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If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the
Jink
start of your next Movement phase.
Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
When this model advances, add 2D6" to its move characteristic for this movement phase
Swift Judgement
instead of rolling a dice.
Sammael on
14" 2+ 2+ 4 6 6 5 9 3+
Corvex
Plasma cannon,
36" Heavy D3 7 -3 1 -
Standard
Plasma cannon, On a hit roll of 1, the bearer is slain after all of this
36" Heavy D3 8 -3 2
Supercharge weapon's shots have been resolved.
Rapid
Twin storm bolter 24" 4 0 1
fire 4
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield;
Explodes
on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Icon of old Your opponent must subtract 1 from any hit rolls they make for shooting attacks that target friendly
Caliban <CHAPTER> units within 6" of any friendly Ravenwing Darkshrouds.
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of your
Jink
next Movement phase.
Ravenwing Dark
12" 3+ 3+ 4 6 9 3 8 3+
Shroud
Anti-grav Upwash Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the
Explodes
battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.
Ravenwing Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
Assault
24" Heavy 6 6 -1 1 -
cannon
Anti-grav Upwash Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the
Explodes
battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.
Ravenwing Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
HQ [8 PL, 135pts]
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within
Psychic Hood
12".
When this model advances, add 6" to its movement statistic for this phase instead of rolling a
Turbo-Boost
dice.
This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the
Unforgiven
Fight phase for this unit if it is targeting a FALLEN unit.
It knows the Smite power and two psychic powers from the Librarius
Psyker 2 1
disipline.
Librarian 14" 3+ 3+ 4 5 5 3 9 3+
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
And They
Shall Know You can re-roll failed morale tests for this unit.
No Fear
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of your
Jink
next Movement phase.
At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single
model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit
contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no
Narthecium wounded models but one or more of it's models have been slain during the battle, roll a D6. On a 4+ a
single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a
model he can do nothing else for the remainder of the turn (shoot, charge, fight, ect) as he recovers
gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
Turbo-Boost When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
Ravenwing
14" 3+ 3+ 4 5 5 3 8 3+
Apothecary
Grenade
Frag grenade 6" 3 0 1 -
D6
Plasma Talon On a hit roll of 1, the bearer is slain after all shots from this
18" Assault 2 8 -3 2
(overcharge) weapon have been resolved.
Plasma Talon
18" Assault 2 7 -3 1 -
(standard)
Before any models are deployed at the start of the game a Ravenwing Bike Squad containing 9
Combat Squad
models may be split into 2 units, one of which has 4 models including the attack bike.
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.
When this model advances, add 6" to its movement statistic for this phase instead of rolling a
Turbo-Boost
dice.
Grenade
Frag grenade 6" 3 0 1 -
D6
Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge 1 weapon's shots have been resolved.
Rapid Fire
Twin boltgun 24" 4 0 1 -
2
Before any models are deployed at the start of the game a Ravenwing Bike Squad containing 9
Combat Squad
models may be split into 2 units, one of which has 4 models including the attack bike.
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.
When this model advances, add 6" to its movement statistic for this phase instead of rolling a
Turbo-Boost
dice.
Ravenwing
14" 3+ 3+ 4 5 2 2 8 3+
Sergeant
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
If the target is within half range of this weapon, roll two dice when
Meltagun 12" Assault 1 8 -4 D6
inflicting damage with it and discard the lowest result.
Twin Rapid
24" 4 0 1 -
boltgun Fire 2
If this unit Advances it gains a 5+ invulnerable save against all shooting attacks until the
Jink
start of your next Movement phase.
When this model advances, add 6" to its movement statistic for this phase instead of rolling a
Turbo-Boost
dice.
Ravenwing Black
14" 3+ 3+ 4 5 2 2 8 3+
Knight
Grenade
Frag grenade 6" 3 0 1 -
D6
Plasma Talon On a hit roll of 1, the bearer is slain after all shots from this
18" Assault 2 8 -3 2
(overcharge) weapon have been resolved.
Plasma Talon
18" Assault 2 7 -3 1 -
(standard)