Raven Guard Space Marine Army List
Victorus Aut Mortis!
Forces
The Raven Guard Space Marine Army List uses the datasheets from the Raven Guard Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.
Using The Army List
The following army list allows you to field an army based on the Raven Guard, or one of their successor chapters, using their preferred operational methods.
Raven Guard formations come in three types: detachments, elite detachments and support detachments. Each formation is made up of one or more units, and may also include a number of extra units called upgrades. Each detachment you include in the army allows you to field any one elite detachment and any one support detachment. Although you can only take elite and support detachments if you first take a detachment, they are treated as separate independent formations during a battle and do not have to move around together.
The formations that may be taken in a Raven Guard army are shown on the charts that follow. The charts also show what units comprise them, what upgrades they are allowed, and their points cost. For example, an Assault detachment consists of four Space Marine Assault units for 175 points, and may include the Commander and Land Speeders upgrades at an additional cost in points.
Each upgrade that is taken adds to the cost of the formation, as shown on the upgrades chart. The upgrades chart also lists the units that make up the upgrade. These can replace units in the formation they are taken for or be additional units added to the formation. Each upgrade may be taken once per formation. For example, an Assault detachment could include one Commander and make the cost of the formation 225 points (175 + 50).
Raven Guard armies may be supported by Imperial Navy aircraft, Raven Guard aircraft and Titan Legion battlegroups formations. A maximum of a third of the points available to the army may be spent on these formations.
Special Rules
The They Shall Know No Fear rule applies to all Raven Guard formations (see They Shall Know No Fear).
Raven Guard Transport
The Raven Guard are a highly mobile army. Because of this, the points cost of certain formations includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover the loss of other transports.
Formations that come with Rhinos will be noted as having plus transport
in the units section of the army list. Raven Guard formations must take transport vehicles, you cannot leave them behind in order to garrison the formation. You can only choose to ignore this if the formation is entering play via a special rule (e.g. planetfall or self planetfall) or an aircraft.
You may choose to replace a formation’s Rhinos with Drop Pods before each game, after the opposing army is known but before objectives are placed. Formations making a planetfall via Drop Pods (or by another unit with that ability) may be upgraded with Land Speeders, these are assumed to make planetfall alongside the infantry and do not need to be transported by Drop Pods or another unit with planetfall.
Raven Guard Space Marine Army List
Raven Guard Space Marine armies have a strategy rating of 5. Imperial Navy aircraft formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Assault | Four Assault units | Commander, Land Speeders | 175 points |
Devastator | Four Devastator units plus transport | Commander, Hunter, Land Speeders, Razorbacks | 250 points |
Scout | Four Scout units plus transport | Commander, Land Speeders, Storms, Snipers | 150 points |
Tactical | Four Tactical units plus transport | Commander, Hunter, Land Speeders, Razorbacks | 200 points |
(Any one elite detachment may be fielded per each detachment.) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Sternguard Veteran | Four Sternguard Veteran units plus transport | Ambush, Commander, Hunter, Land Speeders, Razorbacks | 250 points |
0–1 Terminator | Four Terminator units | Commander | 350 points |
Vanguard Assault Veteran | Four Vanguard Assault Veteran units | Commander, Land Speeders | 250 points |
Vanguard Veteran | Four Vanguard Veteran units plus transport | Commander, Hunter, Land Speeders, Razorbacks | 250 points |
(Any one support detachment may be fielded per each detachment.) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Bike | Any five of the following units: Attack Bike, Bike | Commander | 200 points |
Land Speeder | Any five of the following units: Land Speeder, Land Speeder Tornado | Commander, Planetfall, Tempests, Typhoons | 200 points |
0–1 Strike Cruiser | One Strike Cruiser | Battle Barge | 200 points |
(Each upgrade may be taken once per detachment.) | |||
Upgrade | Units | Cost | |
---|---|---|---|
Ambush | Give all infantry units Self Planetfall | +50 points | |
Battle Barge | Replace the Strike Cruiser with a Battle Barge | +150 points | |
Commander | Add any one of the following characters to any unit in the formation: | Captain, Chaplain, Librarian | +50 points |
0–1 Supreme Commander per army | +100 points | ||
Hunter | Add one Hunter | +75 points | |
Land Speeders |
Add up to two of the following: Note: These units have Planetfall |
Land Speeder, Land Speeder Tornado | +35 points each |
Land Speeder Typhoon | +45 points each | ||
Planetfall | Give all units in the formation Planetfall | +25 points | |
Razorbacks | Add any number of Razorbacks, up to the number required to transport the formation | +25 points each | |
Snipers | Give any number of Scout units Sniper | +10 points each | |
Storms | Add four Land Speeder Storms | +75 points | |
Tempests | Replace any number of Land Speeders in the formation with an equal number of Land Speeder Tempests | +15 points each | |
Typhoons | Replace any number of Land Speeders in the formation with an equal number of Land Speeder Typhoons | +10 points each |
(Up to a third of the points available may be spent on these formations.) | ||||||||||||||||||||||||||||||
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Raven Guard Forces
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Inspiring
- Invulnerable Save
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Invulnerable Save
- Supreme Commander
- Jump Packs
- Mounted
- Infiltrator
- Scout
- Infiltrator
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
- EA(+1)
- MW
- Jump Packs
- EA(+1)
- MW
- Infiltrator
- MW
- Scout
- Skimmer
- Scout
- Skimmer
- Transport
May transport one Scout unit.
- Skimmer
- Scout
- Skimmer
- Scout
- Skimmer
(4+)
- Transport
May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter. Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to 4+.
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- FxF
- FxF
- FxF
- Damage Capacity 1
- Planetfall
- Thick Rear Armour
- Transport
May transport four infantry units without Jump Packs or Mounted. Counts as a Thunderhawk for the purposes of being transported.
- FwA
- FxF
- FxF
- FxF
- Left
- Right
- Damage Capacity 2
- Planetfall
- Reinforced Armour
- Transport
May transport eight infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.
- MW
- Slow and Steady
- Transport
May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
- MW
- Transport
May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
- Planetfall
- Transport
May transport one formation of only infantry units without Jump Packs, Mounted, Reinforced Armour or Scout, or Dreadnoughts. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked.
They Shall Know No Fear
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
- It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
- Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
- Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.
- When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.
Titan Legion Forces
- FwA
- FxF
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- Slw
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FwA
- TK(D3)
- FwA
- FxF
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).