Playing versus Raveners
Key mechanics: Burrow & Tunnel, Predatory Instincts, Poison.
Operatives
- Ravener Prime — 3" aura: enemies can't reroll attack or defence dice, pay +1 AP for Pick Up Marker and mission actions; 3" aura: enemy APL treated as 1 lower for marker control
- Ravener Felltalon — 1 AP: D3+2 damage + Poison to an enemy within 2", or to anyone on the Tunnel while underground
- Ravener Tremorscythe — Interrupts enemy activation when they move within 2" of the Tunnel (once per TP); Can Charge with Conceal order after Burrowing
- Ravener Venomspitter — 1 AP: venom bolt gains Lethal 5+, +1 Atk, unlimited range (next shot only)
- Ravener Warrior — Lethal 5+ against wounded enemies or any who used Fall Back this TP
- Ravener Wrecker — 4+ save, damage of 4+ inflicts 1 less. Melee roll-off for up to 3 bonus damage
Tips
- The Tunnel extends 5" per TP — early placement determines where they can surface later
- Operatives still underground at end of battle are incapacitated