Raptors

Model NameMTSvWLdOC
Raptors
32mm
12"43+ 26+1
Keywords:
Heretic Astartes, Legiones Daemonica, Jump Packs, Raptors, Raptors, Chaos, Grenades, Jump Packs, Fly, Infantry, Shadow Legion, Undivided, Raptors, Chaos, Grenades, Jump Packs, Fly, Infantry, Shadow Legion, Undivided, Raptors, Chaos, Grenades, Jump Packs, Fly, Infantry, Shadow Legion, Undivided, Raptors, Chaos, Grenades, Fly, Infantry, Undivided, Shadow Legion, Fly, Infantry, Shadow Legion, Undivided, Chaos, Grenades, Jump Packs, Fly, Infantry, Shadow Legion, Undivided, Raptors, Chaos, Grenades, Jump Packs
Ranged WeaponsRangeABSSAPD
Plasma gun – supercharge
hazardous, rapid fire 1
24"138-32
Plasma gun – standard
rapid fire 1
24"137-21
Plasma pistol – supercharge
hazardous, pistol
12"138-32
Plasma pistol – standard
pistol
12"137-21
Meltagun
melta 2
12"139-4D6
Flamer
ignores cover, torrent
12"D6N/A401
Bolt pistol
pistol
12"13401
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee33401
Astartes chainsword
Melee434-11
Accursed weapon
Melee435-21
Mutations
Melee435-21
Heavy melee weapon
Melee338-22

Abilities

Fearsome (Aura):While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
Terrifying Assault:At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Wargear Options

The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol.
The Raptor Champion’s Astartes chainsword can be replaced with one of the following:
  • 1 accursed weapon
  • 1 heavy melee weapon
For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol (these models’ Astartes chainswords cannot be replaced).
For every 5 models in this unit, up to 2 Raptors can each have their Astartes chainsword replaced with 1 heavy melee weapon.
For every 5 models in this unit, 1 Raptor can replace their Astartes chainsword with 1 mutations.
Up to 2 Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):
  • 1 flamer and 1 close combat weapon
  • 1 meltagun and 1 close combat weapon
  • 1 plasma gun and 1 close combat weapon
If this unit contains 10 models, up to 2 additional Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):
  • 1 flamer and 1 close combat weapon
  • 1 meltagun and 1 close combat weapon
  • 1 plasma gun and 1 close combat weapon

Wargear Abilities

Unit Composition

1 Raptor Champion
4-9 Raptors
Every model is equipped with: bolt pistol; Astartes chainsword.

Costs

5 models - 110pts
10 models - 210pts

Leader

Stratagems

NameDescription
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP SHADE PATH
Detachment: Shadow Legion
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One Shadow Legion unit from your army that was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the Nurgle keyword, that enemy unit must take a Battle-shock test.
1CP BINDING SHADOW
Detachment: Shadow Legion
WHEN: End of your opponent’s Fight phase.

TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that are not within Engagement Range of one or more enemy units.

EFFECT: Remove those selected units from the battlefield and place them into Strategic Reserves.
1CP CHANNELLED WRATH
Detachment: Shadow Legion
WHEN: Fight phase.

TARGET: One Shadow Legion unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the Khorne keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well.
1CP SPITEFUL DEMISE
Detachment: Shadow Legion
WHEN: Any phase, just after a Shadow Legion unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability.

TARGET: That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the Slaanesh keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
1CP DEATH DENIED
Detachment: Shadow Legion
WHEN: Your Command phase.

TARGET: One Shadow Legion unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds. In addition, If your unit has the Tzeentch keyword, return up to one destroyed model (excluding Character models) to your unit with its full wounds remaining.
1CP ENCROACHING DARKNESS
Detachment: Shadow Legion
WHEN: Your Shooting phase.

TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that arrived from Reserves this turn.

EFFECT: Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability.