Legiones Astartes – Night Raptor Squad
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  • Night Raptor Squad 185 pts
UNIT COMPOSITION: 4 Night Raptors, 1 HUNTMASTER

The Night Raptors are a caste apart from the Night Lords Legion—not so much a martial elite as a bloody coterie of murderers wedded together by similar proclivities and chosen styles of warfare. The Night Raptors are equipped with jump packs and an array of close combat weapons, all of which they utilise to bring unfettered savagery down upon the heads of their foes in a single, overwhelming onslaught. Where the Night Lords as a Legion wield terror as a weapon, the Night Raptors reject all subtlety in favour of assaults as bloody and direct as a butcher’s axe cleaving meat. The Night Raptors find bleak joy in soaring above the battlefield like screaming predators hunting for victims and savour most that stark moment of clarity when a victim witnesses their death reflected back to them in the eyes of their killer. Like many of the Legion’s elite, where possible they adorn their armour with grisly trophies and utilise advanced systems to project images of death upon its surface, images that depict the doom of the Night Raptors’ countless victims in eternal loop, as much for the amusement of the wearer as to stun his target into insensate horror.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Night Raptor (⌀32mm) 8 - - -
Night Raptor (⌀32mm) 7 5 4 4 4 2 4 2 8 - - - 3+ -
Huntmaster (⌀32mm) 9 - - -
Huntmaster (⌀32mm) 7 5 4 4 4 2 4 3 9 - - - 3+ -
WARGEAR
  • Chainsword
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Legion Warhawk jump pack
  • Power armour
TRAITS
  • Night Lords
SPECIAL RULES
  • Legiones Astartes (Night Lords)
  • Relentless
  • Sudden Strike (1)
  • Bloody Murder
  • Fear (1)
  • Night Vision
TYPE
  • Huntmaster: Infantry (Character, Skirmish)
OPTIONS
  • The Night Raptors Squad may include:
  • - Up to 10 additional Night Raptors
    +25 points per model
  • Any model in the unit may exchange their chainsword for:
  • - Chainblade
    +10 points each
  • - Chainglaive
    +10 points each
  • - Lightning claw
    +5 points each
  • - Power weapon
    +5 points each
  • Any model may exchange both their chainsword and bolt pistol for:
  • - Two lightning claws
    +10 points per model
  • For every 5 models in the unit, one Night Raptor may exchange his bolt pistol for one of the following:
  • - Flamer
    +10 points each
  • - Meltagun
    +15 points each
  • - Plasma gun
    +10 points each
  • - Plasma pistol
    +10 points each
  • - Hand flamer
    +5 points each
  • The Huntmaster may exchange his bolt pistol for a:
  • - Plasma pistol
    +10 points
  • - Volkite serpenta
    +5 points
  • The Huntmaster may exchange his power armour for:
  • - Artificer armour
    +10 points
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Lightning claw

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Army List
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Bolt pistol

R
FP
RS
AP
D
Special Rules
Traits
12
1
4
5
Pistol
Assault, Bolt

Chainsword

R
FP
RS
AP
D
Special Rules
Traits
-
User
-
Melee, Shred

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.
Volkite serpenta

R
FP
RS
AP
D
Special Rules
Traits
10"
5
5
Pistol 2, Deflagrate

Hand flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
3
-
Pistol 1

Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

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.
Flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
4
5
Assault 1

Plasma gun

R
FP
RS
AP
D
Special Rules
Traits
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot

Meltagun

R
FP
RS
AP
D
Special Rules
Traits
12"
8
1
Assault 1, Armourbane (Melta)

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 (Night Lords)
All models with this special rule are subject to the following provisions:

A TALENT FOR MURDER
When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling Back or outnumbered by the attacking unit, it gains a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assault. When determining if a unit is outnumbered, models with the Bulky (X) special rule count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.

Panoply of Slaughter
Models with this special rule gain access to unique Wargear options (see The Armoury of the Night Lords).

Children of the Night
A Warlord with this special rule may select a Warlord Trait from the Night Lords Warlord Trait list.
Bloody Murder

The Night Lords were renowned for their vicious cruelty in battle, they always sought to target their foes at their weakest point and when they found such a weakness, left only twisted and mutilated corpses in their wake.

When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Chainblade

R
FP
RS
AP
D
Special Rules
Traits
-
+1
3
Melee, Shred, Breaching (6+)

Chainglaive

R
FP
RS
AP
D
Special Rules
Traits
-
+2
3
Melee, Two-handed, Shred, Breaching (6+)

Alternative models by Artel W:

© Vyacheslav Maltsev 2013-2026