Legiones Astartes – Dark Fury Squad
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  • Dark Fury Squad 150 pts
UNIT COMPOSITION: 4 Dark Furies, 1 CHOOSER OF THE SLAIN

The Dark Fury Assault squads are utilised by the Raven Guard to conduct focused decapitation strikes upon specific, predesignated enemy leaders against the backdrop of the carnage of battle. Far from subtle assassins striking unseen from the shadows, the Dark Fury descend into the very midst of the battlefield. Their champions, known as the Choosers of the Slain, for good reason, engage the target while the warriors cut down any retainers who dare attempt to intervene. The result of a successful decapitation strike is utter confusion in the ranks of the foe and the complete breakdown of the enemy’s chain of command. Dark Fury Assault squads are equipped with vicious Raven’s talons fashioned after those carried by their Primarch, Corvus Corax, and the Choosers of the Slain are issued artificer armour that make them still more fearsome adversaries.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Dark Fury (⌀32mm) 8 - - -
Dark Fury (⌀32mm) 7 4 4 4 4 2 4 2 8 - - - 3+ -
Chooser of the Slain (⌀32mm) 9 - - -
Chooser of the Slain (⌀32mm) 7 5 4 4 4 2 4 3 9 - - - 2+ -
WARGEAR
  • Power armour (Dark Furies only)
  • Artificer armour (Choosers of the Slain only)
  • Two Raven’s Talons
  • Frag grenades
  • Krak grenades
  • Corvid pattern jump pack
TRAITS
  • Raven Guard
SPECIAL RULES
  • Legiones Astartes (Raven Guard)
  • Deep Strike
  • Precision Strikes (6+)
  • Sudden Strike (1)
TYPE
  • Dark Fury: Infantry
  • Chooser of the Slain: Infantry (Character)
OPTIONS
  • The Dark Fury Squad may take:
  • - Up to 5 additional Dark Furies
    +25 points each
  • A Dark Fury Squad that includes nine Dark Furies may upgrade up to two of those models to Choosers of the Slain for
    +15 points per model
  • All Choosers of the Slain may take melta bombs
    +10 points per model
Army List
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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.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Legion Warhawk Jump Pack

The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

R
FP
RS
AP
D
Special Rules
Traits
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
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.
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).
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.
Raven’s Talons

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (5+), Specialist Weapon

Corvid Pattern Jump Pack

A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease.

Any model with both the Legiones Astartes (Raven Guard) and Independent Character special rules and with the Infantry Unit Type may exchange a Legion Warhawk jump pack for a Corvid pattern jump pack for +10 points.

At the start of the controlling player’s Movement phase, a model with a Corvid pattern jump pack may set its Move Characteristic to a value of 14 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Corvid pattern jump pack to move up to 14", regardless of the Movement Characteristic shown on its Profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, all models with a Corvid pattern jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests when beginning or ending their Movement in Dangerous Terrain – but gains a 4+ Invulnerable Save against any Wounds inflicted by failed Dangerous Terrain tests. A model with an activated Corvid pattern jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty, but must end its Movement at least 1" away from any model from another unit.

A model with a Corvid pattern jump pack may still Run, if it would normally be able to Run (this does not allow units that include any models with the Heavy Unit Sub-type to Run). When making a Run move for a model with an activated Corvid pattern jump pack, add the Initiative Characteristic of that model to 14 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Corvid pattern jump pack as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

Any model with a Corvid pattern jump pack also gains the Bulky (3), Hammer of Wrath (1) and Deep Strike special rules, or if it already has the Bulky (3) special rule, it gains the Bulky (4) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Corvid pattern jump pack to gain any bonus to their Movement Characteristic.
© Vyacheslav Maltsev 2013-2026