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1000 We

The document outlines an Aeldari Craftworlds army roster totaling 2005 points, configured for a 1000-point Incursion battle. It includes various units such as Epic Heroes, Characters, Battleline, Infantry, Mounted, Monster, and Vehicle categories, detailing their rules, abilities, and weaponry. Additionally, it provides explanations for specific rules and abilities relevant to the Aeldari faction, enhancing gameplay strategy.

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0% found this document useful (0 votes)
16 views10 pages

1000 We

The document outlines an Aeldari Craftworlds army roster totaling 2005 points, configured for a 1000-point Incursion battle. It includes various units such as Epic Heroes, Characters, Battleline, Infantry, Mounted, Monster, and Vehicle categories, detailing their rules, abilities, and weaponry. Additionally, it provides explanations for specific rules and abilities relevant to the Aeldari faction, enhancing gameplay strategy.

Uploaded by

BlackChrom3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Aeldari - Craftworlds - 1000 WE - (2005 pts)

Army Roster (Aeldari - Craftworlds) (2005 pts)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Battle Host

Rules: Unparalleled Foresight

Show/Hide Options

Epic Hero (90 pts)


Karandras (1) Rules: Leader, Infiltrators, Strands of Fate, Assault, Pistol, Sustained Hits
(90 pts) Abilities: Invulnerable Save (Phoenix Lord), Leader[1], Shadow Hunter, Sustained Assault, The Scorpion's
Bite
Unit: Karandras
Ranged Weapons: Arhra's Bane
Melee Weapons: Arhra's Bane, Isirmathil

Character (365 pts)


Autarch Wayleaper (1) Star Glaive, Dragon Fusion Gun, Howling Banshee Mask
(115 pts)
Rules: Lone Operative, Strands of Fate, Deep Strike, Fights First, Melta, Assault
Abilities: Path of Command, Invulnerable Save (Autarch), Indomitable Strength of Will (Aura), Howling
Banshee Mask
Unit: Autarch Wayleaper
Ranged Weapons: Dragon Fusion Gun
Melee Weapons: Star Glaive

Death Jester (1) Fate's Messenger


(105 pts)
Rules: Lone Operative, Strands of Fate, Devastating Wounds
Unit: Death Jester
Abilities: Death is Not Enough, Cruel Amusement, Invulnerable Save[1], Fate's Messenger
Ranged Weapons: Shrieker Cannon
Melee Weapons: Jester's Blade

Farseer (1) Singing Spear


(80 pts)
Rules: Strands of Fate, Leader, Pistol, Assault, Blast, Psychic
Unit: Farseer
Abilities: Branching Fates (psychic), Invulnerable Save (Farseer), Fortune (Psychic), Leader[2]
Ranged Weapons: Shuriken Pistol (x5) (x5), Eldritch Storm, Singing Spear
Melee Weapons: Singing Spear

Spiritseer (1) Rules: Strands of Fate, Leader, Pistol, Assault, Anti-, Psychic
(65 pts) Abilities: Invulnerable Save (Spiritseer), Leader[3], Spirit Mark, Tears of Isha (Psychic)
Unit: Spiritseer
Ranged Weapons: Shuriken Pistol (x5) (x5)
Melee Weapons: Witch Staff

Battleline (100 pts)


Guardian Defenders (11) • Heavy Weapon Platform: Bright Lance
(100 pts) • 10x Guardian Defender

Rules: Strands of Fate, Assault


Abilities: Defenders of Fate, Guardian Defenders
Unit: Guardian Defender (x10) (x10), Heavy Weapon Platform
Ranged Weapons: Shuriken Catapult, Bright Lance (x6) (x6)
Melee Weapons: Close Combat Weapon (x5) (x10)

Infantry (725 pts)


Dark Reapers (5) • Dark Reaper Exarch: Tempest Launcher
(85 pts) • 4x Dark Reaper

Rules: Strands of Fate, Blast, Indirect Fire, Ignores Cover


Abilities: Invulnerable Save[2], Inescapable Accuracy
Unit: Dark Reaper Exarch (x2) (x2), Dark Reaper (x8) (x8)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Tempest Launcher (x2) (x2), Reaper Launcher - Starshot (x2) (x2), Reaper Launcher -
Starswarm (x2) (x2)
Dark Reapers (5) • Dark Reaper Exarch: Tempest Launcher
(85 pts) • 4x Dark Reaper

Rules: Strands of Fate, Blast, Indirect Fire, Ignores Cover


Abilities: Invulnerable Save[2], Inescapable Accuracy
Unit: Dark Reaper Exarch (x2) (x2), Dark Reaper (x8) (x8)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Tempest Launcher (x2) (x2), Reaper Launcher - Starshot (x2) (x2), Reaper Launcher -
Starswarm (x2) (x2)

Rangers (5) • 5x Ranger


(55 pts)
Rules: Infiltrators, Stealth, Strands of Fate, Heavy, Precision, Pistol, Assault
Abilities: Invulnerable Save[3], Path of the Outcast
Unit: Rangers (x2) (x2)
Ranged Weapons: Ranger long rifle (x3) (x3), Shuriken Pistol (x5) (x5)
Melee Weapons: Close Combat Weapon (x5) (x5)

Rangers (5) • 5x Ranger


(55 pts)
Rules: Infiltrators, Stealth, Strands of Fate, Heavy, Precision, Pistol, Assault
Abilities: Invulnerable Save[3], Path of the Outcast
Unit: Rangers (x2) (x2)
Ranged Weapons: Ranger long rifle (x3) (x3), Shuriken Pistol (x5) (x5)
Melee Weapons: Close Combat Weapon (x5) (x5)

Striking Scorpions (5) • 4x Striking Scorpion


(65 pts) • Striking Scorpion Exarch: Scorpion's claw and scorpion chainsword

Rules: Infiltrators, Strands of Fate, Sustained Hits, Pistol, Assault


Abilities: Invulnerable Save[2], Mandiblasters
Unit: Striking Scorpion (x4) (x4), Striking Scorpion Exarch
Melee Weapons: Scorpion chainsword (x2) (x4), Scorpion's claw
Ranged Weapons: Shuriken pistol, Scorpion's claw

Wraithguard (10) • 10x Wraithguard: Wraithcannon


(380 pts)
Rules: Strands of Fate, Devastating Wounds
Unit: Wraithguard
Melee Weapons: Close Combat Weapon
Abilities: War Construct
Ranged Weapons: Wraithcannon

Mounted (80 pts)


Shroud Runners (3) • 3x Shroud Runner
(80 pts)
Rules: Scouts 9", Stealth, Strands of Fate, Heavy, Precision, Pistol, Assault
Abilities: Invulnerable Save[3], Target Acquisition
Unit: Shroud Runner (x3) (x3)
Ranged Weapons: Ranger long rifle (x3) (x3), Shuriken Pistol (x5) (x5), Scatter Laser
Melee Weapons: Close Combat Weapon (x5) (x5)

Monster (305 pts)


Wraithlord (1) 2x Shuriken Cannon, 2x Aeldari Flamer, Ghostglaive
(145 pts)
Rules: Deadly Demise 1, Strands of Fate, Assault, Ignores Cover, Torrent, Sustained Hits
Melee Weapons: Wraithbone Fists, Ghostglaive - Strike, Ghostglaive - Sweep
Unit: Wraithlord
Abilities: Fated Hero
Ranged Weapons: Aeldari Flamer (x2) (x2), Shuriken Cannon (x2) (x2)

Wraithseer (1) Wraithseer D-Cannon


(160 pts)
Rules: Deadly Demise 1, Strands of Fate, Anti-, Precision, Psychic, Torrent, Devastating Wounds
Abilities: Invulnerable Save[2], Horrify (Psychic)
Unit: Wraithseer
Melee Weapons: Ghostspear - Strike, Ghostspear - Sweep
Ranged Weapons: Destructor, Wraithseer D-Cannon

Vehicle (340 pts)


Falcon (1) Bright Lance, Shuriken Cannon
(140 pts)
Rules: Deadly Demise D3, Deep Strike, Strands of Fate, Sustained Hits
Abilities: Damaged: 1-4 Wounds Remaining, Fire Support
Unit: Falcon
Transport: Transport
Ranged Weapons: Pulse Laser, Shuriken Cannon, Bright Lance (x6) (x6)
Melee Weapons: Wraithbone hull

Hornet (1) 2x Bright Lance


(100 pts)
Rules: Deadly Demise 1, Strands of Fate
Melee Weapons: Wraithbone Hull (x2) (x2)
Unit: Hornet (x2) (x2)
Abilities: Lightning Assault
Ranged Weapons: Bright Lance (x6) (x6)

Hornet (1) 2x Bright Lance


(100 pts)
Rules: Deadly Demise 1, Strands of Fate
Melee Weapons: Wraithbone Hull (x2) (x2)
Unit: Hornet (x2) (x2)
Abilities: Lightning Assault
Ranged Weapons: Bright Lance (x6) (x6)
Rules:

Unparalleled Foresight Each time an Aeldari unit from your army is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one
Wound roll when resolving those attacks

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Strands of Fate If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in
this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single
D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results
cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is
your Fate dice pool.

Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one
or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute
that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it
had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used
in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that
dice roll (if any). You can use Fate dice for any of the following types of dice roll:
% Advance roll
% Battle-shock test
% Charge roll
% Damage roll
% Hit roll
% Saving throw
% Wound roll

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Abilities

Invulnerable Save (Phoenix Lord)

Karandras has a 4+ Invulnerable save

Leader[1]

This model can be attached to the following unit:


% Striking Scorpions

Shadow Hunter

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

Sustained Assault

Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit

The Scorpion's Bite

Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the Titanic keyword

Path of Command

At the start of your Command phase, if this model is your Warlord and is on the battlefield, you gain 1CP.

Invulnerable Save (Autarch)

An Autarch has a 4+ Invulnerable save

Indomitable Strength of Will (Aura)

While a friendly Aeldari unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.

Howling Banshee Mask

The bearer’s unit has the Fights First ability.

Death is Not Enough

In your Shooting phase, after this model has shot, if one or more of those attacks destroyed an enemy model, that enemy model’s unit must take a
Battle-shock test

Cruel Amusement

In your Shooting phase, one model from your army with this ability can use it. If they do, until the end of the phase, select one of the following abilities to
apply to that model’s shrieker cannon:
% [IGNORES COVER]
% [PRECISION]
% [SUSTAINED HITS 3]

Invulnerable Save[1]

This unit has a 4+ Invulnerable save

Fate's Messenger

Aeldari model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6
instead.

Branching Fates (psychic)

Once per turn, when you use a Fate dice to substitute a roll made for a model or unit within 12" of a Farseer model from your army, one model from
your army with this ability can use it. If it does, the result of that Fate dice is first changed to a 6.

Invulnerable Save (Farseer)

A Farseer has a 4+ Invulnerable save

Fortune (Psychic)

In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command
phase, each time an attack targets that unit, subtract 1 from the Wound roll.

Leader[2]
This model can be attached to the following units:
% Guardian Defenders
% Storm Guardians
% Warlock Conclave

Invulnerable Save (Spiritseer)

A Spiritseer has a 4+ Invulnerable save

Leader[3]

This model can be attached to the following units:


% Wraithblades
% Wraithguard
% Wraithlord

Spirit Mark

While this model is leading a unit, weapons in that unit have the [LETHAL HITS] ability and each time a model in that unit makes an attack, add 1 to the Hit
roll.

Tears of Isha (Psychic)

While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.

Defenders of Fate

At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll
one D6 and add it to your Fate dice pool displaying the result you just rolled.

Guardian Defenders

When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.

Invulnerable Save[2]

This unit has a 5+ Invulnerable save

Inescapable Accuracy

Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.

Invulnerable Save[3]

Models in this unit have a 5+ invulnerable save against ranged attacks.

Path of the Outcast

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move of up to D6" as if it were your Movement phase.

Mandiblasters

Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the MONSTER or VEHICLE keywords.

War Construct

Once per battle round, when an enemy unit targets this unit, after that unit has finished making its attacks, this unit can shoot as if it were your
Shooting phase. When doing so, it must target only that enemy unit, and can only do so if that enemy unit is an eligible target.

Target Acquisition

At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit. Until the end of the phase, ranged weapons equipped by
friendly Aeldari models have the [LETHAL HITS] ability when targeting that unit

Fated Hero

Each time this model destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.

Horrify (Psychic)

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Fire Support
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly
model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll

Lightning Assault

Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move,
then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

Unit M T SV W LD OC

Karandras 7" 3 2+ 5 6+ 1

Autarch Wayleaper 14" 3 3+ 4 6+ 1

Death Jester 8" 3 6+ 4 6+ 1

Farseer 7" 3 6+ 4 6+ 1

Spiritseer 7" 3 6+ 3 6+ 1

Guardian Defender (x10) (x10) 7" 3 4+ 1 6+ 2

Heavy Weapon Platform 7" 3 4+ 2 6+ 0

Dark Reaper Exarch (x2) (x2) 6" 3 3+ 2 6+ 1

Dark Reaper (x8) (x8) 6" 3 3+ 1 6+ 1

Rangers (x2) (x2) 7" 3 5+ 1 6+ 1

Striking Scorpion (x4) (x4) 7" 3 3+ 1 6+ 1

Striking Scorpion Exarch 7" 3 3+ 2 6+ 1

Wraithguard 6" 7 2+ 3 6+ 1

Shroud Runner (x3) (x3) 14" 4 4+ 3 6+ 2

Wraithlord 8" 11 2+ 10 6+ 3

Wraithseer 8" 11 2+ 10 6+ 3

Falcon 14" 9 3+ 12 6+ 3

Hornet (x2) (x2) 14" 7 3+ 8 6+ 2


Ranged Weapons Range A BS S AP D Keywords

Arhra's Bane 12" 2 2+ 5 -1 2 Assault, Pistol

Dragon Fusion Gun 12" 1 2+ 9 -4 D6 Assault, Melta 3

Shrieker Cannon 24" 3 2+ 6 -1 2 Devastating Wounds

Shuriken Pistol (x5) (x5) 12" 1 2+ 4 -1 1 Assault, Pistol

Eldritch Storm 24" D6 3+ 6 -2 D3 Blast, Psychic

Singing Spear 12" 1 2+ 9 0 3 Assault, Psychic

Shuriken Catapult 18" 2 3+ 4 -1 1 Assault

Bright Lance (x6) (x6) 36" 1 3+ 12 -3 D6+2 -

Tempest Launcher (x2) (x2) 36" 2D6 3+ 4 -1 1 Blast, Indirect Fire

Reaper Launcher - Starshot (x2) (x2) 48" 1 3+ 8 -2 2 Ignores Cover

Reaper Launcher - Starswarm (x2) (x2) 48" 2 3+ 5 -1 1 Ignores Cover

Ranger long rifle (x3) (x3) 36" 1 3+ 4 -1 2 Heavy, Precision

Shuriken pistol 12" 1 3+ 4 -1 1 Assault, Pistol

Scorpion's claw 12" 2 3+ 4 -1 1 Assault, Pistol

Wraithcannon 18" 1 4+ 14 -4 D6 Devastating Wounds

Scatter Laser 36" 6 3+ 5 0 1 -

Aeldari Flamer (x2) (x2) 12" D6 N/A 4 0 1 Assault, Ignores cover, Torrent

Shuriken Cannon (x2) (x2) 24" 3 4+ 6 -1 2 Sustained Hits 1

Destructor 12" D6 N/A 5 -1 1 Psychic, Torrent

Wraithseer D-Cannon 24" 1 4+ 14 -4 D6 Devastating Wounds

Pulse Laser 48" 3 3+ 9 -2 D6 -

Shuriken Cannon 24" 3 3+ 6 -1 2 Sustained Hits 1


Melee Weapons Range A WS S AP D Keywords

Arhra's Bane Melee 5 2+ 8 -3 2 Sustained Hits 1

Isirmathil Melee 8 2+ 6 -1 1 Sustained Hits 1

Star Glaive Melee 5 3+ 6 -2 2 -

Jester's Blade Melee 4 2+ 4 0 1 -

Singing Spear Melee 2 2+ 3 0 3 Psychic

Witch Staff Melee 2 2+ 3 0 D3 Anti-infantry 2+, Psychic

Close Combat Weapon (x5) (x5) Melee 1 3+ 3 0 1 -

Close combat weapon (x4) (x4) Melee 2 3+ 3 0 1 -

Scorpion chainsword (x2) (x2) Melee 4 3+ 4 0 1 Sustained Hits 1

Scorpion's claw Melee 4 4+ 8 -2 2 Sustained Hits 1

Close Combat Weapon Melee 3 4+ 5 0 1 -

Wraithbone Fists Melee 4 4+ 7 -2 2 -

Ghostglaive - Strike Melee 4 4+ 10 -3 D6+1 -

Ghostglaive - Sweep Melee 8 4+ 7 -2 2 -

Ghostspear - Strike Melee 4 4+ 10 -2 3 Anti-Infantry 2+, Precision, Psychic

Ghostspear - Sweep Melee 12 4+ 7 -1 1 Anti-Infantry 2+, Psychic

Wraithbone hull Melee 3 4+ 6 0 1 -

Wraithbone Hull (x2) (x2) Melee 3 4+ 6 0 1 -

Transport

Transport

This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack
models

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