Special Forces Raptor Squad


Space Marine Special Forces Raptor Squad ...................... 250 Points

Space Marine Raptors are heavily armed, quick moving, flying assault units.They drop down out of the sky using their Jump Jets to propell them forward. They are armed with a nasty array of deadly weapons, including a PowerFist/Bolter combo, and a Chainfist/Plasma combo. They may also be supported by Heavy Weapon weilding Raptors. They leap across the battlefield, setting up in ideal firing locations to lay down a suppressing fire. They are the perfect advance troop, equipped with enough power to hold any position, and fast enough to get out in front of the main attack. They can protect an entire line of advancing troops from all but the most ruthless of opponents.

Squad consists of 5 Space Marine Raptors armed with a Raptor Suit. The entire squad may equipped with either Frag or Krak P.A.C. Launchers for +20 points. Up to two models may trade in their Bolt Fist and Plasma Fist for one of the following:

WeaponPoints Cost
HeavyBolter Free
Autocannon +5
Lascannon +25
Heavy Plasma +20
Multimelta +45


ProfileMWSBSS TWIALd
SMSF Raptor4554 41519

Space Marine. As Space Marines, Raptors are subject to the Rapid Fire and Shaken special rules as described in various Codices.

Dispersed Formation. Raptors may fight using the special Dispersed Formation rules as described in the Warhammer 40,000 Rulebook.


Raptor Suit. The Raptor suit consists of Power Armour combined with a Raptor Field (3+ Save, modified to no worse than 5+), a Bolt Fist, a Plasma Fist, and Jump Jets. The Jump Jets act as a Jump Pack with a range of 12" instead of 18". Also, they do not deviate and are always on target. The range is reduced to 6" when jumping over high terrain.


Bolt/Plasma Fist. A Bolt Fist consists of a Bolter mounted on a Power Fist. A Plasma Fist consists of a Plasma Gun mounted on a Chain Fist. The Raptor may fire either weapon or use both fists in close combat. If the Raptor uses his Rapid Fire, he may either fire his bolter twice, or fire the bolter once and the plasma gun once. Note that the plasma gun must still obey the recharge rule.

P.A.C. Launcher The P.A.C. (Personal Assault Charge) Launcher is a small package of grenades that is attatched to the Raptor's leg. It allows the Raptor to use Frag or Krak Grenades in combat without using their hands. The pack is linked to a firing mechanism in the Raptor's feet which allows them to drop the grenades in one of two ways. Both ways involve using the Raptor's Jump Jets.

1) The Raptor can leave a grenade on the spot he was standing when he jumps, or on a model in base contact of that spot. No To Hit roll is required. This attack can be used to escape any close combat without penalty. (Similar to a Harlequin's Flip move.)

2) The Raptor can drop a grenade on any unit he passes over. (The unit must be within 1" of the direct line path of flight.) A To Hit roll is required.

Support Unit. Raptor Squads are often equipped with three Marines with Close Combat gear and two Marines with Heavy Weapons. This combination makes for a flexible squad, but one that would waste valuable time if one half waited for the other. To avoid this, each squad is trained to act as two seperate units during a battle when needs be. At any time after deployment, any model equipped with a Heavy Weapon may split off from the main squad and act independantly. More than one model may break off in this way, but they must still maintain coherency with the other Heavy Weapon model. Any Raptor Squad cannot be split into more than two seperate parts. Generally, the two Heavy Weapon models will split off from the main group to provide covering fire for the main Assault of the remainder of the squad.



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