour:** once per battle it may call the command aura, lifting every brother who fights beside it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — an officer leading from the unseen.

Priced at a firm credit cost.

Derived from 7 codex citations.

Lieutenant Champion 232CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman command body)Combat Doctrines (declares/fights the gang doctrine each round)Finest HourShadow Masters (hidden-deploy and Hit-and-Run)see Special Rules
PrimaryAgilityCunningLeadershipSignature
SecondaryBrawnCombatFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Lightning Claws55credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged range-only mobility wargear (the jump/Phobos mobility axis) - a costing ruling is owed rather than a fabricated midpoint
Status
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value

The second officer of the strike force. A Raven Guard Lieutenant fights at WS 2+ with three attacks, boltgun slung and power sword drawn, and leads the second infiltrating column where the Captain leads the first. It carries the same command that raises the force at its moment and the same shadow-craft as the line — a swift, forward officer built to split the raid into two blades and drive both home unseen.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman command body carries the fight where a lesser warrior would fall.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Finest Hour: once per battle it may call the command aura, lifting every brother who fights beside it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — an officer leading from the unseen.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The witch of the shadow-war. A Raven Guard Librarian carries a force weapon and a bolt pistol into the raid, a psyker who turns his gifts to the same end as his Chapter — clouding sight, quieting sound, and steering the strike onto the enemy's blind flank. Where another Chapter's psyker anchors a line, this one walks with the infiltrators, a mind-witch woven into the ambush who deploys unseen and fades with the rest.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.

Priced at a firm credit cost.

Derived from 6 codex citations.

Librarian Champion 230CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryCunningSavant
SecondaryFerocityLeadershipShooting
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Status
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value

The witch of the shadow-war. A Raven Guard Librarian carries a force weapon and a bolt pistol into the raid, a psyker who turns his gifts to the same end as his Chapter — clouding sight, quieting sound, and steering the strike onto the enemy's blind flank. Where another Chapter's psyker anchors a line, this one walks with the infiltrators, a mind-witch woven into the ambush who deploys unseen and fades with the rest.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The dark conscience of the raid. A Raven Guard Chaplain bears the crozius and a bolt pistol, the keeper of the Chapter's patient, vengeful faith — the creed that a foe struck from the shadow is a foe justly killed. It moves with the strike force, steadying the brothers for the ambush and driving the killing blow home, a grim voice that turns cold patience into wrath at the moment the trap closes.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.

Priced at a firm credit cost.

Derived from 6 codex citations.

Chaplain Champion 192CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryCombatCunningFerocityLeadership
SecondaryAgilityBrawnShooting
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged range-only mobility wargear (the jump/Phobos mobility axis) - a costing ruling is owed rather than a fabricated midpoint
Status
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value

The dark conscience of the raid. A Raven Guard Chaplain bears the crozius and a bolt pistol, the keeper of the Chapter's patient, vengeful faith — the creed that a foe struck from the shadow is a foe justly killed. It moves with the strike force, steadying the brothers for the ambush and driving the killing blow home, a grim voice that turns cold patience into wrath at the moment the trap closes.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The keeper of the gene-seed. A Raven Guard Apothecary carries the narthecium into the raid alongside boltgun and chainsword, following the strike force to recover the precious progenoids from the fallen before the enemy can defile them. It heals where it can and harvests where it cannot, the brother who ensures that even a hunter lost in the dark is not lost to the Chapter — and fights well enough to defend itself while it works.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.

Priced at a firm credit cost.

Derived from 7 codex citations.

Apothecary Champion 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryCunningSavant
SecondaryFerocityLeadershipShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Status
  • Nartheciumflagged range-only medical wargear (the narthecium) - a costing ruling is owed rather than a fabricated value

The keeper of the gene-seed. A Raven Guard Apothecary carries the narthecium into the raid alongside boltgun and chainsword, following the strike force to recover the precious progenoids from the fallen before the enemy can defile them. It heals where it can and harvests where it cannot, the brother who ensures that even a hunter lost in the dark is not lost to the Chapter — and fights well enough to defend itself while it works.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The artificer of the strike force. A Raven Guard Techmarine wields a power fist and boltgun and carries the auspex that unmasks a hidden enemy before the blades are drawn — the mind that reads the ground, the machine-spirits and the sensor-shadows so the raid strikes where it will not be seen coming. It fights among the infiltrators, both the fist that cracks armour at arm's reach and the eye that finds the foe first.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.

Priced at a firm credit cost.

Derived from 7 codex citations.

Techmarine Champion 219CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryBrawnCunningSavant
SecondaryCombatShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Close-Combat
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Accessory
  • Auspexflagged range-only accessory (the auspex hunter's scanner) - a costing ruling is owed rather than a fabricated value

The artificer of the strike force. A Raven Guard Techmarine wields a power fist and boltgun and carries the auspex that unmasks a hidden enemy before the blades are drawn — the mind that reads the ground, the machine-spirits and the sensor-shadows so the raid strikes where it will not be seen coming. It fights among the infiltrators, both the fist that cracks armour at arm's reach and the eye that finds the foe first.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the strike from shadow, and the fade.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The unseen line. A Raven Guard Marine is the infiltrator who carries bolt-carbine and blade onto ground the enemy believes is empty — a transhuman warrior in light plate, T5 across three wounds, built not to hold but to appear, strike the soft target and be gone before the answer lands. It deploys hidden where it can, kills from the flank or the dark, and fades on the same breath. The bulk of every strike force is these silent brothers, and the whole war turns on them never being caught.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear of the enemy — the strike from shadow, and the fade.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 6 codex citations.

Marine Ganger 174CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryAgilityCunningShootingSignature
SecondaryBrawnFerocity
Starting GearMark Power
Equipment List
Basic
  • Astartes Shotgun40credits
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Bolt Sniper Rifle50credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Heavy Bolter160credits
  • Missile Launcher165credits
Close-Combat
  • Combat Knife10credits
  • Whisper Blade25creditsKitbashed from the Reiver combat blade / Vanus-pattern silent knife of the Phobos infiltrator kit - a canon non-datasheet blade onto a Marine or Scout. Priced above the stock combat knife 10 for the Silent trait and the Backstab wound.
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Grapnel Harnessflagged: Reiver-pattern grapnel harness (ignore vertical distance, gain Hit-and-Run) - a costing ruling is owed rather than a fabricated value
  • Smokeflagged range-only wargear (smoke - the fade) - a costing ruling is owed rather than a fabricated value
Status
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value

The unseen line. A Raven Guard Marine is the infiltrator who carries bolt-carbine and blade onto ground the enemy believes is empty — a transhuman warrior in light plate, T5 across three wounds, built not to hold but to appear, strike the soft target and be gone before the answer lands. It deploys hidden where it can, kills from the flank or the dark, and fades on the same breath. The bulk of every strike force is these silent brothers, and the whole war turns on them never being caught.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear of the enemy — the strike from shadow, and the fade.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The strike from above. A Raven Guard Assault Marine fights above the board rather than across it — jump pack roaring, chainsword and bolt pistol in hand, dropping onto the soft target from an angle the enemy never watched. T5 across three wounds like the line, it trades the infiltrator's stealth for sudden height and speed, closing the distance in a single leap and fading on the pack before the counter-blow can land. It is the shadow-war's fast blade, come down out of the smoke.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — strike from above, and away on the pack.

Priced at a firm credit cost.

Derived from 7 codex citations.

Assault Marine Ganger 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryAgilityCombatCunningFerocitySignature
SecondaryBrawnShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
  • Hand Flamer75credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Lightning Claws55credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packalways carried by the winged line - integral to the tier, not a separate purchase
  • Smokeflagged range-only wargear (smoke - the fade) - a costing ruling is owed rather than a fabricated value

The strike from above. A Raven Guard Assault Marine fights above the board rather than across it — jump pack roaring, chainsword and bolt pistol in hand, dropping onto the soft target from an angle the enemy never watched. T5 across three wounds like the line, it trades the infiltrator's stealth for sudden height and speed, closing the distance in a single leap and fading on the pack before the counter-blow can land. It is the shadow-war's fast blade, come down out of the smoke.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — strike from above, and away on the pack.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The point of the spear, and its cheapest blade. A Raven Guard Scout is a Phobos-armoured neophyte — not yet the full transhuman, T4 across two wounds behind a lighter save — sent ahead of the strike force to walk the enemy's ground unseen. It carries bolt-carbine and combat knife, deploys hidden where a heavier brother could not, and fades after the first cut. Plentiful and expendable where the veterans are not, the Scout is where the shadow-war is learned and where it most often begins.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the neophyte body is only part-way transhuman — T4 across two wounds, not the full-plate brother's frame. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** the Phobos infiltrator deploys unseen and, after it shoots or fights, may Hit-and-Run clear — first onto the enemy's ground, first away from it.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Scout Juve 93CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3423+17+6+7+7+
Save 4+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T4/W2 neophyte body - not yet fully transhuman)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (the Phobos infiltrator - deploys unseen and fades after the strike)see Special Rules
PrimaryAgilityCunningShooting
SecondarySavantSignature
Starting GearMark Carapace
Equipment List
Basic
  • Astartes Shotgun40credits
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Bolt Sniper Rifle50credits
Close-Combat
  • Combat Knife10credits
  • Whisper Blade25creditsKitbashed from the Reiver combat blade / Vanus-pattern silent knife of the Phobos infiltrator kit - a canon non-datasheet blade onto a Marine or Scout. Priced above the stock combat knife 10 for the Silent trait and the Backstab wound.
Grenade
  • Frag Grenade30credits
Armour
  • Mark Carapaceincluded default mark - baked into the body cost, no separate charge
Wargear
  • Smokeflagged range-only wargear (smoke - the fade) - a costing ruling is owed rather than a fabricated value
Status
  • Camo Cloakflagged: the Phobos camo-cloak (concealment, +1 cover while stationary) - a costing ruling is owed rather than a fabricated value

The point of the spear, and its cheapest blade. A Raven Guard Scout is a Phobos-armoured neophyte — not yet the full transhuman, T4 across two wounds behind a lighter save — sent ahead of the strike force to walk the enemy's ground unseen. It carries bolt-carbine and combat knife, deploys hidden where a heavier brother could not, and fades after the first cut. Plentiful and expendable where the veterans are not, the Scout is where the shadow-war is learned and where it most often begins.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the neophyte body is only part-way transhuman — T4 across two wounds, not the full-plate brother's frame.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: the Phobos infiltrator deploys unseen and, after it shoots or fights, may Hit-and-Run clear — first onto the enemy's ground, first away from it.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*An interred hero turned guerrilla engine. A Raven Guard Dreadnought is a fallen brother entombed in a walking sarcophagus — S6, T7, five wounds of armour and fury — but the Chapter fights it as a raider rather than a bastion, sending it in to shatter the hard target and then move rather than root. It is the heavy fist of the strike force, patient in the dark and sudden in the strike, a war-machine that hunts as the living Chapter does.* **Special Rules** - **And They Shall Know No Fear:** this walker cannot be Pinned and auto-passes Nerve tests. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** the walker fights to the doctrine and may Hit-and-Run after it strikes — a guerrilla engine that moves on, not an anchor that holds.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadnought Brute 335CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6754+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (the walker fights to the doctrine and may Hit-and-Run)see Special Rules
PrimaryBrawn
SecondaryCombatFerocityShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

An interred hero turned guerrilla engine. A Raven Guard Dreadnought is a fallen brother entombed in a walking sarcophagus — S6, T7, five wounds of armour and fury — but the Chapter fights it as a raider rather than a bastion, sending it in to shatter the hard target and then move rather than root. It is the heavy fist of the strike force, patient in the dark and sudden in the strike, a war-machine that hunts as the living Chapter does.

Special Rules

  • And They Shall Know No Fear: this walker cannot be Pinned and auto-passes Nerve tests.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: the walker fights to the doctrine and may Hit-and-Run after it strikes — a guerrilla engine that moves on, not an anchor that holds.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The heaviest hunter the strike force fields. A Raven Guard Redemptor is a towering walker of the newer pattern — S7, T7, six wounds and a stride that carries it 6" a move — married to the Chapter's shadow-doctrine so that even this much armour raids rather than holds. It comes down onto the fight to break what nothing lighter can, then moves off the mark instead of standing on it, the largest blade in a warband built never to be caught in one place.* **Special Rules** - **And They Shall Know No Fear:** this walker cannot be Pinned and auto-passes Nerve tests. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** the walker fights to the doctrine and may Hit-and-Run after it strikes — a guerrilla engine that moves on, not an anchor that holds.

Priced at a firm credit cost.

Derived from 1 codex citation.

Redemptor Dreadnought Brute 450CREDITS
MWSBSSTWIALdClWilInt
6"3+3+7764+45+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (the walker fights to the doctrine and may Hit-and-Run)see Special Rules
Equipment List
Heavy
  • Heavy Flamerwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

The heaviest hunter the strike force fields. A Raven Guard Redemptor is a towering walker of the newer pattern — S7, T7, six wounds and a stride that carries it 6" a move — married to the Chapter's shadow-doctrine so that even this much armour raids rather than holds. It comes down onto the fight to break what nothing lighter can, then moves off the mark instead of standing on it, the largest blade in a warband built never to be caught in one place.

Special Rules

  • And They Shall Know No Fear: this walker cannot be Pinned and auto-passes Nerve tests.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: the walker fights to the doctrine and may Hit-and-Run after it strikes — a guerrilla engine that moves on, not an anchor that holds.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The heavy the shadow-war seldom calls on. A Raven Guard Centurion is a warrior sealed into a siege-warsuit — T6 across four wounds behind a 2+ save, a heavy bolter mounted at each fist — the anvil a Chapter built for the swift blade rarely has need to field. When it does march, it lends the strike force a wall of armour and a weight of fire the light-footed line cannot carry, a slow siege-answer for the rare fight the ambush cannot settle alone.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the transhuman body sealed in the warsuit carries the fight where a lesser warrior would fall. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it. - **Shadow Masters:** even the warsuit fights to the doctrine and may Hit-and-Run after it strikes — armour that moves rather than an anchor that holds.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 366CREDITS
MWSBSSTWIALdClWilInt
4"3+3+5644+35+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (declares/fights the gang doctrine each round)Shadow Masters (hidden-deploy and Hit-and-Run - strike from shadow and fade)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySavantSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped default twin armament fitted to the chassis, not bought from the shared infantry pool
  • Lascannonwarsuit-scoped twin-mount alternate fitted to the chassis, not bought from the shared infantry pool
  • Multi Meltawarsuit-scoped twin-mount alternate fitted to the chassis, not bought from the shared infantry pool
Grenade
  • Frag Grenade30credits
Armour
  • Mark Centurion Warsuitintegral 2+ warsuit - part of the chassis, baked into the body cost, no separate charge

The heavy the shadow-war seldom calls on. A Raven Guard Centurion is a warrior sealed into a siege-warsuit — T6 across four wounds behind a 2+ save, a heavy bolter mounted at each fist — the anvil a Chapter built for the swift blade rarely has need to field. When it does march, it lends the strike force a wall of armour and a weight of fire the light-footed line cannot carry, a slow siege-answer for the rare fight the ambush cannot settle alone.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the transhuman body sealed in the warsuit carries the fight where a lesser warrior would fall.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, the Raven Guard running the engine straight and laying shadow over it.
  • Shadow Masters: even the warsuit fights to the doctrine and may Hit-and-Run after it strikes — armour that moves rather than an anchor that holds.