Ravenwing Attack Squadron

(Entry)
Type: unit
EntryId: 64ad-9ae1-6d21-fc5d
Hidden: false
Options (3)
Rules (2)
Bike
Bikes are large, solid constructions, and are often fitted with protective armour and shields to deflect and absorb incoming fire. Bike riders benefit from the protection offered by their bike, which increases their Toughness characteristic by 1. Note that this increase does not affect the model’s Toughness for the purposes of instant death.


Bikes can move up to 12" in the Movement phase. Bikes are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. 


Bikes also have the ‘Turbo-Boosters’ special rule.


As bikes are so fast moving, they fall back 3D6", rather than 2D6". Remember that they treat all difficult terrain as dangerous.


Bikes cannot run in the Shooting phase.
Bikes have the ‘relentless’ special rule


Each bike in a unit may fire with one weapon for each rider on the bike. Thus a Space Marine Attack Bike with a driver and passenger in sidecar can fire two weapons.


Bike assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a dangerous terrain test.
Combat Squads
A number of ten-man units in the Space Marines army have the option of breaking down into two five-man units, called combat squads. The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made when the unit is deployed. Both combat squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod. The player can choose to split such a unit into combat squads when it disembarks from the Drop Pod.


If you decide to split the unit into combat squads, then each combat squad is treated as a separate unit for all game purposes from that point.

Profiles:

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Space Marine Bike:

Models equipped with Space Marine bikes follow all the rules for bikes. They are fitted with a twin-linked bolter.

Teleport Homer:

If Terminators wish to teleport onto the battlefield via deep strike and choose to do so within 6" of a model carrying the homer, then they won't scatter. Note that the teleport homer only works for units that are teleporting, not for units entering play using jump packs, drop pods or other means of transport. Also note that the homer must already be on the table at the start of the turn for it to be used.

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.

Used By (1)
Dark Angels(Catalogue)