The Reivers are Primaris Space Marines who trade heavy armour for stealth and psychological warfare. They slip behind enemy lines, cut throats, and break morale, and they’ve been a staple of Space Marine armies since the Primaris range launched.
What the Reivers are
Reivers are a Phobos-armoured Primaris unit, which means they wear the lighter, quieter variant of Mk X power armour. That kit lets them infiltrate, move through cover, and drop into the fight from unexpected angles.
They’re not line troops. Their job is disruption: hitting backfield units, tying up shooters, and forcing your opponent to deal with threats they didn’t plan for.
- Phobos armour for stealth and mobility
- Equipped with bolt carbines, heavy bolt pistols, and combat knives
- Can take a Reiver Lieutenant as a leader in some builds
- Deployed as a squad of five or ten
How they play on the tabletop
In 10th edition, Reivers are a fast, cheap harassment unit. They deep strike or infiltrate, then use their knives and pistols to chip away at light infantry or grab objectives in awkward places.
They won’t win a straight fight against dedicated melee units, so you use them to score points and distract. Their terror troops rule can force battleshock tests, which is handy for flipping objectives or shutting down enemy stratagems.
| Stat | Value |
|---|---|
| Move | 6″ |
| Toughness | 4 |
| Save | 3+ |
| Wounds | 2 |
| Leadership | 6+ |
| OC | 1 |
Gear and options
You’ve got a few ways to build them. Bolt carbines give you a bit of ranged poke, while heavy bolt pistols and combat knives lean into close combat. The Reiver Sergeant can take a plasma pistol or a special melee weapon.
Grapnel launchers let them ignore vertical distance when they move, which is great for scaling ruins. Grav-chutes let them deep strike. Pick based on whether you want them to start on the board or come in later.
Where they fit in the lore
Reivers are one of the Phobos-pattern units introduced with the Primaris Marines. They’re often used by chapters that favour stealth and terror, like the Raven Guard, but almost every chapter fields them.
They’re not a formal company like the Battleline squads. Instead, they’re a specialist asset attached where needed, which fits their role as saboteurs and psychological weapons.
Key facts
- Reivers are Primaris Space Marines in Phobos armour, built for stealth and terror tactics.
- They can infiltrate or deep strike, making them ideal for disrupting enemy backlines.
- Their terror troops rule forces battleshock tests, which can swing objective control.
- A Lieutenant in Reiver Armour can lead the squad, adding melee punch.
- They’re a cheap, mobile utility unit in 10th edition, not a frontline combat squad.
FAQ
Are Reivers good in 10th edition?
They’re a niche pick. They’re cheap and mobile, so they can score secondaries and harass, but they won’t carry a game on their own. Use them as a utility unit, not a hammer.
Can Reivers be led by a character?
Yes, a Lieutenant in Reiver Armour can join them. That gives the squad a bit more punch and access to extra abilities.
What’s the difference between Reivers and Infiltrators?
Infiltrators are more about board control and denying deep strike, while Reivers are about mobility and melee harassment. Both wear Phobos armour, but they do different jobs.