Sunday, 19 June 2011

Primarchs - Corax

Editors Note : I apologise for how long this has taken to publish but real life has a habit of eating into my blogging time ;-)

Well what do we know about the Primarch of the Raven Guard then.

He's one of the combat orientated Primarchs for a start. His Legion makes extensive use of hit and run tactics which is a tendency they presumably got from him.

His altercation with Konrad Curze of the Night Lords seems to indicate that he's not quite as strong or as fast as Curze and his statement about not wanting to fight Angron could indicate that he's weaker than him as well. Of course the latter could just as easily indicate that he's not an idiot, lol.

If we take his appearances in various books and audio from the Horus Heresy series then a few things become apparent. Firstly he's armed with a pair of Lightning Claws and then later adds a whip to his armoury. As I don't really like the idea of putting equipment options into these posts as 'Unique' characters should come pre armed imo I'm tempted to stick with the Lightning Claws for now but unfortunately the artwork for the upcoming 'Deliverance Lost' book has him with the whip on the cover. His armour appears to be quite happily deflecting Lascannon shots in 'The First Heretic' so at least my whole 1+ save thing is justified and he has a Jump Pack. The aforementioned Jump Pack also has what is described as 'thrumming wing blades' so presumable they're power weapons of some sort.

He's also apparently going to appear in a new Horus Heresy book some time soon which is going to be really fucking irritating if it necessitates me re-writing this post....


Corax, Primarch of the Raven Guard.

WS 8, BS 6, S 6, T 6, W 6, I 8, A 5, Ld. 10, Save 1+/3+inv.

Composition : 1 (Unique)
Unit Type : Jump Infantry

Frag and Krak Grenades, Primarch Armour, Pair of Lightning Claws* or Single Lightning Claw and Neuro Whip**.

*Pair of  Lightning Claws - Such is Corax's skill with these his signature weapons that he re-rolls failed to hit rolls as well as failed to wound rolls. They also have the 'Rending' Special Rule as well as granting the normal extra attack for being armed with two such weapons..

**Lightning Claw and Neuro Whip - The Lightning Claw allows Corax to re-roll both to hit and to wound as well as having the Rending special rule. The Neuro Whip itself is a fearsome weapon in it's own right, in addition to his 'normal' attacks the controlling player makes a single attack using the Primarchs base Strength score against any model in a combat in which he is involved (Controlling Players choice).This attack counts as a Power Weapon attack and if successful does D3 wounds. Should the target be wounded but survive he is immediately reduced to a single attack and Initiative one till the beginning of Corax's next turn. Against a 'brother' Primarch or Monstrous Creature only the D3 wounds effect is applied.

Special Rules:
Acute Senses, And They Shall Know No Fear, Eternal Warrior, Fleet, Hit and Run, Independent Character, Infiltrate, Master of the Raven Guard***Might of the Primarch, Relentless, Strategic Relocation****Will of the Primarch, Wing Blades*****.

***Master of the Raven Guard - Any Jump Pack equipped Raven Guard unit joined by Corax gains the 'Fleet', 'Hit and Run' and 'Infiltrate' special rules and automatically succeeds any Initiative test in order to Hit and Run as long as Corax is with them. Additionally the unit is never required to take dangerous terrain tests for entering or leaving terrain. Corax may choose to 'Hit and Run' in a separate direction from the unit he's joined to and may double the result for his Hit and Run move distance should he choose to do so.
In addition all Raven Guard units gain the 'Fleet' special rule and those equipped with Jump Packs gain the 'Hit and Run' rule as well.

****Strategic relocation - Once per game during the movement phase Corax (but not a unit joined to him) can choose to make a Jump move of 36". This move also gains the benefits of the 'Wing Blades' special rule.

*****Wing Blades - Any enemy unit moved over by Corax when using his Jump Pack takes D3+1 automatic Power Weapon hits at Strength 5 as he slices through their ranks on the way to his desired destination.

Despite my better judgement I've included both weapon options in his war gear in case people wish to model their Corax one way or the other. I think this set of rules nicely represents Corax himself and the way his Legion would operate. Of course I'm sure people have their own ideas but this is how I'd represent him.

Thoughts and Comments are (as usual) most welcome.


  1. fancy testing these out soon?? I have corax twitches :P

  2. I'm considering doing an Apocalypse game in the next month or so but I'm not sure how we'd fit Corax into it the way I was planning on doing it.

  3. I really, really like how Corax came out. He's fast, he hits really hard, and then he's gone, killing your friends out of nowhere. The DE-style Wing Blades is one of my favorite new mechanics, and I think it fits perfectly here.

    As to the weapon option, I'm not sure how he will be equipped in the books, but why not just have him have all three, and not choose? If Space Wolves can have three weapons, why not a Primarch?

  4. @ Artemi - Use him with both weapon options if you like as his basic stats are unaffected. Just choose at the beginning of each round.


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