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Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

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In the earlier versions of Warhammer 40,000, the Wraithlord was simply a Dreadnought as fielded by any other of the fictional races of the game. The Spiritseer was the then-equivalent of the Wraithlord but retained the ability to use psychic powers in play.

Should the Wraithlord fall in battle, the Spirit Stone will be recovered and either placed onto another Ghost Warrior construct, or be returned to the Infinity Circuit. Restrain (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase: These runic designs have featured prominently in Games Workshop's publications for many years and have become synonymous with the Eldar aesthetic. In this guide, I have collected together as many of these designs as possible, in case they may prove useful to other Eldar collectors and fans. Please get in touch if you spot any errors or have any suggestions/additions, although do bear in mind that this guide is in no way official and that there is a reasonable amount of subjective interpretation at work. If your metagame is full of Tau or Guard Tank Commanders, Banshees are a strong addition to your list, but anyone who’s paying attention to the metagame will be aware that this is very much not what you’re currently gunning for. Wraithblades Children of Morag Hei: Get +1 to hit rolls if half the models in your unit have been destroyed. Way too hard to set up for a pretty mild payoff. DStandard Wraithlord armament includes two massive Power Fists, with attached Flamers or Shuriken Cannons. In addition, some Wraithlords are equipped with heavy ranged armaments such as Scatter Lasers, Missile Launchers, Bright Lances and Starcannons. Howling Banshees have one function and are exceedingly good at it, meaning that in the right metagame they can be very handy. You hate to see it folks. Craftworlds are a bit of an odd case in that it’s hard to pinpoint a single factor for why they’re so bad in 9th Edition, but they are consistently one of the weaker factions in the stats, and playing them on the table feels like an uphill struggle. The Elites section is a weird mixed bag in this book. There’s definitely some valuable stuff, but many units are just badly suited to their theoretical role, and only shine because they happen to be able to do something else semi-decently. Howling Banshees

Firesabre : This, on the other hand, is a garbage trash power sword. It’s S+1 and AP-4, but still D1 and merely does a mortal instead of its normal damage on a 6+ to wound. Don’t bother. D If the animating soul within the Wraithlord specialized in close infantry assault when it was alive, it will seek to tear apart its enemies with great energized fists or cleave several apart with a swing from its Wraithblade. These large constructs are extremely precious to their Aeldari craftworlds and have a supernatural toughness due to being made from the psychically-active substance called wraithbone. Two big winners here in Ghostwalk and Focus Will, while Fateful Divergence is at least fine. Don’t go too crazy with these though – remember that Smite is actively a good ability, so you shouldn’t sacrifice your access to it on a caster with a “real” one unless you have a good reason. StratagemsHistory abounds with tales of enormous statues magically coming to life in defence of primeval crypts or to avenge ancient wrongs. The image of these towering constructs shuddering into animation is ingrained in the Human psyche, and explains the visceral reaction most Humans have when first encountering the Wraithlords. This ability appears on all units in the codex other than grav-tanks and planes. In a turn where a Craftworld unit charges or is charged by a unit with the “SLAANESH” keyword, they can re-roll failed hit rolls. However, as long as any SLAANESH units are within 3”, units with this ability add 1 to their morale tests, making it more likely that you’ll fail. Stratagem – Guided Wraithsight – 1CP: Double the range of a Spiritseer’s Spirit Mark for a turn, and it grants re-rolls of failed hits rather than re-rolls of one. Starting with their psychic might, the regular Farseers know two powers and get two casts and two denies each, and also have access to the Runes of the Farseer special rule, allowing them to re-roll one or both dice from a cast or deny each phase. This is an incredibly powerful boost, giving you a really good chance to land a key power and stop your opponent’s best one each phase. From a maths point of view with this, when you fail a cast you should (essentially) always keep a dice showing 4+ and re-roll a 3 or less. Denying can obviously be different – if you need to roll a double six then keeping a four isn’t going to help you! The other cool thing with this is that there’s no requirement to have failed the cast to re-roll – so if you roll a 1 and a 6 when casting a key power and your opponent has denies, it can be worth re-rolling the one, as you can’t possibly fail and it might make the deny harder. You can also use this to fish for a super smite if you’ve done all your key casts and have this still available.

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