Legiones Astartes – Corvus Corax
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
  • Corvus Corax 440 pts
Master of the Raven Guard, The Liberator, Chooser of the Slain, The Shadowed Lord
UNIT COMPOSITION: 1 CORVUS CORAX

Lord Corax presents a striking countenance, at least when he wishes to be seen. His skin is alabaster white and his shoulder length hair as black as the feathers of his namesake, the raven. Most remarkable and unsettling are his eyes, which are entirely black shards of solid shadow. His sable armour is edged with fine, golden filigree and upon his back is mounted a jet pack formed into a pair of articulated pinions that he wields as a murderous, bloody-edged cutting weapon. Like most of the Primarchs, Corax is blessed with an extensive armoury of artificerwrought weapons but those he most often bears to war are a pair of metrelong lightning claws and a coiled whip at his belt. The latter is carried as a reminder of the cruelty enacted upon the people of Lycaeus by the tyrannical guilds of Kiavahr and with it countless enemies of Unity have been laid low. Though few even amongst his sons know of it, Corax is blessed with the ability to pass unnoticed should he will it; this preternatural ability allowing him to slip from the perception of his enemies even when standing in plain view. In battle, the Raven Lord wields his Legion as he did his rebel cells before the Emperor came to Kiavahr.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Corvus Corax (⌀40mm) 10 - - -
Corvus Corax (⌀40mm) 8 7 6 6 6 6 7 7 10 - - - 2+ -
WARGEAR
  • The Sable Armour
  • The Panoply of the Raven Lord
  • The Korvidine Pinions
  • Wrath & Justice
  • Frag grenades
TRAITS
  • Raven Guard
SPECIAL RULES
  • Legiones Astartes (Raven Guard)
  • Master of the Legion
  • Hit & Run
  • Deep Strike
  • The Shadowed Lord
  • Loyalist
  • Warlord: Sire of the Raven Guard
TYPE
WARGEAR

The Sable Armour

The Sable Armour provides a 2+ Armour Save, a 4+ Invulnerable Save and grants the Shrouded (4+) special rule.

The Panoply of the Raven Lord

In combat, this is counted as a single weapon with the following profile:

R
FP
RS
AP
D
Special Rules
Traits
-
User
2
Melee, Shred, Blind, Fighting Style, Two-handed

Fighting Style: At the beginning of each Assault phase, Corvus Corax’s controlling player may choose one of the following special rules to apply to his attacks, based upon the weapons and fighting style he is employing: Murderous Strike (4+), Rage (4) or Sudden Strike (3).

The Korvidine Pinions

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Corvus Corax’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Corvus Corax to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge Distance). In addition, Corvus Corax may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty on any turn in which the Korvidine Pinions have been activated, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Corvus Corax is not part of. If Corvus Corax ends or begins his movement or a Charge in Dangerous Terrain during any turn in which the Korvidine Pinions have been activated, he automatically passes any Dangerous Terrain tests he is called upon to make.

Corvus Corax may still Run on a turn when the Korvidine Pinions have been activated. When making a Run move after having activated the Korvidine Pinions, add Corvus Corax’s Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with the Korvidine Pinions activated as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which Corvus Corax has Run as per the normal rules for Running. The Korvidine Pinions may not be activated to gain any bonus to Corvus Corax’s Movement Characteristic during a Reaction.

Wrath & Justice

Wrath and Justice are two separate weapons, both counting as both an ‘Auto’ and ‘Volkite’ weapon and with identical profiles.
R
FP
RS
AP
D
Special Rules
Traits
12
6
4
Pistol 1, Rending (3+), Deflagrate, Master-crafted
SPECIAL RULES

The Shadowed Lord

If Corvus Corax chooses to use the Hit & Run special rule, the controlling player rolls an additional dice when determining the distance moved and discards any one dice of that player’s choice before determining the final result. In addition, the controlling player may re-roll all failed Shrouded rolls of a ‘1’ made for Corvus Corax and all models in any unit he has joined after using the Hit & Run special rule to remove Corvus Corax from an ongoing combat – this effect continues until the start of the controlling player’s next turn.

Warlord: Sire of the Raven Guard

The grim and brooding Raven Lord was a hard master to his Legion, but one whose noble goals inspired true devotion from those that followed him into battle. His sons would learn to master the Raven Lord’s evasive style of combat, seeking always to bleed and tire the foe rather than overcome them with brute force.

If chosen as the army’s Warlord, Corvus Corax automatically has the Sire of the Raven Guard Warlord Trait and may not select any other Warlord Trait.

Sire of the Raven Guard – All models with the Legiones Astartes (Raven Guard) special rule and either the Infantry or Cavalry Unit Types in the same army as Corvus Corax gain the Scout and Crusader special rules. In addition, an army with Corvus Corax gains an additional Reaction in the opposing player’s Movement phase as long as Corvus Corax has not been removed as a casualty.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Hit & Run

Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.

A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the Test is failed, nothing happens and the models remain locked in the fight.

If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.

A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Heavy Beam

Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.

When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
  • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
  • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
  • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
  • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)
-
Rotor cannon
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
-
Autocannon
Autocannon
48"
7
4
Heavy 2, Rending (6+)
-
Reaper autocannon
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked
-
Kheres assault cannon
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)
-
Gravis autocannon
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
-
Gravis autocannon battery
Gravis autocannon battery
48"
7
4
Heavy 4, Rending (6+), Twin-linked
-
Predator cannon
Predator cannon
48"
8
4
Heavy 4, Rending (6+)
-
Punisher rotary cannon
Punisher rotary cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1)
-
Accelerator autocannon
Accelerator autocannon
48"
7
4
Heavy 8, Rending (6+), Exoshock (6+)
-
Fellblade accelerator cannon
- HE shell
100"
8
3
Ordnance 1, Massive Blast (7")
-
- AE shell
100"
10
2
Ordnance 1, Armourbane (Ranged)
-
Exoshock (4+), Blast (3")
Skyreaper battery
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
-
Anvilus autocannon battery
Anvilus autocannon battery
48"
7
4
Heavy 4, Rending (5+), Sunder, Twin-linked
-
Anvilus snub autocannon
Anvilus snub autocannon
24"
7
4
Heavy 2, Sunder, Rending (5+), Twin-linked
-
Leviathan storm cannon
Leviathan storm cannon
24"
7
4
Heavy 6, Rending (5+), Sunder
-
Kratos battlecannon
- HE shells
36"
8
4
Heavy 1, Large Blast (5"), Pinning
-
- AP shells
36"
8
2
Heavy 2, Sunder
-
- Flashburn shells
24"
10
1
Heavy 1, Armourbane (Ranged), Gets Hot
-
Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate
-
Volkite charger
Volkite charger
15"
5
5
Assault 2, Deflagrate
-
Volkite caliver
Volkite caliver
30"
6
5
Heavy 3, Deflagrate
-
Volkite culverin
Volkite culverin
45"
6
5
Heavy 5, Deflagrate
-
Volkite dual-culverin
Volkite dual-culverin
45"
6
5
Heavy 6, Deflagrate, Twin-linked
-
Volkite falconet
Volkite falconet
45"
7
5
Heavy 8, Deflagrate, Twin-linked, Pinning
-
Volkite saker
Volkite saker
25"
6
5
Heavy 6, Deflagrate
-
Volkite macro-saker
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate
-
Volkite carronade
Volkite carronade
45"
8
3
Heavy 1, Heavy Beam, Deflagrate
-
Volkite cardanelle
Volkite cardanelle
45"
7
5
Heavy 12, Deflagrate, Pinning
-

The Sable Armour

The Sable Armour provides a 2+ Armour Save, a 4+ Invulnerable Save and grants the Shrouded (4+) special rule.

The Panoply of the Raven Lord

In combat, this is counted as a single weapon with the following profile:

R
FP
RS
AP
D
Special Rules
Traits
-
User
2
Melee, Shred, Blind, Fighting Style, Two-handed

Fighting Style: At the beginning of each Assault phase, Corvus Corax’s controlling player may choose one of the following special rules to apply to his attacks, based upon the weapons and fighting style he is employing: Murderous Strike (4+), Rage (4) or Sudden Strike (3).

The Korvidine Pinions

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Corvus Corax’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Corvus Corax to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge Distance). In addition, Corvus Corax may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty on any turn in which the Korvidine Pinions have been activated, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Corvus Corax is not part of. If Corvus Corax ends or begins his movement or a Charge in Dangerous Terrain during any turn in which the Korvidine Pinions have been activated, he automatically passes any Dangerous Terrain tests he is called upon to make.

Corvus Corax may still Run on a turn when the Korvidine Pinions have been activated. When making a Run move after having activated the Korvidine Pinions, add Corvus Corax’s Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with the Korvidine Pinions activated as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which Corvus Corax has Run as per the normal rules for Running. The Korvidine Pinions may not be activated to gain any bonus to Corvus Corax’s Movement Characteristic during a Reaction.

Wrath & Justice

Wrath and Justice are two separate weapons, both counting as both an ‘Auto’ and ‘Volkite’ weapon and with identical profiles.
R
FP
RS
AP
D
Special Rules
Traits
12
6
4
Pistol 1, Rending (3+), Deflagrate, Master-crafted
Legiones Astartes (Raven Guard)
All models with this special rule are subject to the following provisions:

SHADOW AND FURY
Models with the Legiones Astartes (Raven Guard) special rule gain one of three special rules based on its Unit Type and Wargear, either Talons, Falcons or Hawks (see the Shadow and Fury rules).

The Vaults of Deliverance
Models with this special rule gain access to unique Wargear options (see Armoury of the Raven Guard).

The Warriors of Deliverance
A Warlord with this special rule may select a Warlord Trait from the Raven Guard Warlord Trait list.
The Shadowed Lord
If Corvus Corax chooses to use the Hit & Run special rule, the controlling player rolls an additional dice when determining the distance moved and discards any one dice of that player’s choice before determining the final result. In addition, the controlling player may re-roll all failed Shrouded rolls of a ‘1’ made for Corvus Corax and all models in any unit he has joined after using the Hit & Run special rule to remove Corvus Corax from an ongoing combat – this effect continues until the start of the controlling player’s next turn.
Warlord: Sire of the Raven Guard

The grim and brooding Raven Lord was a hard master to his Legion, but one whose noble goals inspired true devotion from those that followed him into battle. His sons would learn to master the Raven Lord’s evasive style of combat, seeking always to bleed and tire the foe rather than overcome them with brute force.

If chosen as the army’s Warlord, Corvus Corax automatically has the Sire of the Raven Guard Warlord Trait and may not select any other Warlord Trait.

Sire of the Raven Guard – All models with the Legiones Astartes (Raven Guard) special rule and either the Infantry or Cavalry Unit Types in the same army as Corvus Corax gain the Scout and Crusader special rules. In addition, an army with Corvus Corax gains an additional Reaction in the opposing player’s Movement phase as long as Corvus Corax has not been removed as a casualty.
© Vyacheslav Maltsev 2013-2026