Craftworlds – Wraithguard
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10

Wraithguard

NoNAME  M WS BS S T W A Ld Sv
38
Wraithguard
5‑10
38
Wraithguard
5" 3+ 3+ 5 6 3 1 9 3+
This unit contains 5 Wraithguard. It can include up to 5 additional Wraithguard (Power Rating +10). Each model is armed with a wraithcannon and Wraithguard fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
D-scythe
+10
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Wraithcannon
Wraithcannon
12"
Assault 1
10
-4
D6
-
Wraithguard fists
Wraithguard fists
Melee
Melee
User
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The entire unit may replace their wraithcannons with D-scythes.
ABILITIES
ABILITIES
Ancient Doom
Implacable: This unit can Fall Back and still shoot in a turn that it does so.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, WRAITH CONSTRUCT, WRAITHGUARD

Datasheet-related Stratagems

1CP

WRAITH HOST

Specialist Detachment Stratagem

Guided by Spiritseers, the wraith hosts of the craftworlds are the noble houses of Aeldari myth given life once more.

Use this Stratagem when choosing your army. Pick a Craftworlds Detachment from your army to be a Wraith Host Specialist Detachment. SPIRITSEERS and WRAITH CONSTRUCTS in that Detachment gain the WRAITH HOST keyword.
1CP

WRATH OF THE DEAD

Craftworlds Stratagem

With cold and unforgiving fury, these wraith constructs carve a path of devastation through the enemy.

Use this Stratagem at the start of the Fight phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army. Add 1 to the Attacks characteristic of models in that unit until the end of that phase.
2CP

SPIRIT SHIELD

Craftworlds Stratagem

Diverting the defensive properties of their rune armour, this Spiritseer shrouds their precious wraith constructs from harm.

Use this Stratagem at the end of your Movement phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army that is within 6" of a friendly WRAITH HOST SPIRITSEER. Until the start of your next turn, that unit gains a 4+ invulnerable save but the SPIRITSEER loses the 4+ invulnerable save granted by its Rune Armour.
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/3CP

WEBWAY STRIKE

Craftworlds Stratagem

The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.

Use this Stratagem during deployment if you have not used the Cloudstrike Stratagem this battle. If you spend 1 CP, you can set up one ASURYANI INFANTRY or one ASURYANI BIKER unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" from any enemy units. This Stratagem can only be used once per battle.
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.
2CP

TEARS OF ISHA

Craftworlds Stratagem

According to Aeldari legend, spirit stones were created from the tears wept by the goddess Isha when she was separated from her mortal children, and sometimes she will intervene to save a spirit stone from destruction.

Use this Stratagem at the start of your turn. Select a WRAITH CONSTRUCT model. That model immediately regains D3 lost wounds.
1CP

GUIDED WRAITHSIGHT

Iyanden Stratagem

When the armies of Craftworld Iyanden march to battle, the Spirit Hosts are at the centre. Among the ranks of wraith constructs walk the Spiritseers, their minds bridging the gap between the real world and that of the spirit realm.

Use this Stratagem at the start of your turn. When you do so, pick an IYANDEN Spiritseer from your army. Until your next turn the range of that model’s Spirit Mark ability is increased from 6" to 12", and the ability allows friendly IYANDEN WRAITH CONSTRUCT units to re-roll all failed hit rolls instead of only hit rolls of 1.

D-scythe used in following datasheets:

Elites
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.

Wraithcannon used in following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Ancient Doom

The Aeldari loathe and fear She Who Thirsts above all else, for in Slaanesh they see their doom made manifest.

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

The SPIRIT HOST keyword is used in following Craftworlds datasheets:

The WRAITH CONSTRUCT keyword is used in following Craftworlds datasheets:

The SPIRITSEER keyword is used in following Craftworlds datasheets:

The WRAITH CONSTRUCT keyword is used in following Craftworlds datasheets:

The SPIRITSEER keyword is used in following Craftworlds datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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.
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.
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.

The IYANDEN and WRAITH CONSTRUCT keywords are used in following Craftworlds datasheets:

© Vyacheslav Maltsev 2013-2021