Get the full 40k rules breakdown for Raven Guard and see why their new codex space marines detachment and Aethon Shaan are striking from the shadows now.
Updated September 4th, 2025, by Rob Baer with the latest Warhammer 40k Raven Guard rules.
Ready to turn the tabletop into your personal hunting ground? The new Raven Guard 40k Space Marines codex rules detachment has arrived, and it’s every bit as sneaky, disruptive, and precision-focused as you’d expect from the Emperor’s favorite shadow warriors. Add in the brand-new Aethon Shaan model, and the sons of Corax have never looked sharper in 10th edition Warhammer 40k.
Packed with stealth-driven rules, devious enhancements, and stratagems that keep your opponent second-guessing every move, this detachment is about striking hard and vanishing just as quickly.
Here are our thoughts on the latest Raven Guard rules in Warhammer 40k, breaking down what’s new, what works, and how it could impact your games.
Masters of Shadow: The Core Rule
The Raven Guard detachment rule is as thematic as it gets:
- Enemy ranged attacks are -1 to hit outside 12″.
- Your units gain the Benefit of Cover at that same range.
Translation? Every Marine becomes tougher to kill at range, with durability stacking even higher when combined with Stealth or the Armour of Contempt stratagem. The catch is that once enemies push inside 12″, the shadows fade. This means Raven Guard thrive in the midboard game, where they can harass, reposition, and force their prey into bad angles.
And don’t forget: you’re locked into Raven Guard units only. No cherry-picking from other Chapters.
Enhancements Sharpened for the Kill
This detachment comes loaded with upgrades that lean into mobility, infiltration, and harassment:
- Blackwing Shroud – Gives your leader’s unit the Infiltrators ability. Imagine Aggressors or Bladeguard starting right where your opponent doesn’t want them.
- Coronal Susurrant – A CP tax aura that punishes opponents for using Stratagems within 12″. Great against elite armies with tight CP budgets.
- Umbral Raptor – Lone Operative plus Stealth on demand. Stick it on a key character and watch them hold objectives uncontested.
- Hunter’s Instincts – Let a unit arrive from reserves earlier than expected. Perfect for catching opponents off guard with sudden pressure.
Each option plays directly into Raven Guard’s theme of unpredictable threats and board control.
Stratagems from the Shadows
The Raven Guard stratagem suite is where the real trickery shines:
- Armour of Contempt – A classic durability play, worsening incoming AP by 1.
- Lay Low the Tyrants – Grants Precision in melee, letting you snipe Characters in combat.
- Feint and Thrust – Fall Back but still shoot and charge. Phobos and Scouts get to do this even when they advance.
- Stunning Fusillade – At 12” or more, ranged attacks get +1 BS and AP. Kill something, and the enemy takes a Battle-shock test.
- Raptorial Vigilance – Reactive movement in your opponent’s phase. Great for counter-positioning or blocking.
- Into Darkness – Teleport units back into Strategic Reserves. Shaan makes this free once per battle round, which is filthy good.
This set leans hard into tempo control. Your army won’t simply trade blows; it’ll dictate the terms of every engagement.
Aethon Shaan: The Master of Shadows Himself
A new Raven Guard Epic Hero has entered the battlefield, and he’s more than just a cool model with a jetpack. Aethon Shaan is built for control and precision play.
Profile and Weapons
- Claws of Severax: 7 attacks, Sustained Hits 2, Twin-Linked, AP -2, Damage 2. That’s brutal output.
- Core Abilities: Deep Strike, Stealth, and Lone Operative make him self-sufficient and slippery.
Unique Abilities
- Master of Shadows: Pick one enemy unit each turn. Any of your units within 12″ can re-roll charges against it. Perfect for lining up focused strikes.
- Blackwing Mantle: Free Rapid Ingress or Heroic Intervention for his unit. Saves CP and lets you spring nasty surprises.
- Unparalleled Tactician: Once per round, Into Darkness costs 0CP. Combine with Phobos units for constant hit-and-run antics.
Shrike Interaction
If you run him alongside Kayvaan Shrike, Shrike loses Lone Operative and gets demoted to Captain. A clear nudge from GW: you probably only want one Raven Guard Chapter Master at the party, and Shaan’s toolbox looks like the stronger competitive pick.
Shadow Claw Kevarax: The Combat Patrol
If smaller battles are more your speed, the Combat Patrol: Raven Guard is led by a Jump Captain, and it’s just as sneaky.
The patrol itself leans hard into short-range aggression, speed, and stealth: plenty of jump packs and infiltrators. Stratagems like Stranglehold and From the Shadows let you strike where least expected, and hit hard.
Get the new combat patrol rules here.
Final Thoughts from Us: New 40k Raven Guard Rules
The Raven Guard detachment and Aethon Shaan are all about mobility, disruption, and mission play. From redeploying units into reserves to shutting down enemy stratagems with CP taxes, the sons of Corax bring a toolbox that rewards clever movement and target priority.
If you want to frustrate your opponent, dictate the pace of battle, and strike only when it matters, this is the army for you.
Download the New Detachment Rules Here
Do you like the new Raven Guard Detachment? What about the new Aethon Shaan rules?