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unit
Wraithblades

Asuryani

Keywords: Infantry • Aeldari • Wraith Construct • Wraithblades

Unit Profiles
ModelMTSvWLdOCInvuln
Wraithblade6"62+38+1
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
GhostaxeMelee34+7-22
GhostswordsMelee54+5-22

Unit Composition

5 Wraithblades

Every model is equipped with: ghostswords.

Unit Abilities
Malevolent Souls

Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Psychic Guidance

While this unit is within 12" of one or more friendly AELDARI PSYKER models, models in this unit have a Leadership characteristic of 6+ and each time a model in this unit makes an attack, add 1 to the Hit roll.

Stratagems by Detachment

Layered Wards
1 CP
strategic Ploy

When: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

Target: That AELDARI VEHICLE unit.

Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.


Swift Deployment
1 CP
strategic Ploy

When: Your Movement phase.

Target: One AELDARI TRANSPORT unit from your army.

Effect: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.


Vectored Engines
1 CP
strategic Ploy

When: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

Target: That AELDARI VEHICLE unit.

Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.


Cloudstrike
1 CP
strategic Ploy

When: Start of the Reinforcements step of your Movement phase.

Target: One AELDARI VEHICLE unit from your army that can FLY and is in Strategic Reserves.

Effect: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a TRANSPORT, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge. 


Soulsight
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One AELDARI VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time your unit is selected to shoot, you can re‑roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re‑roll before moving onto the next step of the attack sequence.


Anti-grav Repulsion
1 CP
strategic Ploy

When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target: One AELDARI VEHICLE unit from your army that can FLY and was selected as a target of that charge.

Effect: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.


Skyborne Sanctuary
1 CP
strategic Ploy

When: End of the Fight phase.

Target: One ASURYANI unit from your army and one friendly TRANSPORT it is able to embark within.

Effect: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.


Macabre Resilience
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One YNNARI INFANTRY or YNNARI MOUNTED unit from your army (excluding WRAITH CONSTRUCT 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 targets your unit, subtract 1 from the Wound roll.


Emissaries of Ynnead
1 CP
battle Tactic

When: Fight phase, just after a YNNARI INFANTRY unit from your army has selected its targets.

Target: That YNNARI INFANTRY unit.

Effect: Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Hit roll of 1. If your unit is below its Starting Strength, you can re‑roll the Hit roll instead.


Death Answers Death
1 CP
strategic Ploy

When: End of your opponent’s Shooting phase.

Target: One YNNARI unit from your army (excluding WRAITH CONSTRUCT units), if one or more models in that unit were destroyed this phase.

Effect: Your unit can shoot as if it were your Shooting phase.


Bloody Dance
1 CP
strategic Ploy

When: End of your opponent’s Charge phase.

Target: One HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

Effect: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

Restrictions: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.


No matching stratagems for this unit.

Presentiment of Dread
1 CP
strategic Ploy

When: Command phase.

Target: One ASURYANI PSYKER model from your army.

Effect: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle‑shock test, subtracting 1 from that test.


Forewarned
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.


Unshrouded Truth
1 CP
strategic Ploy

When: Your Movement phase.

Target: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Restrictions: Until the end of the phase, your unit is not eligible to be selected to move.


Fate Inescapable
1 CP
battle Tactic

When: Your Shooting phase.

Target: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.


Isha’s Fury
1 CP
epic Deed

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One ASURYANI PSYKER model from your army within 9" of that enemy unit.

Effect: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.


Psychic Shield
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".


Seer’s Eye
1 CP
battle Tactic

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.


Wraithbone Armour
1 CP
battle Tactic

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.


Blades From Beyond
1 CP
battle Tactic

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.


Soul Bridge
1 CP
strategic Ploy

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.


Spirit Token
1 CP
strategic Ploy

When: Start of your Movement phase.

Target: One WRAITHBLADES or WRAITHGUARD unit from your army.

Effect: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.


Crushing Strides
1 CP
battle Tactic

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.


Lightning-fast Reactions
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One ASURYANI unit from your army (excluding WRAITH CONSTRUCT 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 targets your unit, subtract 1 from the Hit roll.


Skyborne Sanctuary
1 CP
strategic Ploy

When: End of the Fight phase.

Target: One ASURYANI unit from your army and one friendly TRANSPORT it is able to embark within.

Effect: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.


Feigned Retreat
1 CP
strategic Ploy

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.


Blitzing Firepower
1 CP
battle Tactic

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.


Fire and Fade
1 CP
strategic Ploy

When: Your Shooting phase, just after an ASURYANI INFANTRY unit from your army (excluding AIRCRAFT, ASURMEN and WRAITH CONSTRUCT units) has shot.

Target: That ASURYANI unit.

Effect: Your unit can make a Normal move of up to D6+1".

Restrictions: Until the end of the turn, your unit is not eligible to declare a charge.


Webway Tunnel
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One ASURYANI INFANTRY unit from your army that is wholly within 9" of one or more battlefield edges.

Effect: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.


Death From On High
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One ASURYANI MOUNTED or VYPER unit from your army that was set up on the battlefield from Reserves this turn and has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re‑roll the Wound roll.


Overflight
1 CP
strategic Ploy

When: End of your Shooting phase or the end of the Fight phase.

Target: One ASURYANI MOUNTED unit from your army that destroyed one or more enemy units this phase.

Effect: Your unit can make a Normal move of up to 7".


Wind of Blades
1 CP
strategic Ploy

When: Your Movement phase.

Target: One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to move this phase.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.


Daring Riders
1 CP
strategic Ploy

When: The Reinforcements step of your Movement phase.

Target: One ASURYANI MOUNTED or VYPER unit from your army in Reserves.

Effect: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.


Focused Firepower
1 CP
battle Tactic

When: Your Shooting phase.

Target: One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.


Spiralling Evasion
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ASURYANI MOUNTED or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.