RED ELF
0-1 Chaos Raptors

At the time of the Horus Heresy jump packs were a rarity and tended to be confined to small, specialised units. The Raptors are the debased descendants of these formations. Over the millennia Raptors have evolved their own unique style of fighting: their armour has been modified to unleash a horrifying banshee howl when they charge the enemy and if this initial attack fails then the Raptors fall back before their opponents can gather their scattered wits and prepare to launch a new attack.

0-1 CHAOS RAPTORS
Points WS BS S T W I A Ld Sv
Raptor
35
4
4
4
4
1
4
1
9
3+
Asp. Champion
+15
4
4
4
4
1
4
2
10
3+

Squad: The squad consists of between five and ten Chaos Raptors.

Weapons: Bolt pistol and close combat weapon, frag and krak grenades. Up to two models may have plasma pistols at +5 pts each. Up to one model may have one of the following weapons: meltagun at +10 pts; flamer at +3 pts; plasma gun at +6 pts.

One of the Raptors may become an Aspiring Champion at a cost of +15 pts. The Aspiring Champion may be given any equipment allowed from the Chaos Armoury.

SPECIAL RULES

Jump Packs: Raptors wear jump packs. The rules for these are given in the Wargear section.

Fearsome Charge: If a Raptor squad wins an assault in the same turn it charges, their opponents automatically fall back, without a Morale check being taken. Opponents that never fall back or ignore Morale checks ignore this effect and will not fall back.

Hit & Run: Raptors may choose to leave close combat. Declare this at the end of the close combat phase, after all Morale checks have been taken. The Raptors immediately fall back 3D6" and then regroup at the end of the move. Enemy models may not advance after the Raptors but can consolidate. Note that Raptors who have been forced to fall back because they lost a close combat may not choose to make a second fall back move in the same turn.