Wraithlord

Model NameMTSvWLdOC
Wraithlord
60mm
8"102+ 108+3
Keywords:
, Asuryani, Monster, Aeldari, Walker, Wraith Construct, Wraithlord
Ranged WeaponsRangeABSSAPD
Bright lance
36"1412-3D6+2
Flamer
assault, ignores cover, torrent
12"D6N/A401
Missile launcher – starshot
48"1410-2D6
Missile launcher – sunburst
blast
48"D644-11
Scatter laser
sustained hits 1
36"64501
Shuriken cannon
lethal hits
24"346-12
Shuriken catapult
assault
18"244-11
Starcannon
36"248-32
Melee WeaponsRangeABSSAPD
Ghostglaive – strike
Melee4410-3D6+1
Ghostglaive – sweep
Melee847-22
Wraithbone fists
Melee447-22

Abilities

Fated Hero:At the start of the battle, select one of the following keywords: INFANTRY; MONSTER; MOUNTED; VEHICLE. Each time this model makes an attack that targets a unit with the selected keyword, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Psychic Guidance:While this model is within 12" of one or more friendly Aeldari Psyker models, improve the Ballistic Skill and Weapon Skill characteristics of weapons equipped by this model by 1 and it has a Leadership characteristic of 6+.

Wargear Options

Each of this model's shuriken catapults can be replaced with 1 flamer.
This model can be equipped with 1 ghostglaive.
This model can be equipped with up to two of the following:
  • 1 missile launcher
  • 1 bright lance
  • 1 scatter laser
  • 1 shuriken cannon
  • 1 starcannon

Wargear Abilities

Unit Composition

1 Wraithlord
This model is equipped with: 2 shuriken catapults; wraithbone fists.

Costs

1 model - 140pts

Leader

Led By

Bonesinger

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP CRUSHING STRIDES
Detachment: Spirit Conclave
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.

TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1CP BLADES FROM BEYOND
Detachment: Spirit Conclave
WHEN: Fight phase.

TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1CP WRAITHBONE ARMOUR
Detachment: Spirit Conclave
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1CP SEER’S EYE
Detachment: Spirit Conclave
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1CP SOUL BRIDGE
Detachment: Spirit Conclave
WHEN: Your Command phase.

TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1CP FEIGNED RETREAT
Detachment: Warhost
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP BLITZING FIREPOWER
Detachment: Warhost
WHEN: Your Shooting phase.

TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.