Craftworlds – Wave Serpent
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9

Wave Serpent

NoNAME  M WS BS S T W! A Ld Sv Base
130
Wave Serpent (base: 60mm flying base)
1
130
Wave Serpent
16" 6+ 3+ 6 7 7-13 3 8 3+ 60mm flying base
12" 6+ 4+ 6 7 4-6 D3 8 3+
8" 6+ 5+ 6 7 1-3 1 8 3+
A Wave Serpent is a single model equipped with a twin shuriken cannon and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Shuriken cannon
+10
Shuriken cannon
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
+40
Twin Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
+40
Twin Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy 2D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
48"
Heavy 2
8
-2
D6
-
+40
Twin bright lance
+40
Twin bright lance
36"
Heavy 2
8
-4
D6
-
+20
Twin scatter laser
+20
Twin scatter laser
36"
Heavy 8
6
0
1
-
+20
Twin shuriken cannon
+20
Twin shuriken cannon
24"
Assault 6
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Twin shuriken catapult
Twin shuriken catapult
12"
Assault 4
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
+30
Twin starcannon
+30
Twin starcannon
36"
Heavy 4
6
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its twin shuriken cannon with a twin bright lance, a twin scatter laser, a twin starcannon or a twin Aeldari missile launcher.
 • This model may replace its twin shuriken catapult with a shuriken cannon.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Serpent Shield: Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.
TRANSPORT
TRANSPORT
This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, TRANSPORT, FLY, WAVE SERPENT

Datasheet-related Stratagems

1CP

CLOUDSTRIKE

Craftworlds Stratagem

The Asuryani often deploy Falcons and Wave Serpents in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy have a chance to react.

Use this Stratagem during deployment if you have not used the Webway Strike Stratagem this battle. You can set up an ASURYANI VEHICLE unit from your army that can FLY in the clouds instead of placing it on the battlefield. It can descend at the end of any of your Movement phases – set it up anywhere on the battlefield more than 9" from any enemy units. If you use this Stratagem on a transport, all units embarked inside it remain so when it is set up in the clouds.
2CP

LIGHTNING-FAST REACTIONS

Craftworlds Stratagem

The Aeldari can process thoughts and emotions with baffling speed, making their physical reactions so fast that it seems they are able to dodge out of the way attacks and blows that would have hit any other target.

Use this Stratagem when a friendly ASURYANI INFANTRY unit, or a friendly ASURYANI UNIT WITH THE FLY keyword, is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase.
1CP

OVERLOADED ENERGY FIELD PROJECTORS

Craftworlds Stratagem

The energy field projector on aWave Serpent can be overloaded at times of dire need in order to discharge additional waves of force at the enemy.

Use this Stratagem in your Shooting phase. When you do so, pick a friendly Wave Serpent that discharged its serpent shield in an earlier turn. It can immediately discharge the serpent shield again.
1CP

FIRE AND FADE

Craftworlds Stratagem

The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after an Asuryani unit from your army (excluding AIRCRAFT) shoots in your Shooting phase. If you do so, the unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Vehicle Equipment). When this is the case, the unit may take any item from the appropriate list below.

VEHICLE EQUIPMENT

 • Crystal targeting matrix

 • Spirit stones

 • Star engines

 • Vectored engines


Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Crystal targeting matrix
If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).
+5
Crystal targeting matrix
If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).
+10
Spirit stones
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
+10
Spirit stones
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
+10
Star engines
When a model with star engines Advances, add 2D6" to that model’s Move characteristic for that Movement phase instead of D6".
+10
Star engines
When a model with star engines Advances, add 2D6" to that model’s Move characteristic for that Movement phase instead of D6".
+10
Vectored engines
If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.
+10
Vectored engines
If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.

Twin bright lance used in the following datasheets:

Dedicated Transport
Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin shuriken cannon used in the following datasheets:

Dedicated Transport
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

The WRAITHGUARD keyword is used in the following Craftworlds datasheets:

The WRAITHBLADES keyword is used in the following Craftworlds datasheets:

The TRANSPORT keyword is used in the following Craftworlds datasheets:

Dedicated Transport
Heavy Support

Shuriken cannon used in the following datasheets:


– may take Shuriken cannon as an option.

The PHOENIX LORD keyword is used in the following Craftworlds datasheets:

This datasheet has Dedicated Transport Battlefield Role. Full list of Craftworlds units sharing same Battlefield Role follows:

Dedicated Transport
Vehicle Equipment
 • Crystal targeting matrix
+5
 • Spirit stones
+10
 • Star engines
+10
 • Vectored engines
+10
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

Crystal targeting matrix used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Crystal targeting matrix as an option.

Spirit stones used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Spirit stones as an option.

Star engines used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Star engines as an option.

Vectored engines used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Vectored engines as an option.
© Vyacheslav Maltsev 2013-2021