| Book | Kind | Edition | Version | Last update |
Raveners | ||||
Raveners | Faction | 3 | October ’25 | October 2025 |
| Q: | Are RAVENER operatives underground considered ‘in the killzone’ for the second victory points paragraph of the Implant tac op? |
| A: | Yes. Note that other tac ops (e.g. Surveillance) would still require those operatives to be in the killzone. |
| Q: | Can an expended friendly TREMORSCYTHE operative counteract to interrupt an enemy operative’s activation with the Subterranean Ambush rule if there are still other ready friendly RAVENER operatives? |
| A: | Yes. |
| Q: | When my TREMORSCYTHE operative interrupts my opponent’s activation, if the enemy operative is incapacitated (and therefore its activation cannot be continued), who activates next? Equally, if it isn’t incapacitated and then continues its activation, who activates next? |
| A: | Your opponent in both cases, as the TREMORSCYTHE operative has used your activation. |
Below you will find a list of the operatives that make up a RAVENER kill team, including, where relevant, any weapons specified for that operative.
Raveners will emerge from their tunnels to strike at unsuspecting victims, then disappear again before their foe can properly react.
When setting up a RAVENER kill team before the battle, your first two operatives must be set up as normal. Each other friendly RAVENER operative thereafter can be set up underground: place it to one side instead of in the killzone.Raveners dig extensive tunnel networks in the ground and foundations beneath their prey’s feet, enabling the Hive Mind’s elite creations to outmanoeuvre and ambush their prey.
At the end of the Set Up Operatives step, place your Tunnel marker numbered ‘0’ on the killzone floor, wholly within your drop zone and touching your killzone edge. As a STRATEGIC GAMBIT in the first four turning points, you can place your next numbered Tunnel marker on the killzone floor wholly within 5" of your preceding Tunnel marker. This means that, as the battle progresses, you can have a series of sequentially numbered Tunnel markers (0, 1, 2, 3 and 4). Once you have placed five Tunnel markers, don’t place any more (i.e. if your battle lasts more than four turning points).
Seemingly driven by an all-consuming hunger, and with hyper-adapted reflexes, Raveners are deadly blurs of muscle, talons and fangs.
During each friendly RAVENER operative’s activation, it can perform two Fight actions.Spurred by an imperative from the Hive Mind, Raveners will coordinate lunges from the depths of their tunnel network to eviscerate unwary prey that have strayed too close.
Whether lunging from a rubble-strewn entrance to their network of tunnels or bursting forth in a shower of debris to snatch at prey, Raveners can surprise even elite sentinels.
Few organisms are as capable of slithering away into darkness in the blink of an eye as Raveners. The question then is, where did they go…?
Raveners are horrifically adept at remaining all but invisible, partially submerged amidst broken terrain, until the moment they lunge.
The secretion-slick carapace and unholy speed of a Ravener enables them to avoid becoming bogged down against dangerous prey.
Those who think to trap a Ravener by tackling it at its brood burrow invite only their own demise, as the bioform uses hidden tunnels to encircle its prey before striking from an unexpected angle.
The last sight for many operatives fighting Raveners is a blur of their own uniform as they disappear into the depths of a xenos burrow.
Raveners can be compelled by the Hive Mind to fight in a last surge of biostimulated aggression, even as their own bodies fail.
Chameleonic adaptations enable these bioforms to virtually disappear.
Corrosive viscera and caustic fluids spray from these creatures’ wounds.
Some Raveners are reported to have recovered from injuries that should have been fatal, their flesh and chitin reknitting in rapid regeneration.
Even burrowing, Raveners can detect enemy pheromones, esoteric energies and the whirr of servos,enabling them to land sudden ambushes.
APL 3 |
MOVE 7" |
SAVE 5+ |
WOUNDS 21 |
NAME | ATK | HIT | DMG | WR | ||||
| Tail blade | ||||||||
| Tail blade | 4 | 3+ | 3/4 | Range 3", Rending, Silent | Range 3", Rending, Silent | |||
| Scything talons & rending claws | ||||||||
| Scything talons & rending claws | 5 | 3+ | 4/5 | Rending | Rending | |||
|
RAVENER, GREAT DEVOURER, TYRANID, LEADER, PRIME
|
⌀40mm |
APL 3 |
MOVE 7" |
SAVE 5+ |
WOUNDS 20 |
NAME | ATK | HIT | DMG | WR | ||||
| Pincer tail | ||||||||
| Pincer tail | 4 | 3+ | 3/4 | Range 3", Silent | Range 3", Silent | |||
| Toxic glands | ||||||||
| Toxic glands | 4 | 3+ | 3/4 | Range 6", Silent, Poison* | Range 6", Silent, Poison* | |||
| Toxic scythes | ||||||||
| Toxic scythes | 5 | 3+ | 4/5 | Lethal 5+, Shock, Poison* | Lethal 5+, Shock, Poison* | |||
|
RAVENER, GREAT DEVOURER, TYRANID, FELLTALON
|
⌀40mm |
APL 3 |
MOVE 7" |
SAVE 5+ |
WOUNDS 20 |
NAME | ATK | HIT | DMG | WR | ||||
| Pincer tail | ||||||||
| Pincer tail | 4 | 3+ | 3/4 | Range 3", Silent | Range 3", Silent | |||
| Scything talons & rending claws | ||||||||
| Scything talons & rending claws | 5 | 3+ | 4/5 | Rending | Rending | |||
|
RAVENER, GREAT DEVOURER, TYRANID, TREMORSCYTHE
|
⌀40mm |
APL 3 |
MOVE 7" |
SAVE 5+ |
WOUNDS 20 |
NAME | ATK | HIT | DMG | WR | ||||
| Pincer tail | ||||||||
| Pincer tail | 4 | 3+ | 3/4 | Range 3", Silent | Range 3", Silent | |||
| Venom bolt (blast) | ||||||||
| Venom bolt (blast) | 4 | 3+ | 3/5 | Range 8", Blast 2", Poison* | Range 8", Blast 2", Poison* | |||
| Venom bolt (focused) | ||||||||
| Venom bolt (focused) | 4 | 3+ | 4/5 | Range 8", Piercing 1, Poison* | Range 8", Piercing 1, Poison* | |||
| Scything talons | ||||||||
| Scything talons | 5 | 3+ | 4/5 | - | ||||
|
RAVENER, GREAT DEVOURER, TYRANID, VENOMSPITTER
|
⌀40mm |
APL 3 |
MOVE 7" |
SAVE 5+ |
WOUNDS 20 |
NAME | ATK | HIT | DMG | WR | ||||
| Pincer tail | ||||||||
| Pincer tail | 4 | 3+ | 3/4 | Range 3", Silent | Range 3", Silent | |||
| Scything talons | ||||||||
| Scything talons | 5 | 3+ | 4/5 | - | ||||
|
RAVENER, GREAT DEVOURER, TYRANID, WARRIOR
|
⌀40mm |
APL 3 |
MOVE 7" |
SAVE 4+ |
WOUNDS 20 |
NAME | ATK | HIT | DMG | WR | ||||
| Bone mace | ||||||||
| Bone mace | 4 | 3+ | 3/4 | Range 3", Piercing 1, Silent | Range 3", Piercing 1, Silent | |||
| Scything talons & crushing claws | ||||||||
| Scything talons & crushing claws | 5 | 3+ | 4/5 | Crush* | Crush* | |||
|
RAVENER, GREAT DEVOURER, TYRANID, WRECKER
|
⌀40mm |

Raveners will emerge from their tunnels to strike at unsuspecting victims, then disappear again before their foe can properly react.
When setting up a RAVENER kill team before the battle, your first two operatives must be set up as normal. Each other friendly RAVENER operative thereafter can be set up underground: place it to one side instead of in the killzone.Raveners dig extensive tunnel networks in the ground and foundations beneath their prey’s feet, enabling the Hive Mind’s elite creations to outmanoeuvre and ambush their prey.
At the end of the Set Up Operatives step, place your Tunnel marker numbered ‘0’ on the killzone floor, wholly within your drop zone and touching your killzone edge. As a STRATEGIC GAMBIT in the first four turning points, you can place your next numbered Tunnel marker on the killzone floor wholly within 5" of your preceding Tunnel marker. This means that, as the battle progresses, you can have a series of sequentially numbered Tunnel markers (0, 1, 2, 3 and 4). Once you have placed five Tunnel markers, don’t place any more (i.e. if your battle lasts more than four turning points).
The RAVENER keyword is used in the following Raveners datacards:
The GREAT DEVOURER keyword is used in the following Raveners datacards:
The TYRANID keyword is used in the following Raveners datacards:
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