Hyperadapted Raveners
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Venom bolt | 12" | D6+3 | N/A | 6 | -1 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Prime claws and talons | Melee | 6 | 3+ | 5 | -2 | 2 |
| Ravener heavy claws and talons | Melee | 3 | 3+ | 5 | -2 | 2 |
Abilities
Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Once per battle round, you can target this unit with the Rapid Ingress/Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: - That use is -1 CP. - That use does not prevent any uses of that stratagem on other units this phase.
This unit can be attached to the following units: Raveners
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: ▪ Each time that unit takes a Battle‑shock test, take that test on 3D6 instead of 2D6. ▪ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle‑shock test. Each time an enemy unit takes such a Battle‑shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.