Craftworlds – Wraithlord
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7

Wraithlord

NoNAME  M WS BS S T W! A Ld Sv
100
Wraithlord
1
100
Wraithlord
8" 3+ 3+ 7 8 6-10 4 9 3+
7" 4+ 4+ 7 8 3-5 4 9 3+
6" 5+ 5+ 7 8 1-2 4 9 3+
A Wraithlord is a single model armed with two shuriken catapults and wraithbone fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Shuriken catapult
Shuriken catapult
12"
Assault 2
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.
+10
Ghostglaive
+10
Ghostglaive
Melee
Melee
+2
-4
D6
-
Wraithbone fists
Wraithbone fists
Melee
Melee
User
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Thismodel may replace any shuriken catapult with a flamer.
 • This model may take a ghostglaive.
 • This model may take up to two items from the Heavy Weapons list.
ABILITIES
ABILITIES
Ancient Doom
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, WRAITH CONSTRUCT, WRAITHLORD

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.
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.

Optional Wargear

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

HEAVY WEAPONS

 • Aeldari missile launcher

 • Bright lance

 • Scatter laser

 • Shuriken cannon

 • Starcannon


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
+20
Bright lance
+20
Bright lance
36"
Heavy 1
8
-4
D6
-
+10
Scatter laser
+10
Scatter laser
36"
Heavy 4
6
0
1
-
+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.
+15
Starcannon
+15
Starcannon
36"
Heavy 2
6
-3
D3
-

This datasheet has Heavy Support Battlefield Role. Full list of Craftworlds units sharing same Battlefield Role follows:

Flamer used in following datasheets:

Heavy Support
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.

Shuriken catapult used in following datasheets:

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.

Ghostglaive used in following datasheets:

Heavy Support
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.
Heavy Weapons
 • Aeldari missile launcher
+20
 • Bright lance
+20
 • Scatter laser
+10
 • Shuriken cannon
+10
 • Starcannon
+15
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.

The SPIRIT HOST keyword is used in following Craftworlds datasheets:

The MONSTER 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.
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:

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.

Aeldari missile launcher used in following datasheets:

Lords of War
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.
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.
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.

Bright lance used in following datasheets:

Heavy Support
Lynx
+10
Lords of War
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.
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.

Starcannon used in following datasheets:

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.
© Vyacheslav Maltsev 2013-2021