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Psychoteric Wyrm
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[[File:PsychoWyrm.jpg|200px|right|thumb|The Pyschic Snek.]] Psychoteric Wyrms are strange [[House Delaque]] creatures, that accompany the House's [[Psy-Gheist]] [[Psyker]]s ==Overview== Psychoteric Wyrms are creations born of dark technology and alien biology. So it is unknown if they are truly animals, a type of [[Servitor]] or even a creature from the [[Warp]]. No one save House Delaque know for sure how they are created or what gives them the semblance of life they possess, but the few examples captured by other gangs have yielded no answers. In life, however, their abilities are pretty pants-shittingly terrifying to fight against. The Wyrms can burrow through all manner of obstacles, from ferrocrete to plasteel, or squeeze their way through the tiniest of openings, as their bodies constrict and segment with unnatural speed. This mobility makes them excellent spies for the Delaque, as there are few places they cannot travel. The connection between a Delaque and Psychoteric Wyrm is similar to that between a Delaque and one of the Spektor creations. ==Crunch== On Necromunda, these serpent-like beasts can travel 12” away from its owner, ignore impassable terrain when moving, and act as a psychic node where you can treat it as the owner’s model for purposes of measuring distances for psychoteric whisper powers. This is powerful when a lot of those powers have 3” or 1” range. If you have a psychic fighter in your gang, you’ll probably want one of these to very effectively extend their range. Here’s the drawback: each one costs 70 credits, which is honestly a LOT for what they do. Wyrms are a nice-to-have, but too expensive for a must-have. {{House Delaque}} [[Category:Fauna]]
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