| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2+ | 2+ | 4 | 5 | 4 | 2+ | 3 | 4+ | 3+ | 4+ | 5+ |
- Bolt Carbine50credits
- Boltgun55credits
- Bolt Pistol45credits
- Plasma Pistol70credits
- Power Sword45credits
- Lightning Claws55credits
- Power Fist60credits
- Ravens Talonsin kit
- Frag Grenade30credits
- Krak Grenade45credits
- Mark Gravis35credits
- Mark Terminator135credits
- Mark Powerincluded
- Jump Packin kit
- Cyber Raven40creditsKitbashed from a Chapter cyber-familiar / bird model - the Raven Guard cyber-corvids of Deliverance, a canon non-datasheet companion attending the shadow-captain. Priced above the stock servo-skull 30 companion band for the hidden-setup negation.
- Camo Cloakin kit
- Shadowmantlein kit
The shadow-captain, and the head of the strike force. A Raven Guard Captain fights at WS 2+ and BS 2+ with three attacks across four wounds, a jump pack on its back and lightning claws on its hands, leading every raid from the unseen flank rather than the front rank. It declares the doctrine the gang fights to and, like every Raven Guard, deploys hidden and strikes and fades — but it carries as well the command that lifts the whole force at the chosen moment.
Special Rules
- And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
- Astartes Physiology: the T5/W4 transhuman command body carries the fight where a lesser warrior would fall.
- Combat Doctrines: it declares the gang's doctrine stance each round, the Raven Guard running the engine straight and laying shadow over it.
- Finest Hour: once per battle it may call the command aura, lifting every brother who fights beside it.
- Shadow Masters: it may set up hidden with the gang's infiltrating share, and after it shoots or fights it may Hit-and-Run clear — the shadow-captain leads from the unseen.