Wraithguard

Source: Codex: Eldar, p. 11; Chapter Approved – Codex: Eldar Q&A (v2.0), p. 3

Elites

Wraithguard

Points/Model WS BS S T W I A Ld Sv
Wraithguard 35 4 4 5 5 1 4 1 10 3+

Squad: The squad consists of between 5 and 10 Wraithguard.

Weapons: Wraithcannon.

Character: The Wraithguard may be joined by a Warlock from the Farseer's retinue. See the Farseer entry in the HQ section of the army list.

Transport: If there are 5 Wraithguard and up to 1 Warlock in the squad, it may be mounted in a Wave Serpent for +110 pts.

Special Rules

Fearless: Wraithguard are not living creatures and are therefore not affected by emotions such as dread and urges of self-preservation. A Wraithguard unit never falls back and cannot be pinned. Even attacks which normally cause the enemy to automatically fall back have no effect on Wraithguard. If a character joins the Wraithguard, then he also becomes fearless.

Wraithsight: Wraithguard do not see the world as mortals do, but instead witness an ever-shifting image of spirits, which makes them slow to react to changes on the battlefield. At the start of every Eldar turn, roll a D6 for each Wraithguard unit that is not led by a Farseer or Warlock. On a roll of a 1, the Wraithguard may do nothing that turn.

Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Firing a wraithcannon at a skimmer that moved more than 6" that turn can never score a penetrating hit — all such hits are treated as glancing only, the same as any other weapon against a fast-moving skimmer.