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Space Marines Raven Guard
Codex / Gang Tactics
Codex · Space Marines

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