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[[File:WraithlordI_studiomax_unf.jpg|300px|thumb|right|A Raging Wraithlord hunting Grey Knight dick to replace his own.]]
[[File:WraithlordI_studiomax_unf.jpg|300px|thumb|right|A Raging Wraithlord hunting Grey Knight dick to replace his own.]]
'''Wraithlords''' are towering [[wraithbone]] constructs imbued with the spirits of dead [[Eldar]] warriors. They're bigger than the human-sized [[Wraithguard]], and instead of carrying guns that rip holes in space-time, they're either carrying heavy weapons on their shoulders (like a big-ass rifle) or huge fucking swords.  
'''Wraithlords''' are towering [[wraithbone]] constructs imbued with the spirits of dead [[Eldar]] Aspect Warrior Exarchs. The fluff origins of said Exarch souls is a little curious, given how that station functions: either [[Spiritseer]]s [[Blood Ravens|pillage Aspect Shrines of their Exarch's armor when no-one's paying attention]], [[Grimdark|or do so after everyone attending that shrine abandoned it or were wiped out]].
 
Wraithlords are much bigger than the human-sized [[Wraithguard]], but instead of carrying guns that rip holes in space-time, they're either carrying man-importable heavy weapons on their shoulders (like a big-ass rifle) or huge fucking swords. Specifically, 'standard' Wraithlord equipment includes two [[Power weapon#Wraithbone Power Fist|Wraithbone Power Fist]]s, with [[Eldar Flamer]]s or [[Shuriken Cannon]]s attached to the side. In addition, some Wraithlords are equipped with heavy armaments such as [[Scatter Laser]]s, [[Eldar Missile Launcher]]s, [[Bright Lance]]s and [[Starcannon]]s. For Wraithlords that like to make [[Khorne|Khornate daemons]] shit themselves, they could carry a single fuckoff [[Power weapon#Ghostglaive| Ghostglaive.]]
 
While a wraithlord fills the same role as a [[Dreadnought]] in a Space Marine force, you should be damn careful saying that to its face. Firstly, a Wraithlord is proportioned like a fucking (gangly) actual Eldar, and is built out of million-year-old magical elven space machines. It's agile and maneuverable, and unlike the stubby legs and tiny arms of a Dreadnought, a Wraithlord isn't concerned with the cube-square law. Therefore it can wreck your shit as gracefully at ''it's scale'' as a normal Eldar Exarch could at ''your scale''. Proportionally, that's a lot of ass-whooping. Secondly, the dude in the Dreadnought is just some space marine sergeant who got put on life support and embalmed. The Exarch inside the Wraithlord is the summation of several dead eldar souls layered onto each other like a gestalt consciousness sandwich, all of which are bloodthirsty as hell and pissed that they aren't getting a fresh soul and hot bod to go killing with. These [[Adeptus Evangelion|instrumentality]]-ass motherfuckers are more dead than usual, and instead of bullshit like "honor" and "duty", they're driven by [[rip and tear|Doom Marine]] levels of bloodlust and a carnal need to bust a sick move on the battlefield and get back to [[video games|360-no-scopeing]] <s>nerds</s> inferior races.


The one pictured has has all the heavy weapons it could fit on its shoulders AND the huge fucking sword, but there are a couple of things to note in this regard:
The one pictured has has all the heavy weapons it could fit on its shoulders AND the huge fucking sword, but there are a couple of things to note in this regard:


*Purely in fluff terms, finding a dead [[Exarch]] in the [[Infinity Circuit]] takes a [[Warlock]] or specialist [[Farseer]], so the very notion of talking the Exarch into a wraithbone shell with no dick is setting a pretty high bar in the first place.
*Purely in fluff terms, finding a dead [[Exarch]] in the [[Infinity Circuit]] takes a [[Warlock]] or specialist [[Farseer]], so the very notion of talking the Exarch into a wraithbone shell with no dick is setting a pretty high bar in the first place. But suppose you achieve this:
*But suppose you achieve this. The Exarch's in the Wraithlord, and now the whole thing comes to life, and starts grunting "Diiiiick! Where's my diiiick?" and heads straight over to the nearest shelf of space-hairdresser weapons, and sticking too many giant anti-tank weapons on its shoulders, AND a huge fucking sword. You, the bastard [[psyker]] who incarcerated the poor fella in there is hardly likely to start arguing with it about 40k game load-out limits, now are you?
* The Exarch is in the Wraithlord, and now the whole thing comes to life and starts grunting "Diiiiick! Where's my diiiick?", and heads straight over to the nearest shelf of space-hairdresser weapons and sticking too many giant anti-tank weapons on its shoulders, AND a huge fucking sword.
*I think not, no. You'd be checking your runes, and pointing the thing in the direction of the nearest [[Dreadnought]] with a certain malicious glee in your psychic heart, wouldn't you.
* You, the bastard [[psyker]] who incarcerated the poor fella in there, is hardly likely to start arguing with it about 40k game load-out limits, now are you?
* I think not, no. You'd be checking your runes, and pointing the thing in the direction of the nearest [[Dreadnought]] with a certain malicious glee in your psychic heart, wouldn't you.


And I can tell you for nothing, that in game terms, it's worth the time spent dicking around with magnets just to see the look on your opponent's face!
And I can tell you for nothing that, in game terms, it's worth the time spent dicking around with magnets just to see the look on your opponent's face!
 
==Rogue Trader==
Back in ye olde days, Wraithlords were called '''Eldar Dreadnoughts'''. Creative, right? GW was more into making the factions different-flavored copies of each other back then, a now-forgotten concept called symmetrical warfare. At this point, GW hadn't even made the rule that Dreadnoughts are forever, and the Eldar piloting the "Eldar Dreadnought" was just a normal dude who could get out. That bubbly head on the old models is a cockpit!
 
Regardless, the Eldar had the honor of having a few named variants of "Eldar Dreadnought" back then:
* '''War-demon Eldar Assault Dreadnought''': It came equipped with two [[Shuriken Catapult]]s, one on each arm, and assumedly two dreadnought close combat weapons.
* '''Banshee Eldar Support Dreadnought''': It mounted a [[Eldar Missile Launcher|missile launcher]] on its shoulder, carried a [[Eldar Flamer|flamer]] in each arm, and assumedly two dreadnought close combat weapons.
* '''War-cry Eldar Assault Dreadnought''': It sacrificed its left arm to carry one of several heavy weapons, including a [[Plasma Cannon]], a [[D-Cannon]], and of all things a "[[Lascannon]]". It's right arm seems to have been a [[Shuriken Catapult]] and dreadnought close combat weapon.


==On the Tabletop==
==On the Tabletop==
In 8th Edition Wraithlords clock in at 103 points, an odd but reasonable number for what you get. T8 W10 and a 3+ save will keep it in the battle for a while, but sustained fire WILL take it down due to its lack of Invulnerable save. Additionally, when at 50% and 20% Wounds remaining it becomes a lot less effective, dropping its Movement, WS and BS by 1 for each step. And while an 8" move, Strength 7 and WS 3+ looks good on paper, having only 4 attacks means that it's not likely to kill a lot of infantry. The Ghostglaive is not very expensive at 10 points and gives it a whopping Strength 9 AP-4 DD6, it's more suited against tanks or a wounded Monstrous Creature than blobs of infantry. And given how easy it is to Fall Back now, it cannot easily [[tarpit]] big units of infantry. The Wraithlord is best suited for ranged combat, where it has five options for its heavy guns and can pick two of them in any possible configuration. It is possible to pick two of the same and get some extra firepower, but with the new rules a model can pick different targets for different guns so there's no real punishment in doing so. And do not forget that you don't ''have'' to shoot all guns of the same type in the same go: if you can destroy a target with one Bright Lance you can aim your other one elsewhere. Do note that the Wraithlord does NOT have Battle Focus, so if you want to be able to hit with your pricy guns you'll have to remain stationary; something that War Walkers do not suffer from.
It'll cost you 100 points base to field one of these 10 wound monsters equipped with only its fists (though you can toss on two Shuriken Catapults for free). Those fists are mighty MEQ/TEQ slayers though, bitch-slapping everything at S7 AP-3 for a flat 3 damage; perfect for killing every flavor of primaris marine and putting a considerable dent in smaller monsters/vehicles. Once you start paying for the bells and whistles, however, the Wraithlord can fill a number of variable roles on the field. The Wraithlord can equip up to two standard heavy weapons of its choice: Shuriken Cannons and Scatter Lasers for anti-GEQ, Starcannons for even more anti-MEQ/TEQ, or Brightlances for anti-vehicle duties. The Aeldari Missile Launcher, the most flexible choice, is now a reliable anti-horde option due to the addition of the Blast rule in addition to performing on par with the Bright Lance against most larger targets as well. It can of course compliment any of these two heavy weapons with either the two free shuripults or a pair of flamers. Lastly, the Wraithlord's coup de grace is it's signature Ghostglaive: a ''beastly'' S9 AP-4 statline dealing d6 damage a swing that is excellent at slicing through the thickest armor and toughest flesh conventionally available to any army.
 
The ability to move and fire heavy weapons without penalty was a major boon for the Wraithlord in 9th. Due to their proficiency in melee, one arguably wasn't using their Wraithlords properly unless they were constantly closing in to tear their enemies a new one, which in turn reduced the effectiveness of a majority of the Wraithlord's loadout. Additionally, the added ability to fire all (non-blast) weapons while in combat makes the Wraithlord ''incredibly'' dangerous to attempt to bog down or remain in combat with even before it begins to swing those man-sized fists around.
 
It's not all great for the Wraithlord. While it's still as physically tough as ever, a degrading statline hampers it's effectiveness as the battle takes its toll on your Wraithlord's health. With only a 3+ armor save and no innate invulnerable save or FNP, the Wraithlord relies almost exclusively on its high toughness to shake off damage and can do precious little against a significant percentage of the anti-vehicle/monster weapons typically available to most armies. Additionally, Wraithlords can get expensive quite quickly, a fact one must consider if they're primarily just looking for a platform for heavy weapons; War Walkers and Vypers are significantly more cost efficient; especially since up to three of them can be fielded in a single detachment slot.


* '''Shuriken Cannon''' are one of the cheapest options at 10 points a pair. The only Assault weapon in the list, they are also the shortest ranged of the bunch. No armor penetration unless you roll a 6+, but it makes up for it with a reasonable S6. Don't expect them to perform miracles, but they might work against small blocks of infantry getting too close for comfort.
=== Power Rating ===
* '''Scatter Lasers''' cost the same and have the same S6 as the Shuriken Catapults, but are Heavy 4 and have 36" range to harass infantry at a longer range. No chance at the -3 AP that the Shuriken Catapult has, but this is not your weapon of choice against high-armor save units anyway. Can be used against larger units of infantry at a longer range.
* '''Starcannons''' are the Eldar Plasma weapons. Clocking in at 30 points per pair, a Starcannon delivers a man-melting S6 AP-3 DD3 damage blast. Now that many heavy infantry models have multiple wounds, this means that the Starcannon can do what Imperial plasma weapons struggle with. Even then, 4 shots at BS 3+ is not going to clear out entire units in one go and they struggle against 3-wound units.
* '''Bright Lances''' are your premier anti-vehicle and anti-monster weapon. 36", S8, AP-4 and D6 damage means that it can really ruin the day of whatever it hits. They are expensive at 20 ponits each, but you can't beat them for vehicle popping power. And if you get lucky you might get to use them on a character and vaporize them, but don't count on it.
* '''Missile Launchers''' come in two fire modes: D6 S4 AP-1 shots to deal with infantry (note that it fares better than the Imperial counterpart) or a single S8 AP-2 D6 damage missile to put a hole in all but the toughest tanks. Less powerful than the Bright Lance against big targets, it makes up for it with its longer range and by being a decent weapon against light infantry. Taking two will increase your Wraithlord's base cost by 50%, so do be careful.


Then there are the wrist-mounted guns. Shuriken Catapults deliver 4 shots at 12", which won't do a lot of good for you. The Flamers however are a whole other story. Getting two means 2d6 auto-hitting attacks, which is great even at S4 AP0 D1. And if you get close enough to an enemy vehicle and unleash these you might be surprised: as long as the tanks has Toughness 7 or less you're wounding at 5+ and it gets its full save. While these are pretty bad odds, shaving off just one or even two wounds might mean the world when the Wraithlord charges in for the kill. The downside is that they cost 18 for a pair, which is a notable increase in cost on your already pretty pricy platform.
When dealing with Power Ratings all of that goes out the window. Sure, Wraithlords are 2 Power more expensive than a single War Walker, but they get a tougher frame, two extra small arms and a potent weapon for those measily 2 points. They might not be as fast and lack the save, but they make up for it with all the other perks.


Because they have the Spirit Host keyword, they have synergy with [[Spiritseer]]s. If you get one within 6" of an enemy, the Wraithlord can reroll all of its 1s on the To Hit rolls against that unit, which can prove to be a life saver when dealing with high priority targets. Do note that this does not work for Flamers. Furthermore, if you have a battle-forged army you can pick one of the Craftworld Attributes:
[[Category: Warhammer 40,000]]


* '''Alaitoc''' gives a -1 to hit with range attacks from beyond 12". Unless you kit your Wraithlord out for melee this will be useful... except that War Walkers profit a whole lot more from this given their superior speed and access to Battle Focus.
[[Category: Xenos]]
* '''Biel-Tan''' gives a re-roll of 1s on to hit roll with Shuriken weapons. Useful if you've kittet your Wraithlord out like this, but otherwise it's a waste.
* '''Iyanden''' gives your Wraithlord increased use when damaged since its remaining wounds are doubled when calculating damage against them. This means that with only 2 wounds left you'll start and feel it, which is useful but not too much since at that point they're basically dead anyways.
* '''Saim-Hann''' gives a re-roll to charge rolls. Useful if you want to get your Wraithlord in a fight, otherwise not so much.
* '''Ulthwé''' gives a 6+++ save, which is always useful if not very reliable.


But are they worth it? Not really. They can get really expensive really quick, and the Wraithlord has a superior Heavy Weapons counterpart in the [[Eldar War Walker]]. While more fragile they're a lot faster, don't deteriorate under fire, get a 5++ save, are cheaper each and can be taken in a squad of 1-3. This means that with twin Starcannons they're only 121 points each instead of 163: still expensive but not that much more. Do note that they clock in at 85 points each at minimum, but upgrading weapons is 12 points cheaper. If you're just wanting to pop off Bright Lance, Star Cannon or Missile shots just take them instead. If you're facing horde-based armies and/or intend on getting into CQC, a Wraithlord with twin Shuriken Cannons/Scatter Lasers and Flamers can lay down a respectable amount of dakka, then charge in to firmly stomp any infantry left into paste. Even without its Ghostglaive, those bony fists still punch in at S7 a pop, enough to wound even the tinier Wraithguard on a 3+. As for the Craftworld bonuses, all of them are situational at best and a few of them work better on other units, especially the War Walker.
[[Category: Eldar]]


===Power Rating===
[[Category: Craftworld Eldar]]
When dealing with Power Ratings all of that goes out the window. Sure, Wraithlords are 2 Power more expensive than a single War Walker, but they get a tougher frame, two extra small arms and a potent weapon for those measily 2 points. They might not be as fast and lack the save, but they make up for it with all the other perks.
 
[[Category: Wraithbone]]


[[Category: Walkers]]
[[Category: Vehicles]]
{{Eldar-Forces}}
{{Eldar-Forces}}
[[Category:Wraithbone]]

Latest revision as of 12:14, 23 June 2023

A Raging Wraithlord hunting Grey Knight dick to replace his own.

Wraithlords are towering wraithbone constructs imbued with the spirits of dead Eldar Aspect Warrior Exarchs. The fluff origins of said Exarch souls is a little curious, given how that station functions: either Spiritseers pillage Aspect Shrines of their Exarch's armor when no-one's paying attention, or do so after everyone attending that shrine abandoned it or were wiped out.

Wraithlords are much bigger than the human-sized Wraithguard, but instead of carrying guns that rip holes in space-time, they're either carrying man-importable heavy weapons on their shoulders (like a big-ass rifle) or huge fucking swords. Specifically, 'standard' Wraithlord equipment includes two Wraithbone Power Fists, with Eldar Flamers or Shuriken Cannons attached to the side. In addition, some Wraithlords are equipped with heavy armaments such as Scatter Lasers, Eldar Missile Launchers, Bright Lances and Starcannons. For Wraithlords that like to make Khornate daemons shit themselves, they could carry a single fuckoff Ghostglaive.

While a wraithlord fills the same role as a Dreadnought in a Space Marine force, you should be damn careful saying that to its face. Firstly, a Wraithlord is proportioned like a fucking (gangly) actual Eldar, and is built out of million-year-old magical elven space machines. It's agile and maneuverable, and unlike the stubby legs and tiny arms of a Dreadnought, a Wraithlord isn't concerned with the cube-square law. Therefore it can wreck your shit as gracefully at it's scale as a normal Eldar Exarch could at your scale. Proportionally, that's a lot of ass-whooping. Secondly, the dude in the Dreadnought is just some space marine sergeant who got put on life support and embalmed. The Exarch inside the Wraithlord is the summation of several dead eldar souls layered onto each other like a gestalt consciousness sandwich, all of which are bloodthirsty as hell and pissed that they aren't getting a fresh soul and hot bod to go killing with. These instrumentality-ass motherfuckers are more dead than usual, and instead of bullshit like "honor" and "duty", they're driven by Doom Marine levels of bloodlust and a carnal need to bust a sick move on the battlefield and get back to 360-no-scopeing nerds inferior races.

The one pictured has has all the heavy weapons it could fit on its shoulders AND the huge fucking sword, but there are a couple of things to note in this regard:

  • Purely in fluff terms, finding a dead Exarch in the Infinity Circuit takes a Warlock or specialist Farseer, so the very notion of talking the Exarch into a wraithbone shell with no dick is setting a pretty high bar in the first place. But suppose you achieve this:
  • The Exarch is in the Wraithlord, and now the whole thing comes to life and starts grunting "Diiiiick! Where's my diiiick?", and heads straight over to the nearest shelf of space-hairdresser weapons and sticking too many giant anti-tank weapons on its shoulders, AND a huge fucking sword.
  • You, the bastard psyker who incarcerated the poor fella in there, is hardly likely to start arguing with it about 40k game load-out limits, now are you?
  • I think not, no. You'd be checking your runes, and pointing the thing in the direction of the nearest Dreadnought with a certain malicious glee in your psychic heart, wouldn't you.

And I can tell you for nothing that, in game terms, it's worth the time spent dicking around with magnets just to see the look on your opponent's face!

Rogue Trader[edit]

Back in ye olde days, Wraithlords were called Eldar Dreadnoughts. Creative, right? GW was more into making the factions different-flavored copies of each other back then, a now-forgotten concept called symmetrical warfare. At this point, GW hadn't even made the rule that Dreadnoughts are forever, and the Eldar piloting the "Eldar Dreadnought" was just a normal dude who could get out. That bubbly head on the old models is a cockpit!

Regardless, the Eldar had the honor of having a few named variants of "Eldar Dreadnought" back then:

  • War-demon Eldar Assault Dreadnought: It came equipped with two Shuriken Catapults, one on each arm, and assumedly two dreadnought close combat weapons.
  • Banshee Eldar Support Dreadnought: It mounted a missile launcher on its shoulder, carried a flamer in each arm, and assumedly two dreadnought close combat weapons.
  • War-cry Eldar Assault Dreadnought: It sacrificed its left arm to carry one of several heavy weapons, including a Plasma Cannon, a D-Cannon, and of all things a "Lascannon". It's right arm seems to have been a Shuriken Catapult and dreadnought close combat weapon.

On the Tabletop[edit]

It'll cost you 100 points base to field one of these 10 wound monsters equipped with only its fists (though you can toss on two Shuriken Catapults for free). Those fists are mighty MEQ/TEQ slayers though, bitch-slapping everything at S7 AP-3 for a flat 3 damage; perfect for killing every flavor of primaris marine and putting a considerable dent in smaller monsters/vehicles. Once you start paying for the bells and whistles, however, the Wraithlord can fill a number of variable roles on the field. The Wraithlord can equip up to two standard heavy weapons of its choice: Shuriken Cannons and Scatter Lasers for anti-GEQ, Starcannons for even more anti-MEQ/TEQ, or Brightlances for anti-vehicle duties. The Aeldari Missile Launcher, the most flexible choice, is now a reliable anti-horde option due to the addition of the Blast rule in addition to performing on par with the Bright Lance against most larger targets as well. It can of course compliment any of these two heavy weapons with either the two free shuripults or a pair of flamers. Lastly, the Wraithlord's coup de grace is it's signature Ghostglaive: a beastly S9 AP-4 statline dealing d6 damage a swing that is excellent at slicing through the thickest armor and toughest flesh conventionally available to any army.

The ability to move and fire heavy weapons without penalty was a major boon for the Wraithlord in 9th. Due to their proficiency in melee, one arguably wasn't using their Wraithlords properly unless they were constantly closing in to tear their enemies a new one, which in turn reduced the effectiveness of a majority of the Wraithlord's loadout. Additionally, the added ability to fire all (non-blast) weapons while in combat makes the Wraithlord incredibly dangerous to attempt to bog down or remain in combat with even before it begins to swing those man-sized fists around.

It's not all great for the Wraithlord. While it's still as physically tough as ever, a degrading statline hampers it's effectiveness as the battle takes its toll on your Wraithlord's health. With only a 3+ armor save and no innate invulnerable save or FNP, the Wraithlord relies almost exclusively on its high toughness to shake off damage and can do precious little against a significant percentage of the anti-vehicle/monster weapons typically available to most armies. Additionally, Wraithlords can get expensive quite quickly, a fact one must consider if they're primarily just looking for a platform for heavy weapons; War Walkers and Vypers are significantly more cost efficient; especially since up to three of them can be fielded in a single detachment slot.

Power Rating[edit]

When dealing with Power Ratings all of that goes out the window. Sure, Wraithlords are 2 Power more expensive than a single War Walker, but they get a tougher frame, two extra small arms and a potent weapon for those measily 2 points. They might not be as fast and lack the save, but they make up for it with all the other perks.

Forces of the Eldar
Heroes: Eldrad Ulthran - Illic Nightspear - Prince Yriel - Phoenix Lords
Command: Autarch - Avatar of Khaine - Exarch - Yncarne
Farseer - Seer Council - Spiritseer - Warlock
Troops: Bonesingers - Guardians - Rangers - Storm Guardians
Aspect Warriors: Crimson Hunters - Dark Reapers - Dire Avengers - Fire Dragons - Howling Banshees
Shadow Spectres - Shining Spears - Striking Scorpions - Warp Spiders - Swooping Hawks
Eldar Corsairs: Corsair Prince - Void Dreamer - Voidreaver - Voidscarred
Exodites: Dragon Knights - Eldar Knight
Structures: Webway Gate
Wraiths: Wraithblades - Wraithguard - Wraithknight - Wraithlord - Wraithseer
Support: Support Weapon Battery - Vyper - War Walker - Wasp Assault Walker - Windrider Jetbikes
Vehicles: Hornet - Falcon - Fire Prism - Firestorm - Night Spinner - Warp Hunter - Wave Serpent
Flyers: Hemlock Wraithfighter - Nightwing Interceptor - Nightshade Interceptor
Phoenix - Vampire Hunter - Vampire Raider - Void Dragon Phoenix
Superheavy
Vehicles:
Deathstalker - Cobra - Lynx - Scorpion
Storm Serpent - Tempest - Void Spinner
Titans: Revenant Scout Titan - Phantom Battle Titan - Warlock Titan
Spacecraft: Darkstar Fighter - Eagle Bomber
Auxiliaries: Harlequins