White Metal Games

Magnetizing the Eldar Wraithknight, a tutorial by White Metal Games

Caleb / 1 Comment / Blog /

Greetings fellow wargamers!  My buddy Spence recently acquired a Wraithknight model for his Dark Eldar/allied Eldar army.  I mean, how could he resist?  At nearly 9″ tall, this model could punt a carnifex like a football. 

In a rare shift for GW, the kit contains 4 different arms to explore all the different options for the Wraithknight.  Fortunately the model only has a few different builds, which include:

Ghost Glaive/Shield 2 Wraithcannons Suncannon and Wraithcannon

As well as the smaller weapons (scatter laser, bright lance, starcannon)

wraithknight wraithcannon bits

 For this tutorial, you will need the following magnets:

1/4″x 1/16″:  Six of these 1/8″ x 1/16″:  Six of these 3/16″ x 1/16″:  One or Three of these, depending on preference

Let’s start with the shoulder weapons.  Now it’s important to note that these weapons could be mounted on the arms as well, but for sake of ease, we liked the shoulder as host points so that’s what this tutorial covers. 

To start, go ahead and make a few guide marks where you want the magnets to be.  Aim for the center of the mounting point, or the apex or convex of the part depending on what it is you’re mounting.  Drill out a 1/16″ hole on the bottom of both of the sponson weapons (the scatter lasers, in this example).  DON’T GLUE THE WEAPON BARREL INTO THE HOUSING.  By leaving it loose you’ll be able to swap out the weapons later. 

Now grab a 1/8″ bit and drill out the hole a little bit wider.  It’s important to go up one stop at a time between drill bits, and rushing or skipping a bit could leader to blowing out the hole for the magnet.  Generally, the 1/8″ magnet won’t fit into the hole bored out by the 1/8″ drill bit of the same size.  That would be too easy.  You’ll probably have to wiggle the drill bit around a little bit to widen the hole, or even in some extreme cases go up an entire extra drill bit size.  Go slowly, as too much wiggling could break your bit off in the freshly bored hole and then you’ll have to get that out of the way before you can press on. 

wraithknight wraithcannon bits

Drill out matching holes on the eldar wraithknight ‘shoulders’ on the corresponding points.  Use the same process as above.  Again, go slowly, don’t rush it.  If you go too fast you might fracture the bits, and with the bits market about to take a major hit in a few weeks, it’s no guarantee you’ll be able to get ahold of them easily.

Once you’ve got all your holes drilled out, now it’s times to glue, finally.  Polarity won’t be much of an issue on this figure, for a few reason.  Firstly, it doesn’t have a lot of options you’ll want to later add on, like new wargear or the like.  Secondly, the host points are so far apart that the other magnets will likely never pose a polarity risk to your other bits.  What I mean by this is that there is ZERO chance that the magnets on one shoulder will be close enough to the other shoulder to rip them out magnetically.  The model is just so big that it’s not an issue, unlike, say, a carnifex, where all the dual arm sockets on either side of it’s body are always going to be a problem unless you make sure you match the polarity, so they aren’t fighting each other.

wraithknight wraithcannon bits

Again, the only that thing really matters here is matching the polarity for each point.  It doesn’t particuraly matter if the guns are either shoulder match each others polarity.  The only real reason I can see this being a problem would be in the case of storage.  If you store these bits close together then there is a chance they will attract to each other and eventually that could be a problem.  The simply solution here is to separate your  magnetized bits the same way you would painted figures . . . in individualized foam cells to protect them. 

Next up, the suncannon arm.  This is a right arm, and it allows for either a suncannon or wraithcannon to be mounted.  So instead of drilling out this arm, we simply glued a 3/16″ x 1/16″ magnet into place.  Again, the polarity wasn’t a bit deal here, since it is so far away from any other bit on the model.  Once painted up, this magnet will be invisible to the eye.

wraithknight wraithcannon bits

On the corresponding bits (the wraithcannon and suncannon barrels) we sanding down the square peg so that we could sink our magnets.  It’s important to note that while a 3/16″ magnet will fit on this space, it is entirely too big to drill out a hole for this magnet on this bit.  So, you have two options:  Firstly, you can simply glue the 3/16″ magnet into place.  Check the polarity, obviously.  This has the advantage of being fast and easy, but since it has no support around it, there is a risk over time of the magnet being pulled off.

wraithknight wraithcannon bits

The second option, and the one we choose, was to drill out 1/8″ holes for the 1/8″ magnets to be inserted into these bits, much like the scatter lasers above.  This gives you extra durability, however, we did find that the wraithcannon barrel (being so long) could use a slightly larger magnet (the 3/16″) to support it.  The 1/8″ will work fine, don’t get us wrong, but when you move the model there is a little ‘wiggle’ to it.  The solution is a stronger or larger magnet.  Or in our case, just being okay with a bit of give when the model moves.  Now you know why we suggested having a few extra 3/16″ magnets on hand for this tutorial. Those larger magnets will create a stronger pull, but they’ll just be glued into space.  They’ll paint up fine, but they may (over time) come lose.

When attaching or detaching magnets, always break the yoke to the side rather than pulling away directly.  Think of it like if the Great Unlean One fell down.  With the GUO being so fat, wouldn’t it be easier for the GUO to roll onto it’s side and stand up that way, rather than just trying stand straight up.  See force (in this case gravity, in the case of the magnets, magnetic force) is being exerted  on the subject (the magnets).  That force is always exerting pull on those magnets.  When you pull the magnetized bit away, it’s a bit like the GUO trying to stand up.  It’s easier to roll to the side (breaking the yoke).  It also exerts less force on the magnet, and thus your magnets will last longer (at least stay attached)

The limbs and the torso were the trickiest parts.  This par required 1/4″ magnets, which are very large for magnets used on miniatures.  For the arms we simply glued these into the sockets, being sure to check polarity as we went.  We didn’t green stuff them down or anything, since you’d never see them and if they came out a little glue will solve all our problems.

wraithknight wraithcannon bits

For the torso, however, the problem was three fold.  Firstly, those shoulders are hollow.  So drilling is fine, but there’s nothing for the magnet to be supported on.

Secondly, those shoulders are in 2 parts.  So while drilling the halves might come apart, and make it harder to get a smooth hole.  Like trying to drill a hole between two coffee tables that match up end to end perfectly. 

wraithknight wraithcannon bits

Finally, the magnet had to be big enough to support the weight of the arms, BUT the magnets we used are almost flush with the shoulder itself.  So we couldn’t drill out too fast, or too hard.  For all the above reasons. Mostly, we were trying to avoid a blow out.  That’s when you drill the hole too quicklly and you shred the bit you’re working on.  In this case, the shoulder halves. 

So, starting with a 1/16″ bit, we drilled out the center of each shoulder.  Then working up a bit at a time (5/64, 3/16, etc) we eventaully got up to 1/4″  Even then we had to use an exacto knife to help whittle out the inside of the shoulder socket until it was a clean fit. 

wraithknight wraithcannon bits

Once we had our hole, we glued the magnet into place, between the two halves.  It still wasn’t perfectly flush, SO we simply twisting it so that the seam was facing the top of the model (facing the shoulder pad lining).  This way it would never be seen and thus never become an eyesore. 

Finally, we mixed up a little grey stuff and applied it to the inside of the socket, using it like a ballast to support the magnet.  By pressing it firmly up against the magnet and filling the inside of the shoulder socket, we created an artificial back for the magnet, so that it would have added support.  Once glued down you’d never notice it anyway! 

All told this project took about 2 hours, so don’t rush things.  Take your time, be patience, and pretty soon you’ll have every option for your Wraithknight there is! 

For a video fully detailing this processing, check it out here! 

My name is Caleb and I am the Owner of White Metal Games!  Be sure to check us out for any painting, assembly or magnetization project you have!  Until next time, PUT YOUR MINIS WHERE YOUR MOUTH IS! 

Happy Wargaming

Caleb Dillon

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Very useful guide, thanks buddy :D

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Looming ghost warriors many times larger than even the mighty Wraithlords, the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Aeldari.

Dominating the tabletop, the Wraightknight is an enormous model, standing almost 9” tall at its highest point at the top of the Warp vanes. There are a variety of different armaments available to this kit. Its left arm can be equipped with either a wraithcannon or a scattershield. The right arm has a

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  • Eldar Walkers


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White Wraithknight

An Aeldari Wraithknight armed with a Ghostglaive .

A Wraithknight is a Craftworld Aeldari Ghost Warrior combat walker. Dominating the battlefield, the Wraithknight looks down upon its foes like a vengeful god of war.

Armed with either massive directed energy cannons or a colossal powered Ghostglaive and Scattershield for melee combat, this giant Ghost Warrior can unleash blazing destruction or charge in to artfully carve apart its foes.

Inside its wraithbone hull, its living pilot communes with the soul of their twin, for this Ghost Warrior is driven by two Asuryani , one living and one dead, working as one.

In many ways, the Wraithknight embodies the symbol of the cyclical nature of reality for the Asuryani, the curving discs that embody a portion of death within life and a fragment of life within death.

Their contoured shells house the spirits of the wakeful dead in much the same way as lesser Ghost Warriors, though their armoured chests each hold a living Asuryani pilot within.

These pilots are not normal steersmen such as those at the helm of Aeldari grav-tanks and aircraft, but rare and unusual warriors who were each born a twin.

  • 3 Skathach Wraithknight

Warhammer 40K Darktide Review - Left To Shred

02 December 2022

Eldar Wraithknight

An Asuryani Wraithknight strides across the battlefield.

The psychic link between the rare pairs of Asuryani identical twins is like no other. Whilst alive, these gifted individuals can sense the proximity, the mood, and even the thoughts of their counterparts with the ease that a normal Asuryani could feel the sun on his skin or the wind in his hair.

The bond is so strong that should one of the twins die before the other, the surviving brother or sister will often fade away in sympathy.

Sometimes, when such a soul-reaving loss has taken place, the surviving twin will sacrifice what is left of their life to pilot a Wraithknight for their craftworld .

The essence of the dead twin is transferred from the Infinity Circuit of their craftworld into the large Spirit Stone in the chest of the giant Ghost Warrior, whilst the surviving sibling enters a near-permanent battle trance within the fitted cavity behind its breastplate.

The clarity of thought provided by the living twin ensures that the construct moves with the speed typical of the Aeldari species, whilst the psychic link between the pilot and their departed sibling allows them to commune with not only the animating forces of his twin, but also the spirits of former incumbents that once controlled the construct's long-limbed form.

The great measure of control afforded by this gestalt mind gives the pilot mastery over the construct's psychically-powered weapon systems and affords the war machine an acrobatic grace that belies its massive size.

It is well that each Wraithknight is capable of such feats of heroism, for it is they who are at the forefront of the quest for new Asuryani Spirit Stones .


A Wraithknight of Craftworld Saim-Hann armed with twin Heavy Wraithcannons standing next to a Guardian for size comparison.

By passing through forbidden portals and traversing the shattered multidimensional spars of the Webway , Wraithknights can emerge onto the surface of Crone Worlds , where the nature of realspace shears with that of the Warp .

It is the metaphysical friction of this unnatural union between the energies of the Immaterium and realspace that causes reality itself to bleed, each drop of unleashed psychic energy from the Warp crystallising into a new Waystone ripe to house another Asuryani soul and so become a Spirit Stone.

Only a Wraithknight can endure the Warp-touched environments and daemonic infestations that plague these lost planets and return with their bounty intact.

Those mortals who embark upon such perilous missions risk not only their life but also their eternal soul. Only the Wraithknights have the power and resilience necessary to harvest a clutch of Spirit Stones and still escape from the nightmarish denizens of the Crone Worlds.

As the end of days approaches and instances of birth become ever more eclipsed by reports of death, fewer and fewer pairs of Aeldari twins are born upon each craftworld.

A great many Wraithknight pilots are recruited from Revenant Scout Titan helmsmen who have lost their own Aeldari twins in battle and, driven to regain their kinship whatever the cost, give themselves over to the twilight life of a Wraithknight pilot.

As unsettling as it may be, it is whispered that some craftworld councils are removing the option of choice from such individuals. Desperate times call for desperate measures, after all -- should a pair of twins be too attached to the light of the living world, it is possible to steer them toward a darker fate.

Armament [ ]


An Asuryani Wraithknight cuts down a monstrous foe.

Looming Ghost Warriors many times larger than even the mighty Wraithlords , the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Craftworld Aeldari .

Each carries either a pair of Heavy Wraithcannons , their lengthy forms capable of sending their targets straight into the hell-dimension of the Warp; a Suncannon , powerful enough to obliterate a platoon of Human soldiers in a single blast of roiling plasma; or a great Ghostglaive and Scattershield to engage even the Daemon Lords of Chaos in single combat.

Skathach Wraithknight [ ]


A Skathach Wraithknight armed with twin Deathshroud Cannons .

A much rarer form of Ghost Warrior construct than the Wraithknight itself, Skathach Wraithknights were designed to walk the endless paths of the Aeldari's ethereal realm in the Webway and to purge them of any who would dare trespass.


A Skathach Wraithknight of Craftworld Mymeara armed with twin Inferno Lances .

This macabre breed of Wraithknights are piloted by an Asuryani torn by the separation from their twin. Grief-stricken, a pilot and his Skathach Wraithknight dwell in the Webway communing with the small wraithbone Infinity Circuit of their own construct.

Usually Skathach Wraithknights protect the Webway from intrusion and emerge into realspace only to aid Asuryani forces on the brink of defeat or to defend threatened Webway portals.

Equipped with complex Webway Shunt Generators and rare, specialised weapons, Skathach Wraithknights are few in number, but devastating in battle.

Skathach Wraithknights are often armed with a pair of Deathshroud Cannons or Inferno Lances . Similar to the armament of the Deathspinner grav tank, the Deathshroud Cannon projects a dense field of monofilament wire which leaves only unrecognisable gore in its wake.

The area affected can be adjusted for maximum coverage or increased lethality.

Sources [ ]

  • Codex: Eldar (6th Edition), pg. 51
  • Codex: Craftworld Eldar (7th Edition), pg. 77
  • Forge World Website - Skathach Wraithknight with Deathshroud Cannons
  • Forge World Website - Skathach Wraithknight with Inferno Lances
  • White Dwarf Weekly 92 (2015), "Forge World - Eldar Skathach Wraithknight"
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  • 2 Emperor of Mankind

wraithknight wraithcannon bits

Breaking Down the New Wraithknights

It should be obvious by now that I have a thing for the Eldar. Which means the re-release of  The Doom of Mymeara has got me super-excited, mostly for my beloved Corsairs. And because it was in dire need of it. But what’s got people talking right now is the ‘Skathach Wraithknight’, a variance of the standard Wraithknight in the same pattern as Forge World’s expanded line of Imperial Knights.

We now have what could easily be called the “Wraithknight Variety Pack”. But since Forge World’s units range anywhere from “Take only in narrative games you’re down with losing” to “Fit as many of them in the army as you can”, it’s worth breaking down these imposing Webway guardians to see where they’re at. And since Paul Murphy asked me to do exactly that…here we are.

Deathshroud Cannon : This one doesn’t really need much comparison, because it has an entirely different role than the original Wraithknight. It’s an infantry killer. From a leak of the rules, it looks like it can fire either a Hellstorm template or Massive Blast with Shred and Monofilament – and it’s got two of those (or one and a shimmer shield). Combined with two shoulder mounted Shuriken Cannons or Scatter Lasers, and able to fire all four weapons, that’s…a lot of dead infantry.

You know how I’ve been saying that hordes of cheap troops are the counter to D weapons? This is the counter to those troops. And if you could get in and amongst a Tau gunline…

Inferno Lance : This is the more interesting weapon to analyze, because the original Wraithknight is a nasty anti-tank/big creature platform all it’s own. The Inferno Lance takes the same basic tactic, but with an entirely differently philosophy – many (d3+2) Str 8, AP 1, Melta shots instead of few big-hitter Str. D shots. How do the two compare?

Versus an Imperial Knight

I set up the simulations in the usual way. 1000 simulated rounds of shooting at a “generic” Imperial Knight’s front arc – AV 13, a 4+ ion shield save, and six hull-points to go through. First, lets see how they stack up against each other while in melta range. The purple bars are the number of glances or penetrations caused by the Heavy Wraithcannon, and the sky blue the same caused by the Inferno Lance:

Inferno Lance vs. Wraithcannon, Melta Range against an Imperial Knight

Here, you can see the two different philosophies at work. The Wraithcannon is a very “Go Big or Go Home” weapon – a high chance of just missing completely, but it’s also got a much higher chance of a good shot just obliterating the Knight with no save involved. The Inferno Lance on the other hand is consistently doing good damage – you can expect to do  something most of the time, occasionally get lucky or hope a penetrating hit gets a good result. Which one is preferable is…well, a little bit of a tossup in my mind, especially since the mean for the two is essentially identical (2.1 vs. 2.2 glances or pens). It’s just picking your distribution. Looking at this, with the Wraithcannon ~22.5% of the time you just blow up a Knight, mic drop, and walk away. My guess, and this is something I suspect is increasingly important to Eldar players, is that your opponents will complain less about the more reliable, but less “shock and awe” Inferno Lance.

The same story is true with a slightly enhanced Knight enjoying a 3+ ion shield save:

Inferno Lance vs. Wraithcannon against a 3++ Imperial Knight

The ability for the D weapon to simply punch through the save advantages it slightly in this scenario, but the Inferno Lance is still a pretty reliable performer, getting some consistently strong hits in. But what if we leave melta range?

Inferno Lance vs. Wraithcannon against an Imperial Knight at long range

This…is a little bit more of a problem. Outside of melta range, the Inferno Lance’s modest Str 8 shots struggle, and you’re now relying largely on just a sheer number of shots to cause some glancing hits. And most of the time you’ll cause at least one, but if you don’t believe you’ll be able to engage with your enemy at melta range, the original Wraithknight, which isn’t perturbed by being at long range, is probably your best bet. That being said, if you can’t play mobility games with a Wraithknight, something’s already gone sideways.

Another question is what if your local tournament scene is using one of the many potential nerfs to the Destroyer weapon table. Looking at a fairly common one, “D-1 for all ranged D” (my stance on rules tinkering should be clear by now), in melta range:

Inferno Lance vs. Wraithcannon in ITC setting

The short answer? You’re buying one of the new Wraithknights. Taking a “Go Big or Go Home” weapon and taking away “Go Big” has pretty predictable results. There’s basically no circumstance where you should be taking anything but the Inferno Lance. It’s more reliable  and it’s better. Two great tastes that taste great together. How about outside melta range?

Wraithcannon vs. Inferno Lance, ITC setting at long range

Even in what should be the Wraithcannon’s wheelhouse, where it is admittedly less reliable but enjoying a higher top-end than the Inferno Lance, I’m not convinced that it’s good enough to make up for the lack of performance once the Inferno Lance gets in melta range. And this is what annoys me about rules like that – “How good is this unit?” should not be answered with “Well, where are you playing?”

Outside of hunting heavy vehicles, the other role for a Wraithknight is hunting Monstrous and Gargantuan Creatures. The Wraithcannon is equally good at both roles, while the Inferno Lance loses the benefit of the melta rule, but still enjoys an excellent AP and high strength. How do the two stack up hunting a fellow Wraithknight?

Inferno Lance vs. Wraithcannon against a GMC

Same story, assuming there’s no shield or other save of any sort involved. The mean number of wounds is pretty similar (2.8 for the Wraithcannon, 2.7 for the Inferno Lance), and the loss of the edge from melta not mattering is made up for with high strength. The Wraithknight continues to be a powerful but swing-y weapon, giving you your best chance to just take your opponents big baddie off the table, but also your biggest chance to simply do nothing at all. In contrast, the Inferno Cannon is just a reliable, workman like performer – unlikely to win big turn one, but consistently sending wounds your opponent’s way.

There is one last thing to consider: vehicles in squadrons. Using my beloved Hornets as an example, here I believe the Inferno Lance has the indisputable edge. The Wraithcannon can, at most, kill two of them. An Inferno Lance on the other hand, can get a great many more  hits , each of which can be spread over the unit. If your opponent is fielding large squadrons, the Inferno Lance is likely the way to go. The same is true if you turn your Wraithknight toward killing tough but low-wound units, like Terminators.

Quite by accident, this turns out to be a great illustration of the fundamental idea behind  Variance Hammer , and the conflict that arises when you move beyond just “On average…” in your analysis of a unit. Do you go with “The dice gods favor the bold”, and try to slam your opponent with a few critically disabling shots (and risk doing nothing at all) or do you favor reliability and predictability (that won’t deliver you the spectacular turn)? Does it depend on setting – a tournament, versus a friendly game?

To my mind, both are valid choices. The Inferno Lance is a viable, different, but not overpowering alternative to the Wraithcannon, that adds twist on the Wraithknight as a fire platform without being indisputably better (unless your group has fiddled with the D table). Well done Forge World.

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wraithknight wraithcannon bits

Love it. My one follow up would be how does Eldar’s easy ability to twin link it’s big hitters with psychics change the comparison?

My assumption is that the Wraith cannon version benefits a lot more (going from 1.67 hits to ~2.11 hits on average) but would be curious to see how that played out.

Sorry, that math was clearly wrong, haha. But even so, would be curious how the increased reliability from guide or prescience on each Wraithknight changes the numbers, whether it just increases both by about the same, or if one benefits more than the other.

wraithknight wraithcannon bits

That’s a good question, and I expect that the Wraithcannon might benefit more (less “Go Home”). It’s pretty straightforward to answer – I’ll take a look tonight.

The shift with twin-linking is actually less important than I figured it would be – enough that it’s worth doing, but it doesn’t really shift the distribution shape enough that the overall message isn’t the same – Inferno Lance is reliable, Wraithcannon is hard hitting, etc. I’d probably view it as more urgent for the Wraithcannon though, as even a small shift will be far more noticeable when you’re looking at “Did nothing/Killed everything” versus “Did some hullpoints/did slightly more hullpoints.”

On further thought, I can’t say I find that terribly surprising. The reliable gets more so while the variant becomes more reliable. Now the question could also come down to point differences between them, though unless the movement thing is super extreme, I’d expect it to be close enough to still be a fair comparison

wraithknight wraithcannon bits

Excellent as always sir. Thanks very much for the info this really helped. I was wondering if you were thinking of doing a breakdown of the effectiveness of the new lasblasters on the basic corsairs vs shuriken catapults.

I haven’t seen all of the new book, but I’ll do a breakdown when I get it.

Glorious. I can’t wait.

  • What to Make of Corsairs? | Frontline Gaming 8 years ago Permalink
  • Reviewing Doom of Mymeara: Eldar Units – Variance Hammer 8 years ago Permalink

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Looming ghost warriors many times larger than even the mighty Wraithlords, the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Aeldari.

Dominating the tabletop, the Wraightknight is an enormous model, standing almost 9” tall at its highest point at the top of the Warp vanes. There are a variety of different armaments available to this kit. Its left arm can be equipped with either a wraithcannon or a scattershield. The right arm has a

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Delivery prices start from FREE for orders of £40 or over, and from £3.50 for orders under £40.

All delivery options and prices

If for any reason at all, you're not satisfied with your purchase, you can return it to us for a refund, or exchange it for something else. No quibbles and no funny handshakes required. All we ask is the product still be in its original packaging and you have your proof of purchase and we'll be happy to help.


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Craftworlds Codex Review: Lord of War: Wraithknight

It’s okay to use Wraithknights again, guys. They’re no longer the boogeymen of the game. Click to read the updated CA2018 article, or check out the Tactics Corner for more great reviews and strategies.

wraithknight wraithcannon bits

The Wraithknight is a towering titan of wraithbone and eldritch weaponry, animated by the spirit of a pair of Eldar twins- one living, one dead. Their psychic abilities amplified by their uncanny connection, the two pilots can reach across the barrier between worlds to control the massive bulk of their conveyance and wield it with a deftness of touch unthinkable to any other race.

On the table, a Wraithknight is indeed a rather massive beast, coming in with stats on par with those of any other superheavy. Strength and toughness eight make it a force to be reckoned with in combat as well as defensively, and twenty-four wounds mean that it won’t go down easily to even sustained firepower. A 3+ save isn’t particularly impressive, but it’s not particularly bad, either- it’s what Knights, Baneblades, etc, all get as well. A 12″ move is certainly pretty quick, although notably it has lost the ability to Fly that it possessed in previous editions, while weapon skill and ballistic skill 3+ are standard for Eldar- though they, like its movement, degrade as it takes damage. Finally, four attacks is a somewhat-unimpressive number, though its weapons can make up for this pretty well, so we can’t really complain too much. Clocking in somewhere between 375 and 450pts (depending on loadout), it is definitely rather expensive, but not much more so than most superheavies.

Wargear and Special Rules

A Wraithknight comes with Ancient Doom (allowing it to reroll misses against Slaanesh in close combat) as well as Catastrophic Collapse, potentially dealing damage to nearby units when it is destroyed. It also has the Unstoppable Revenant rule, allowing it to ignore the Heavy penalty, act normally after falling back, and pass over enemy infantry when doing so.

More interesting is the Wraithknight’s armament- it can be equipped with a wide variety of shooting and melee weapons to different effect, including numerous secondary weapons. All Wraithknights come with Titanic Feet (S8 AP-2 DmgD3 triple dice for attacks) and Titanic Wraithbone Fists (S8 AP-3 DmgD6). It can then pick one of three configurations for its “main” weapon- either a pair of Heavy Wraithcannons (each of which is 36″ S16 AP-4 DmgD6 and two shots), a Suncannon and Scattershield (48″ S6 AP-3 Dmg2 2d6 shots), or a Titanic Ghostglaive and Scattershield (S16 AP-4 Dmg6); the Ghostglaive is the cheapest of the options, at 375pts, with the Suncannon being 30pts more and the Wraithcannons another 10pts on top of that. The shield grants the model a 5++, which is sorely needed considering it lacks the invuln possessed by many other “big” targets like Imperial Knights, Stompas, or Stormsurges.

A Wraithknight can also mount up to two secondary weapons, regardless of its primary armament choice; each can be either a Shuriken Cannon (10pts), Scatter Laser (7pts), or Starcannon (13pts); since it ignores the penalty for heavy weapons there is very little reason to ever take the Shuriken, so only the other two are really worth considering.

wraithknight wraithcannon bits

The first thing we ought to consider is how to equip our Wraithknight, as the three setups tend toward different roles in an army. With the price reductions all three are more viable, although I still don’t think any of them are tremendously exciting overall- still, they do have some uses. The Heavy Wraithcannons is, sadly, probably the worst of the lot; it lacks an invuln to keep it alive against enemy shooting (something that is quite important for any superheavy) and its main armament is relatively lackluster in overall performance. Although four shots with d6 damage is hardly bad, they don’t have the long reach of many other main guns and is a bit on the unreliable side in terms of actually pushing wounds through against other hard targets. It can do a reasonable job of blasting basic tanks and whatnot, but Craftworlds have better units to do that sort of work and unlike its Knight counterparts it lacks a dedicated melee weapon (or stratagems) for going toe-to-toe with another giant robot. The Suncannon version is better, although still not amazing. With its 5++ against both shooting and melee it can be considered marginally more resilient than your typical Knight; it lacks the ability to Rotate Ion Shields, but has some other options through the Craftworlds stratagems and thus is pretty acceptable in that respect. However, its Suncannon is a pretty middling weapon for a superheavy to carry- 2d6 mid-strength shots compares very poorly to, say, an Avenger Gattling Cannon or the likes, and while you can shore that up with some secondary armament you still have the same issue as the Wraithcannon one that you lack a “primary” melee weapon for going in with another big dude.

The Ghostglaive variant is probably the best of the three; it not only has an invuln but also carries a good main weapon for smashing heavy targets. Although it has few to no options at range, it at least is pretty scary in melee and can often go through whole units that way, although if we’re comparing them then a Knight Gallant is not only more accurate but also more attacks than the Wraithknight is, which doesn’t speak particularly well of it overall. Still, it’s a big, smashy target that can fight most things in the game effectively and gets a decent number of attacks, so I would say that it’s a pretty fair option overall.

Since the secondary guns cost you nothing except points to take, I think they should generally be defaulted to as well; Starcannons and Scatter Lasers each have their advantages in terms of rate of fire vs AP/Dmg, but whichever you favor I don’t think there’s much of any reason not to take a pair of them on any variant of the Wraithknight you choose to field, as they are comparatively cheap and add some flexibility to the unit.

With that out of the way, let’s talk tactics a bit. A Wraithknight, like any superheavy, is a huge chunk of your list. That means you need to be prepared to support it just like you would any other set of units- people often expect superheavies to carry the field by themselves, even when they would never expect another collection of units with the same cost to do the same. So if you’re going to use a Wraithknight, understand that it can’t just be left on its own to do anything and everything at once- you’re going to need to make sure you have psychic powers to buff it with, ground units to score objectives that it clears, etc.

However, with that said, one of the biggest advantages of a Wraithknight is that it can be good at many things- the Wraithcannon loadout especially is very, very dangerous in both melee and shooting when fully kitted. The main guns can clear out tanks with almost trivial ease while the secondary guns whittle down infantry, and anything left nearby gets charged with twelve high-strength multi-damage attacks, which should put some pretty brutal hurt on all but the toughest of units. Making best use of this double threat is a big part of getting a Wraithknight to work properly- if you aren’t both shooting and charging most turns of the game, you probably aren’t really getting your money’s worth from it. Remember that the Knight can fall back from combat (moving over enemy infantry if necessary) and still act without restrictions, which you should generally be doing even if you are locked in combat- getting to strike first is generally worth the possibility of suffering a wound or two from overwatch.

wraithknight wraithcannon bits

Wraithknights, not being infantry, can’t benefit from some of the psychic powers in the Craftworld disciplines, but there certainly are more than a few that work on them- and stratagems as well. The Runes of Fate discipline is where most of the good stuff lies- Guide is fantastic for ensuring that your shooting does its job, naturally, and Fortune is an excellent defensive tool for a model with as many wounds as the Knight has. Runes of Battle can’t directly buff the Knight, but it can debuff enemy units that the Knight is fighting- Ennervate can be a lot of fun (makes those Thunder Hammers wound you on 5s!) and Drain can be useful for similar reasons; Jinx is, of course, excellent as always and the others can be variously of use also.

The Bonesinger’s ability, though not technically a psychic power, is also worth calling out. Able to heal d3 wounds to a model (to a limit of once per turn), it doesn’t seem like a lot when compared to the Wraithknight’s huge pile of wounds… but as anyone who has suffered under Smite spam can tell you, those d3s add up surprisingly quickly. The small handful of wounds healed each turn can also push you from one part of your damage track to another, which will make a big difference- and it can be combined with the Tears of Isha stratagem to heal an extra d3 wounds, making it even more potent. Although this can get expensive CP-wise pretty quick, having to deal 30-40 total damage to the Knight to actually kill it can be immensely frustrating for your opponents and I highly recommend it.

The Supreme Disdain stratagem is also worth calling out due to its interactions with the Wraithknight’s melee weapons. While normally merely an okay stratagem and not generally worth activating even for reasonably-strong units, it really shines for the Knight because the Titanic Feet triple the number of attacks that you get- so not only are you rolling twelve dice for the initial hit roll (probably giving you ~2 6s to hit in order to trigger the stratagem) but also tripling the bonus attacks you get , as confirmed by the FAQ about Death to the False Emperor (which works the same way.) So a Wraithknight with Supreme Disdain is generally getting eighteen attacks (or, in other terms, seven dead MEQs) and if you get lucky can get way more swings than that, theoretically as many as forty-eight.

I’ve lauded praise on the Wraithknight’s abilities up until now, pointing out the many things it can be amazing at, but it’s time for a reality check: you don’t see Wraithknights at tournaments basically ever, and there is a reason for that. For as shooty and fighty as they are, Wraithknights are surprisingly easy to kill even when benefiting from the Alaitoc trait- if you’re facing down a Ghillieman, Tau, or IG gunline they probably will blast it out of existence on turn 1, because it presents a very big and obvious target for them to focus all of their shots on and lists like that are very good at focusing on targets. Similarly, a Blood Angels or Tyranids melee army that dumps its efforts into the Knight should be able to down it pretty quickly also, since it typically lacks any kind of invuln and there are a variety of powerful melee weapons out there these days. Its huge statline might make you feel invincible, but don’t be fooled- compared to the 500-600pts of other units you could be buying instead, a Wraithknight is surprisingly vulnerable.

wraithknight wraithcannon bits

Staring down a Wraithknight across the table can be very intimidating, but like other superheavies the key is understanding how to manage the impact they have on the game and taking advantage of the things they’re bad at. A Wraithknight that begins degrading becomes a lot less effective, so every point of damage you do is one more tick on that slow progression towards uselessness- the enemy’s attempts to heal it aside. Toughness 8 and the Alaitoc bonus are your biggest impediments to being able to hurt it- if your opponent was foolish enough not to choose Alaitoc, well, rejoice because you’re already halfway to your goal. T8 is problematic because so many of the anti-tank weapons you see these days are only S8 (Missile Launchers, Plasmaguns, Bright Lances, etc) and thus will be noticeably less effective against a Wraithknight- but if you’re toting other kinds of weaponry that don’t have this problem (e.g. Lascannons) or have ways around it (Doom, Focus Fire, etc) then you’re clearing the second step.

Killing a Wraithknight is not a small proposition and you should understand the degree of effort it takes to down it- you’re looking at something like 20-30 Lascannon shots (more if they’ve got Fortune or find a chance to heal it) to lay it low, which probably represents more than one turn of shooting from your entire army unless you have an exceptional amount of firepower. It is, after all, one third of your opponent’s army- you should expect it to take just as much investment to killing it as it was to include it in the army in the first place. If you can snipe a few wounds off of it early feel free to do so, but once you’re preparing to kill it know that you’re probably going to have to throw everything you have at it in order to do so, and even that may not finish the matter immediately. Count your blessings, however- the Wraithknight is one of the few units in the Craftworlds codex that can’t benefit from the extra -1 to hit off of Lightning Reflexes.

Wraithknights, as single models, are actually rather poor at taking objectives from units- and the game is won and lost on objectives, so this isn’t an issue that should just be dismissed as irrelevant. Lacking fly, they also are unable to climb into the upper levels of ruins, which can keep units safe from their assaults in most cases (silly as that may seem for a thirty-story tall monster.) This also prevents them from moving through enemy units unless they are falling back- a line of expendable idiots can hold a Wraithknight back off an objective (or protect a more valuable unit) for a turn at least, and non-Infantry models can even surround them in close combat and prevent them from attacking, although this is going to be a pretty rare circumstance.

Final Thoughts

The Wraithknight is no longer the unholy terror of the game that it was back in 7th edition, running roughshod over anything that gets in its way while costing a practically-trivial number of points, and thankfully they can no longer benefit from Soulburst or many of the other Eldar abilities that were clearly designed to work with infantry models rather than giant monsters. Although it is probably on the lower end of the power scale when it comes to common superheavies, comparing a bit poorly to Imperial Knights, Stormsurges, and Baneblade variants, but it isn’t so awful you can’t win games with it.

As always, remember you can get your wargaming supplies at a discount from the Frontline Gaming store every day, whether you’re looking to expand an existing army or start a new one.

wraithknight wraithcannon bits

23 thoughts on “ Craftworlds Codex Review: Lord of War: Wraithknight ”

I love my Wraithknights, but sadly their effectiveness pale in comparison to Imperial Knights on the table. For the same points you get sooo much more with an Imperial Knight. WKs can work in casual games, but I feel it’s one of the weaker units of the codex..

I know I am definitely in the minority on this one, but I have had very good results with my Wraithknight, even competitively. I think they can come down in points some now, particularly when compared to Imperial Knights as you noted, but they are not a bad unit at all. Even in the tournament I brought him to, every single game against some really nasty armies he performed admirably, typically being my best unit.

I run one in my Iyanden list every time I play, with double heavy Wraith Cannons and he does work. Bust the Psytronome of Iyanden when you need to go into melee and he has an absurd number of high power attacks. Otherwise, he shoots quite well with his weapons.

I think with a price adjustment he goes from good (IMO) to great.

I think the Wraithknight is okay, but a long ways from great. There’s a reason you just don’t see them in competitive Craftworlds lists- they simply don’t measure up to what you can get for the same points elsewhere. While it’s certainly not a terrible unit, the Craftworlds book simply has too many legitimately-good units to really ever seriously consider a Wraithknight in a competitive army.

(I love the Psytronome, but it requires playing Iyanden, which… just isn’t as good as playing Alaitoc.)

Eh, to each their own. Like I said, as is he is good. I use him frequently and every time he is excellent on the table. With a points drop he becomes great, IMO. YMMV, of course.

And Alaitoc is very good, no question. However, I always encourage people to try different things and to avoid falling into the group-think trap. I play Iyanden and Biel-Tan and I rarely ever lose a game with them in a very competitive environment. I also often use the “bad” Edlar units. The truth of it is that this book is so stacked with amazing units that even those that are less efficient on paper are actually still quite good, as you noted, haha.

But I have and would take a Wraithknight to a tournament. No question. Like I said, not everyone would make that choice (in fact, as we observe, almost no one does) but for me, a solid choice and one I would repeat.

Until the IK codex came out, I think you could’ve made a good argument that the Wraithknight was comparable to an Imperial Knight in terms of overall abilities. Being in a faction with abundant psychic buffs as well as having access to stratagems and Craftworld bonuses I think gave the Wraithknight a notable edge in some arenas, and they have comparable statlines and firepower. (Compare, for example, a Knight Errant to a Heavy Wraithcannon Wraithknight.)

However, with Knights not only coming down in price but also getting access to the Household benefits as well as many extremely powerful warlord traits and stratagems, I don’t think you can make any kind of fair comparison between them anymore. Spending 1CP to get a 4++ for the turn simply blows anything the Wraithknight has access to out of the water, to say nothing of the multitude of other bonuses.

Glory be unto Abusepuppy and his knowledge.

For all his sass he may possess, we can all appreciate he’s not trying to charge almost a thousand dollars a year to read it.

Yeah, I was kinda thinking like “Hey maybe I could get a subscription to NOPE.”

With the current sub cost, I could buy 2 model kits a month for the same price. I went from being about to subscribe to NOPE very quickly too.

The sass is life. Also, wait what? Who tries to get what for articles now?

Nick Nanavati has a subscription service where he provides advice, tactics, etc, through his websight and Facebook group- which is a fine idea, but the yearly cost of it is something like US$980 or so, which feels awfully ambitious.

I see. I’m just gonna go and die horribly by laughing myself to death like a victim of Joker’s gas.

To play devil’s advocate, that cost is for 1 on 1 coaching, skype calls, list help, playing your list on your behalf against other good players to playtest it, etc. All his video clinics and meta analysis are $30-something/mo and all his articles are free on his site.

Yeah they should really have a 5++ as standard and the scattershield gives some kind of improvement if you take it.

As it is, apparently the incredible technology of the aeldari is straight up inferior to Imperial Knights.

Don’t make it cheaper, make it stronger to be worth the points and also fit the lore better!

I agree that wraithcannons seem best. Put as much into survivability as possible then blast and stomp away at full power before it goes down. S16 is really nice. Guide or Natural Leader are mandatory I think.

Yes he should have 5++ baseline. 500p maximun full geared. Get fly keyword for the old jump hability and surely a big buff to his pitiful 4 laser wounding on 2s insteads 3s.

Those should do straigth 6 dmg or 2d6 dmg as knigth weapon with 46+ range. Then maybe we could start playing them.

Rigth now i dont know how can anyone take him instead 15 or so dark reapers. Who has a 2+ since they can be on cover so easy. Can get a -2 to hit shot 2 times being ynnari. And they do 30 ligth shots or 15 heavy shots vs those 8 heavy shots of the wk.

Sword also could get a +2 atacks rule or so. In order to make it straigth better than only being the same as stomps but paying for it.

I think a 5++ as standard would be nice, ditto with Fly keyword (although honestly I’m not really sure why they were ever a Jump unit, so I wouldn’t be sad if they lost it forever.) The Wraithcannons do wound virtually everything in the game on 2s, though, since they bumped them from S10 to S16; I’m not a fan of d6 damage, but it’s pretty standard across other superheavy units and their guns, so it’s not surprising.

The Ghostglaive suffers from the same problem its counterparts on Imperial Knights do- tripling your attacks is very powerful, and especially with AP-2 and DmgD3 on the dancing feet, there’s not much of a reason to use the Glaive most of the time. Having a way to deal mortal wounds with it (on a 4+? or maybe have it be Dmg3 with no invulns allowed?) would make it a lot more useful- it’s just too niche of a statline as it stands.

No love for the specialist detachment? I would think they’re the prime target for cribbing the Spiritseer’s 4++, as well as getting 3 bonus attacks from the other stratagem and even being able to get a 2+ from thr bespoke power. Won’t make them Knight tier but every little helps, no?

The issue with the detachment, to my mind, is that it’s not a continuous benefit and it’s somewhat expensive to maintain. If you’re going second, the enemy Lascannons are gonna be on you before you have a chance to pop the stratagem, which could be very bad times for your Wraithknight. It’s also actually a decent bit of work to get that 4++ onto it; you need to either be taking a Supreme Command for that purpose or be taking two such specialist detachments (a superheavy and then something else) in order to get both of them the appropriate keywords.

I won’t say it’s bad- in fact, the benefits are quite nice, when you can use them. But it requires jumping through a significant number of hoops to use them, and I’m not sure the payoff is sufficient.

I really think Eldar need another codex at this point. I have fun playing them but the internal balance in the book is a big problem. 60% of the units feel like there’s no good reason to take them because other units do it better, cheaper, and often both.

Craftworld powers need a rebalancing in a big huge way.

Points reductions aren’t cutting it. The eldar deck needs a reshuffling.

You think so? To me it feels more like the Eldar codex has so many good units you’re overwhelmed with options. That’s not bad, though.

The biggest impediment to using a wraith knight remains that you have to forego some shooting to get an Invulnerable save and even then it is only a 5+ when there are 3++ Castellans running around. The specialist detachment doesn’t really help because it is such a pain to get the Lord of War into the detachment. With all the other choices in the Eldar book I’m not running her in competitive builds.

I use a WK in my Iyanden list and I have not found the lack of an Invul save to be that bad, honestly. A Castellan can be rough but in all other circumstances I’ve had good success. Plus, if you get the drop on them, Jinx+the WK’s considerable shooting is no joke and can put some damage on him.

Great article overall but was left scratching my head a bit when the tactics section was primarily singing the praises of the Wraithcannon armed Knight, the same weapon that earlier sections had placed 3rd out of 3 weapon choices? It kinda went from being basically awful to a great choice.

The below can probably be added to the above:

Further, having basically suggested that the Glaive armed version is the most, if not only, viable option in the opening paragraphs, in the comments below we are told “The Ghostglaive suffers from the same problem its counterparts on Imperial Knights do- tripling your attacks is very powerful, and especially with AP-2 and DmgD3 on the dancing feet, there’s not much of a reason to use the Glaive most of the time. Having a way to deal mortal wounds with it (on a 4+? or maybe have it be Dmg3 with no invulns allowed?) would make it a lot more useful- it’s just too niche of a statline as it stands.”

Maybe things have moved on with CA approved and Phoenix but this article is actually very confusing and contradictory.

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Companies Linked to Russian Ransomware Hide in Plain Sight

Cybersecurity experts tracing money paid by American businesses to Russian ransomware gangs found it led to one of Moscow’s most prestigious addresses.

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Cybersecurity experts say millions of dollars paid by American companies in ransomware have passed through Federation Tower East, the tallest building in Russia’s capital.

By Andrew E. Kramer

MOSCOW — When cybersleuths traced the millions of dollars American companies, hospitals and city governments have paid to online extortionists in ransom money, they made a telling discovery: At least some of it passed through one of the most prestigious business addresses in Moscow.

The Biden administration has also zeroed in on the building, Federation Tower East, the tallest skyscraper in the Russian capital. The United States has targeted several companies in the tower as it seeks to penalize Russian ransomware gangs, which encrypt their victims’ digital data and then demand payments to unscramble it.

Those payments are typically made in cryptocurrencies, virtual currencies like Bitcoin, which the gangs then need to convert to standard currencies, like dollars, euros and rubles.

That this high-rise in Moscow’s financial district has emerged as an apparent hub of such money laundering has convinced many security experts that the Russian authorities tolerate ransomware operators. The targets are almost exclusively outside Russia, they point out, and in at least one case documented in a U.S. sanctions announcement, the suspect was assisting a Russian espionage agency.

“It says a lot,” said Dmitry Smilyanets, a threat intelligence expert with the Massachusetts-based cybersecurity firm Recorded Future. “Russian law enforcement usually has an answer: ‘There is no case open in Russian jurisdiction. There are no victims. How do you expect us to prosecute these honorable people?’”

Recorded Future has counted about 50 cryptocurrency exchanges in Moscow City, a financial district in the capital, that in its assessment are engaged in illicit activity. Other exchanges in the district are not suspected of accepting cryptocurrencies linked to crime.

Cybercrime is just one of many issues fueling tensions between Russia and the United States, along with the Russian military buildup near Ukraine and a recent migrant crisis on the Belarus-Polish border.

The Treasury Department has estimated that Americans have paid $1.6 billion in ransoms since 2011. One Russian ransomware strain, Ryuk, made an estimated $162 million last year encrypting the computer systems of American hospitals during the pandemic and demanding fees to release the data, according to Chainalysis, a company tracking cryptocurrency transactions.

The hospital attacks cast a spotlight on the rapidly expanding criminal industry of ransomware, which is based primarily in Russia. Criminal syndicates have become more efficient, and brazen, in what has become a conveyor-belt-like process of hacking, encrypting and then negotiating for ransom in cryptocurrencies, which can be owned anonymously.

At a summit meeting in June, President Biden pressed President Vladimir V. Putin of Russia to crack down on ransomware after a Russian gang, DarkSide, attacked a major gasoline pipeline on the East Coast, Colonial Pipeline , disrupting supplies and creating lines at gas stations.

American officials point to people like Maksim Yakubets, a skinny 34-year-old with a pompadour haircut whom the United States has identified as a kingpin of a major cybercrime operation calling itself Evil Corp. Cybersecurity analysts have linked his group to a series of ransomware attacks, including one last year targeting the National Rifle Association. A U.S. sanctions announcement accused Mr. Yakubets of also assisting Russia’s Federal Security Service, the main successor to the K.G.B.

But after the State Department announced a $5 million bounty for information leading to his arrest, Mr. Yakubets seemed only to flaunt his impunity in Russia: He was photographed driving in Moscow in a Lamborghini partially painted fluorescent yellow.

The cluster of suspected cryptocurrency exchanges in Federation Tower East, first reported last month by Bloomberg News, further illustrates how the Russian ransomware industry hides in plain sight.

The 97-floor, glass-and-steel high-rise resting on a bend in the Moscow River stands within sight of several government ministries in the financial district, including the Russian Ministry of Digital Development, Signals and Mass Communications .

Two of the Biden administration’s most forceful actions to date targeting ransomware are linked to the tower. In September, the Treasury Department imposed sanctions on a cryptocurrency exchange called Suex, which has offices on the 31st floor. It accused the company of laundering $160 million in illicit funds.

In an interview at the time, a founder of Suex, Vasily Zhabykin, denied any illegal activity.

And last month, Russian news media outlets reported that Dutch police, using a U.S. extradition warrant, had detained the owner, Denis Dubnikov, of another firm called EggChange, with an office on the 22nd floor. In a statement issued by one of his companies, Mr. Dubnikov denied any wrongdoing.

Ransomware is attractive to criminals, cybersecurity experts say, because the attacks take place mostly anonymously and online, minimizing the chances of getting caught. It has mushroomed into a sprawling, highly compartmentalized industry in Russia known to cybersecurity researchers as “ransomware as a service.”

The organizational structure mimics franchises, like McDonald’s or Hertz, that lower barriers to entry, allowing less sophisticated hackers to use established business practices to get into the business. Several high-level gangs develop software and promote fearsome-sounding brands, such as DarkSide or Maze, to intimidate businesses and other organizations that are targets. Other groups that are only loosely related hack into computer systems using the brand and franchised software.

The industry’s growth has been abetted by the rise of cryptocurrencies. That has made old-school money mules, who sometimes had to smuggle cash across borders, practically obsolete.

Laundering the cryptocurrency through exchanges is the final step, and also the most vulnerable, because criminals must exit the anonymous online world to appear at a physical location, where they trade Bitcoin for cash or deposit it in a bank.

The exchange offices are “the end of the Bitcoin and ransomware rainbow,” said Gurvais Grigg, a former F.B.I. agent who is a researcher with Chainalysis, the cryptocurrency tracking company.

The computer codes in virtual currencies allow transactions to be tracked from one user to another, even if the owners’ identities are anonymous, until the cryptocurrency reaches an exchange. There, in theory, records should link the cryptocurrency with a real person or company.

“They are really one of the key points in the whole ransomware strain,” Mr. Grigg said of the exchange offices. Ransomware gangs, he said, “want to make money. And until you cash it out, and you get it through an exchange at a cash-out point, you cannot spend it.”

It is at this point, cybersecurity experts say, that criminals should be identified and apprehended. But the Russian government has allowed the exchanges to flourish, saying that it only investigates cybercrime if Russian laws are violated. Regulations are a gray area in Russia, as elsewhere, in the nascent industry of cryptocurrency trading.

Russian cryptocurrency traders say the United States is imposing an unfair burden of due diligence on their companies, given the quickly evolving nature of regulations.

“The people who are real criminals, who create ransomware, and the people working in Moscow City are completely different people,” Sergei Mendeleyev, a founder of one trader based in Federation Tower East, Garantex, said in an interview. The Russian crypto exchanges, he said, were blamed for crimes they are unaware of.

Mr. Mendeleyev, who no longer works at the company, said American cryptocurrency tracking services provide data to non-Russian exchanges to help them avoid illicit transactions but have refused to work with Russian traders — in part because they suspect the traders might use the information to tip off criminals. That complicates the Russian companies’ efforts to root out illegal activity.

He conceded that not all Russian exchanges tried very hard. Some based in Moscow’s financial district were little more than an office, a safe full of cash and a computer, he said.

At least 15 cryptocurrency exchanges are based in Federation Tower East, according to a list of businesses in the building compiled by Yandex, a Russian mapping service.

In addition to Suex and EggChange, the companies targeted by the Biden administration, cyberresearchers and an international cryptocurrency exchange company have flagged two other building tenants that they suspect of illegal activity involving Bitcoin.

The building manager, Aeon Corp., did not respond to inquiries about the exchanges in its offices.

Like the banks and insurance companies they share space with, those firms are likely to have chosen the site for its status and its stringent building security, said Mr. Smilyanets, the researcher at Recorded Future.

“The Moscow City skyscrapers are very fancy,” he said. “They can post on Instagram with these beautiful sights, beautiful skyscrapers. It boosts their legitimacy.”

An earlier version of a picture caption with this article misstated the year in which Colonial Pipeline was hacked. It was 2021, not 2020.

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Andrew E. Kramer is a reporter based in the Moscow bureau. He was part of a team that won the 2017 Pulitzer Prize in International Reporting for a series on Russia’s covert projection of power. More about Andrew E. Kramer

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For a small group of bankruptcy lawyers and other corporate turnaround specialists, crypto’s implosion has become a financial bonanza .

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Tom Brady, the seven-time Super Bowl-winning quarterback, is among the celebrities dealing with the fallout  from the 2022 crypto crash. Others, like Taylor Swift, escaped.

As regulators push to treat digital asset exchanges like more traditional financial firms , the S.E.C. sued Binance  and Coinbase , two of the biggest players in the crypto industry, over their business practices.

The lawyer Kyle Roche was a rising star in the field of cryptocurrency law — until his career imploded. Who orchestrated his downfall ?

Bitcoin mines cash in on electricity — by devouring it, selling it, even turning it off — and they cause immense pollution. In many cases, the public pays a price .

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The damaged facade of an office building in Moscow after the Russian capital came under a drone attack, just days after a previous strike.

Drone hits Moscow tower housing ministries for second time, says mayor

Russian defence ministry blames Kyiv for attack as Ukrainian presidential adviser says Kremlin should expect ‘more war’

  • Russia-Ukraine war – latest news updates

A high-rise building in Moscow housing Russian government ministries has been hit by a drone for the second time in three days, the city’s mayor has said, as a Ukrainian presidential adviser said the Kremlin should expect more drone attacks and “more war”.

The Russian defence ministry said two drones were destroyed by air defence systems in the Odintsovo and Naro-Fominsk districts near Moscow in a fresh wave of attacks on Tuesday, while it claimed a third was jammed and went “out of control” before it crashed in the Moscow City business district, a cluster of glass skyscrapers that was built to show Russia’s growing integration into world financial markets. The ministry blamed Ukraine for what it called an “attempted terrorist attack”.

Photos and video showed that a drone had ripped off part of the facade of a modern skyscraper, IQ-Quarter, 3.4 miles (5.5km) from the Kremlin, which houses staff from several ministries, including Russia’s ministry of digital development, communications and mass media.

“The facade of the 21st floor was damaged. The glazing of 150 sq metres was broken,” the Moscow mayor, Sergei Sobyanin, said in a Telegram post, adding that no injuries had been reported.

Ukraine has not formally admitted it was behind the strikes on Sunday and early on Tuesday, though they appear to be part of a growing strategy to bring home the consequences of Vladimir Putin’s war to Russia’s civilian population.

The Ukrainian presidential adviser Mykhailo Podolyak suggested in a tweet on Tuesday that the Russian capital, whose residents have largely been able to ignore the devastation being meted out on a daily basis in Ukraine, was experiencing payback.

“Moscow is rapidly getting used to full-fledged war, which, in turn, will soon finally move to the territory of the ‘authors of the war’ to collect all their debts. Everything that will happen in Russia is an objective historical process.

“More unidentified drones, more collapse, more civil conflicts, more war …” he wrote .

Russia’s economy ministry said its employees were working remotely after the latest attack. Moscow’s Vnukovo airport was also temporarily shut and flights redirected.

The Moscow City district towers, often unoccupied at night, are located further from the Kremlin than other highly defended government targets such as the ministry of defence, where Russia had stationed a Pantsir S-1 air defence system on the roof last year, and present a large, tall target.

In a video address on Sunday, the Ukrainian president, Volodymr Zelenskiy, made the same point as Podolyak as he said the war was coming home to Russia after three drones were shot down over Moscow.

“Gradually, the war is returning to the territory of Russia – to its symbolic centres and military bases. This is an inevitable, natural and absolutely fair process,” Zelenskiy said.

The attacks on Tuesday marked at least the fifth time that unmanned aerial vehicles have reached the Russian capital since May, when two drones came down over the Kremlin. Moscow and its surrounding area are more than 500km from the Ukrainian border and the conflict there.

While the damage so far has been relatively minor, the attacks appear designed to show up Moscow’s vulnerability to drone warfare. Ukrainian bloggers on Tuesday ironically repeated claims made in April by the commander of Russia’s air defences, Lieut Gen Andrey Demin.

“There is hardly a better sky shield anywhere in the world than Moscow,” Demin assured a Russian newspaper.

The Russian defence ministry said on Tuesday that it had also foiled a Ukrainian drone attack targeting patrol boats in the Black Sea.

The attack on Moscow came as Russia launched its own drone strike, on Kharkiv, Ukraine’s second-largest city, injuring one person. Five Iranian-made Shahed drones were deployed, Ukrainian officials said.

Two floors of a college dormitory were destroyed and set on fire as Russia targeted “densely populated” areas of the north-eastern city, the mayor, Ihor Terekhov, said on Telegram on Tuesday, adding that three explosions had been heard in the city.

The chief of police in Kharkiv, Volodymyr Tymoshko, said there were two night-time strikes – one on the college and one on the city centre. One person was injured in the city centre.

It was unclear whether anyone was in the college building when it was struck, with local media initially saying it was empty and later reporting one person had been inside.

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GW Reveals Spicy New 40k Eldar Wraithknight Rules


We saw a ton of rumors for this entry, but now with the codex pre-order announced, it’s nice to see some confirmed rules by GW. They showed a lot of the weapon profiles, but we have seen a full rumored datasheet, so we have a pretty decent idea of everything now. Unfortunately, the rumor pics were taken with a potato phone, but still, it’s readable if you try.

Warhammer Community   unveiled the new rules   along with some weapon profiles and abilities. Let’s first look at the rumors, then check out the confirmed rules!

9th edition Aeldari eldar codex

So what’s waiting for you in the pages of this massive new 200-page codex? Let’s start with new ways to build the mixed-faction Aeldari armies of your dreams. Their race may be in decline, but they’re full of vibrant factions who can be called on for aid.

As well as rules for Asuryani Aeldari (that’s craftworlds to me and you),   this new codex also has rules for fielding Harlequins  – we’ll have more info on adding these deadly clowns to your armies later in the week. We saw the   first Corsairs miniature at LVO, and you can also include them in an army . You can even dedicate yourself to the Aeldari god of death and   take a Ynnari army – all using the same codex!

Wraithknight Rumors

eldar leaks 7

The good news is this image seems to match the previous Wraithknight Eldar datasheet rules already spotted for 9th Edition here. Now let’s check out all the confirmed rules.

New Eldar Wraithknight 40k Rules Revealed by GW

wraithknight rules

Their legendary robustness is reflected by a new ability that reduces incoming damage from enemy attacks.

Reducing damage is never a bad thing! With 22 wounds and a 3+ save, a 5+ Invuln, and this, let’s hope it will make it through some serious enemy firepower.

Click Here To Get your Warhammer 40k Jackets!

wraithknight rules 1

As if that weren’t enough, the Wraithknight’s agility means that they can dance between incoming attacks. In the past, you’d have to decide between the protection of a scattershield or adding another devastating weapon. Now, you can have the best of both worlds. Don’t worry if you’re a fan of the scattershield, though – if you include one of these defensive devices, you can boost your invulnerable save to 4+.

It’s nice you can still grab the 4+ Invuln, as there are plenty of high AP weapons out there.

wraithknight rules 2

Those new abilities will help you march across the battlefield with impunity, so you can chop things up with your titanic ghostglave. It now has a choice of profiles, meaning you can sweep aside weaker opponents or strike down bigger scarier targets.

Both profiles are really powerful, the first one with -4 AP and 6D should be able to cut down big vehicles and monsters. Then, the sweep attack will just smash through pretty much all infantry with 15 attacks and D3.

wraithknight rules 3

The suncannon was always pretty good at killing armoured infantry, but it’s now upgraded to the sweet spot of Damage 3. That means that even elite or durable infantry such as Custodian Guard and Plague Marines will quiver at the sight of it. At Strength 8, it can vaporise medium-sized vehicles in a single volley. 

With Blast and 2D6 shots at S8, -3 AP, and D3, this is a serious weapon! On average you should be getting 7 shots, so really good at killing tanks or infantry.

Other than that though, we think Eldar players will be happy so far with this tidal wave of news and rumors for all things Aeldari. Use the links below to check out our other coverage:

  • 2021 ‘Eldar & Chaos Advent Calendar’ Previews From GW
  • RUMORS: Huge List of New ‘Christmas’ Eldar Models & Rules
  • More Eldar Rules & Model Rumors for 2022

All the Newest GW Model & Rules Previews

What do you think about the new Eldar Wraithknight 40k rules and datasheet?

Let us know in the comments of our  Facebook Hobby Group,  or our  new Discord server , and make sure you  enter the latest monthly giveaway for FREE today!  

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About the Author: Travis Pasch

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  1. Magnetizing the Eldar Wraithknight, a tutorial by White Metal Games

    Greetings fellow wargamers! My buddy Spence recently acquired a Wraithknight model for his Dark Eldar/allied Eldar army. I mean, how could he resist? At nearly 9″ tall, this model could punt a carnifex like a football. In a rare shift for GW, the kit contains 4 different arms to explore all the different options for the Wraithknight.

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  3. Tips for magnetizing a Wraithknight : r/Eldar

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  4. How-To: Magnetizing the Eldar Wraithknight

    Cart How-To: Magnetizing the Eldar Wraithknight By Caleb Dillon | June 27th, 2013 | Categories: Dark Eldar, Eldar, How To Tutorial, Warhammer 40k Articles & News, WMG Greetings fellow wargamers! My buddy Spence recently acquired a Wraithknight model for his Dark Eldar/allied Eldar army. I mean, how could he resist?

  5. Magnetizing Wraithknight : r/Eldar

    There are 4 arms, 2 left arms (wraithcannon, scattershield), and 2 right arms (wraithcannon/suncannon, sword). I'd recommend gluing all the random bits onto the dual-gun however you want, but to magnetize the barrel. SaltandPepperRaven • 2 yr. ago Most of the main gun pieces can be push fit and stay well.

  6. Wraithknight datasheet leak! : r/Eldar

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  7. Eldar Wraithknight datasheet leak : r/WarhammerCompetitive

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