The Wraithknight is a massive Wraithbone construct, towering even over the tall Wraithguard and massive Wraithlord design to harvest new soul stones from Crone Worlds. They can be armed with a pair of massive fuck-off Wraithcannons, a Suncannon or a Duel Disk and a huge Ghost Glaive.
They are for the Eldar what the XV-104 Riptide and Dreadknight are to the Tau and Grey Knights, except less stupid in the case of the latter. It is an enormous model and a lethal one, making it a massive fire magnet in a more literal way than usual. While its WS and BS are kind of meh (both 4), it's a Jump Gargantuan Creature with S 10 and 5 attacks and I 5. It's impressive in defence but not too much: T8, 6 wounds and 3+ armour; also the option of a 5++ blinding anyone at 6" each time it saves this way, plus Feel No Pain.
Like other wraithbone constructs, Wraithknights are animated by souls of dead Eldar. Wraithknights are special because they also have pilots; in particular, the pilot must be the twin of the soul animating the machine. It seems that the designers must have been watching FAR too much Evangelion (Yes, the whole thing, including the movies) the night before designing the Wraithknight.
Wraithknights like to be fortuned to forever laugh at all small arms fire and turn a one in three chance to successfully invulnerable save to a one in half chance, concealed, and renewed, but sadly cannot have their armor saves enhanced. Plonk one on a skyshield and place fortune on it to sneer at the very concept of dying. Don't forget that Forewarning and potentially Sanctuary are options, too.
As of the Codex Eldar: Craftworlds update, Wraithknights are now 295-point Jump Gargantuan Creatures (cue outrage from everyone), and the Wraithcannon and Ghostglaive are now Strength D. This is in contrast to Imperial Knights which cost 370 or 375 points a model and have only one Strength D weapon (the Reaper Chainsword). Eldar players celebrated, while everyone else is wondering what the hell GeeDubs was smoking to think that buffing an already overpowered unit further still could possibly be a good idea (- see below). On the bright side, this thing is now LoW, so in a Combined Arms Detachment you get a maximum of 1 in your list, but in the Craftworld Warhost detachment, you can have up to 12 for each Guardian Battlehost, one of which costs about 500 points base. MOTHER. FUCK. WELCOME TO 8TH EDITION This will set you back over 500 points for the sword and board variant, and it has the same statline as an Imperial Knight, which is now cheaper.
A historical note: one of the GW staffers who worked on Codex Eldar: Craftworlds spake thusly:
The Wraithknights... well, that was a thing. The Eldar codex was designed at a time when we were told to make things a) exciting and interesting and b) reflect the narrative at all costs. So D-weapons, right? Because that's clearly what the weapons are. So we did it, and we tested them loads, and the points values shot up (I think the Wraithknight was about 450?). Then they went to review, and someone in a position of authority (who has since left) said "I love it, but don't increase any points values."
Because, obviously, that means people need fewer models, see?
So I said "Ok, so I'll put the rules back to how they were," and was told "no, keep them, just don't change the points values".Makes me wince, just thinking about it.
Note that while the new Wraithknight is extremely tough, each army usually has at least one way of beating it:
- IG/AM: Lascannon spam out the ass, as well as ratlings to shoot for the mortal wounds. Alternatively, if you're willing to sacrifice the HS slots, Rapier Laser Destroyers, which are lascannons on crack.
- SM/DA/Cult Mechanicus: Grav Spam out the ass, or Sternguard's
vengeance rounds.S4 can't wound T8. Hellfire Rounds with Poisoned still work, just wound on 6s vs 2+. Codex marines with 3 las-preds can take one down in one turn of shooting on average (they damn well better; they cost more and still die to return fire).
- Space Wolves: Throw a squad of Wulfen with Thunder Hammer/Storm Shields at it. Seriously. Death Frenzy still works even if the Knight removes a model with a 6 on the destroyer table, and at S10 the Wulfin will lay on the saves. (Assuming the wulfen live long enough to close in)
- Sisters of Battle: Ironically, one of the most underused armies might be best against the Wraithknight in the form of Exorcists. Strength 8 AP 1 at 48" can whittle the Wraithknight down over the course of the game. Granted it's Heavy d6, so probably take an entire gunline of these things. And grab a squad of Dominions armed with Meltas in an Immolator with its own Multi-Melta. Give every Battle Sister squad and their Immolators Meltas as well. MELTAS FOR EVERYONE.
- Chaos Daemons: Daemon Prince of Nurgle with Balesword and either fleshbane reward or iron arm. Skarbrand also works wonders since his Warlord trait is Instant Death, and has Fleshbane attacks at WS10/I10. Alternatively, both Bloodthirsters and Keepers can outpace it in combat, while the Bloodthirster has AP2 and ID and Keeper has Rending. Lord of Change can just pepper it with psychic attacks the entire game too. Wrath of Magnus update: Magnus can kill it with one or two D hits (and everything else caught by the Gaze of Magnus beam), cast ID spell and transform it to the Unnamable Thing or force your own Wraithguard to Destroy it. Did I mention that he needs no line of sight for screwing your Wraithknight? Wraithknight has much less chances to win in melee due to lower WS, I and the lack of EW (Magnus has a force weapon) but look out for a sword-Wraith.
- Khorne Daemonkin: Fling a Bloodthirster of Insensate Rage with Strength D axe at it. Note that if it's a sword-Wraith (for some reason) the Wraith might actually win, striking first and hitting with a D weapon of its own.
- Eldar: You already have a WK. "But what if-?" Shut up. Just take it. If you somehow did not take it, or yours died, remember Bladestorm still auto-wounds regardless of toughness and is resolved at AP2 if you roll a 6 to wound, so Dire Avengers and Guardians can finish it off in a pinch if your other WK is distracted or dies due to being slapped by the other player's D-weapons.
- Dark Eldar: Ally with Eldar and get a Wraithknight of your own or just spam poison shots with Splinter racks for flavour. Only wounding on 6's, but you can stack a lot of them.
- Tau: Kroot/Drone sniper spam out the ass, as even though they wound on 6s those 6s are still AP2. Alternatively Stormsurge D-Missles are quite capable of removing a Wraithknignt in one turn assuming you have the markerlights. These tactics are much less effective if the Wraithknight has the sword and shield, but then again you were going to get absolutely mauled in assault anyway and at max the Wraithknight can kill only one unit per turn (Kroot conga lines work wonders here).
- Tyranids: Five Flying Hive Tyrants, but who the hell would have those lying around. Swarmlord or a pack of Genestealers can do some damage if you manage to run them up into close-combat. Of course you could just throw a bunch of Carnifexes or Old One Eye at it. You probably have the worst options for dealing with it. To be fair, you win in the "Fuck you, mine's bigger" contest with ANY of your super heavies being able to absolutely roflstomp a wraithknight... Even if they cost almost twice as much at a minimum. Alternatively, the shootier bio-titans can kill it before it even gets into assault. Fuckhuge amounts of Poisoned Gaunts would also hurt it, but you would need more points in gaunts then several wraithknights to kill just one. So, aside from spamming units which are going to be much more expensive then the single Wraithlord you are trying to kill, you don't really have any good options of killing it. Best Anti-Wraithknight option is probably to ally in your Genestealer buddies, or to just kindly ask your opponent to not bring the stupid thing in the first place. Oh well... Hopefully Cruddace doesn't touch your next codex?
- Blood Angels: Bring Mephiston, cast his special power and force (worst case scenario you'll have a 75% of each), you'll be wounding him on 2+ (hit him on 2+ with luck) and inflict instant death (therefore denying the 5+ FNP, which cannot be taken when ID is involved, regardless of T or EW), as a Gargantuan Creature, Wraithknights suffer D3 wounds from Instant death so it will take at least 2 hits. But given that, statistically, you can get 4 wounds (5 with Transfixing gaze) and the Knight only has a 5++ (and only the CC variant, so the other is dead meat too), it's not that hard. Sure, you need luck to pull this maneuver but by the emperor you'll be brofisted by everyone should this happen.
- Chaos Space Marines: Lascannon spam out the ass from Obliterators, Havocs, and Predators. New supplement books update the Tzeentch discipline giving your one power to insta-kill Wraithknight and replacing with The Unspeakable One and another one to kill with your opponent's distortion weapons. Traitor Legions supplement allows you to grab some Warpsmith-centered formations which make your Oblits and Daemon Engines to produce more Dakka.
- Necrons: Destroyer spam out the ass to get past armor saves. Heavy Destroyers will work better due to their higher strength weapons, but with Gauss, even your basic troops will auto-wound on a 6, so with all the shots you land you'll likely get enough of them to kill it.
- Orks: Tankbustas out the ass. Plus a Battlewagon full of Rokkits or a Mek Gun line of Kannons can do some damage. All Mobs must have as many Rokkit Launchas as you can. With shitty Ork BS, you'll need every shot. Or if you're feeling particularly Orky and/or suicidal hope you can run Ghazghkull and a mob of Meganobz up to it.
- Harlequins: see the harlequin tactics for full info but solitaires are the ultimate knight/riptide/wraith knight etc. killers, because as they flail around hitting them on fives the solitaire auto wounds/glances on a 6 to hit, which with 8-12 attacks this can happen pretty reliably.
- Skitarii: 20 Secutarii Peltasts using flechettes, coupled with Misfortune, will kill it in a single volley, no questions asked. Rad carbines also work wonders, auto-wounding on 6's and causing 2 wounds each time. Couple with misfortune to taste.
- Genestealer Cults: Surprisingly one of the better armies for confronting a Wraith Knight. Almost everyone in your army has Rending in Close Combat (6s are auto-wounds regardless of toughness at AP2), and the Cult Ambush rule allows you to potentially lock it down turn 1. Be warned, you will face massive casualties, even if you luck out with the rends. This goes double if the Wraithknight took the Suncannon/Shield or the Sword-and-board cobmo, since it will have another line of defense in the form of invulnerable saves.
- Grey Knights: 8th edition? Mortal wound spam like your life depends on it.. which it does. Then again nearly everything you have access to does multiple wounds and possesses reliable AP for what they normally have access to. Or throw Dreadknights at the damn thing till its paste. 7th edition on the other hand you have more options. Powers allow for some nasty fun, not to mention sanctic giving you access to your own D strength attack. Everything, even your Dreadknights have force available. Its possible to kill one with a ten man squad of purifiers armed with falchions. Powered up with hammer hand and force. The match is unforgiving, but possible. If anything 8th was more in the WRs favor in this case.
If anyone thought that there cannot be anything more OP than a Eldar Wraithknight, then these people were wrong.
Introduced by Forge World, the Skathach Wraithknights are even rarer than the vanilla Wraithknights, and equally more powerful as it is rare, the Skathach were designed to travel the Webway and exterminate everyone and everything that isn't Eldar and who has the balls to trespass into the never-ending pathways.
Skathach Wraithknights are powerful ranged units thanks to their weapons of choices. They can either choose Deathshroud Cannons or Inferno Lances. The first is probably the largest Monofilament Weapon in the Eldar arsenal that is designed to leave gore and carnage whenever a Skathach shoots, while the latter is the evolution of Fire Dragon Fusion Guns and Lances but much more devastating due to their sizes. Both weapons are always mounted on these Wraith-Constructs in pairs for maximum efficiency.
Apart of weapons, the Skathach are additionally equipped with Webway Shunt Generators. Very complex pieces of Eldar technology that allow them to enter and exit the Webway at will.