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Raven Guard Space Marine Army List

Victorus Aut Mortis!

Battle Cry of the Raven Guard Chapter

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+.

Raven Guard Detachments
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
Raven Guard Elite Detachments
(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
Raven Guard Support Detachments
(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
Raven Guard Upgrades
(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
Imperial Ally and Raven Guard Aircraft Formations
(Up to a third of the points available may be spent on these formations.)
Imperial Navy Aircraft
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 175 points
Titan Legion Battlegroups
Formation Units Cost
Warhound One Warhound Class Titan 275 points
Warhound Pack Two Warhound Class Titans 500 points
Raven Guard Aircraft
Formation Units Cost
Storm Talon Squadron Two Storm Talons 200 points
Storm Eagle One Storm Eagle 125 points
Thunderhawk Gunship One Thunderhawk Gunship 200 points

Raven Guard Forces

Captain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaplain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Inspiring
  • Invulnerable Save
  • Leader
Librarian CH n/a n/a n/a n/a
Smite (15cm)
Small Arms
  • EA(+1)
  • MW
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Leader
Supreme Commander CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Supreme Commander
Assault INF 30cm 4+ 3+ 5+
Bolt Pistols (15cm)
Small Arms
  • Jump Packs
Bike INF 35cm 4+ 3+ 4+
Twin Bolters (15cm)
Small Arms
  • Mounted
Devastator INF 15cm 4+ 5+ 3+
2× Missile Launcher 45cm
AP5+/AT6+
Scout INF 15cm 5+ 4+ 5+
Heavy Bolter 30cm
AP5+
  • Infiltrator
  • Scout
Sternguard Veteran INF 15cm 4+ 3+ 4+
Missile Launcher 45cm
AP5+/AT6+
  • Infiltrator
  • Scout
Tactical INF 15cm 4+ 4+ 4+
Missile Launcher 45cm
AP5+/AT6+
Terminator INF 15cm 4+ 3+ 3+
2× Assault Cannon 30cm
AP5+/AT5+
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Teleport
  • Thick Rear Armour
Vanguard Assault Veteran INF 30cm 4+ 4+ 5+
Bolt Pistols (15cm)
Small Arms
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Jump Packs
Vanguard Veteran INF 15cm 4+ 4+ 5+
Bolt Pistols (15cm)
Small Arms
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Infiltrator
Attack Bike LV 35cm 4+ 5+ 5+
Heavy Bolter 30cm
AP5+
Land Speeder LV 35cm 4+ 6+ 5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
  • Scout
  • Skimmer
Land Speeder Storm LV 35cm 4+ 6+ 5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
  • Transport

May transport one Scout unit.

Land Speeder Tempest LV 35cm 4+ 6+ 5+
Assault Cannon 30cm
AP5+/AT5+
Tempest Missile Launcher 45cm
AP4+/AT5+
or 30cm
AA5+
  • Skimmer
Land Speeder Tornado LV 35cm 4+ 6+ 5+
Assault Cannon 30cm
AP5+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Land Speeder Typhoon LV 35cm 4+ 6+ 5+
Twin Typhoon Missile 45cm
AP3+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Hunter AV 30cm 5+ 6+ 6+
Hunter-Killer 60cm
AT4+/AA4+
Razorback AV 30cm 5+ 6+ 5+
(4+)
0–1× Twin Lascannon 45cm
AT4+
0–1× Twin Heavy Bolter 30cm
AP4+
  • 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+.

Rhino AV 30cm 5+ 6+ 6+
Storm Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Terminator units) without Jump Packs or Mounted.

Storm Eagle AC/WE Bomber 4+ 6+ 3+
Twin Heavy Bolter 15cm
AP4+/AA5+
  • FxF
2× Twin Lascannon 30cm
AT4+/AA5+
  • FxF
Vengeance Launcher 30cm
2BP
  • 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.

Storm Talon Gunship AC Fighter 5+ - -
Twin Assault Cannon 30cm
AP4+/AT4+/AA5+
  • FwA
Twin Heavy Bolter 15cm
AP4+/AA5+
  • FxF
Thunderhawk Gunship AC/WE Bomber 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
  • FxF
2× Twin Heavy Bolter 30cm
AP4+/AA5+
  • FxF
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Left
Twin Heavy Bolter 15cm
AP4+/AA5+
  • 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.

Battle Barge SC n/a n/a n/a n/a
Orbital Bombardment n/a
14BP
  • 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.

Strike Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
5BP
  • 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.

Drop Pod Special n/a n/a n/a n/a
Deathwind 15cm
AP5+/AT5+
  • 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.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • 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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • 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+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • 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).

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