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=====Astra Telepathica===== *'''Wyrdvane Psykers:''' Very mediocre. If you have 6 you get to add 2 to psychic tests (getting them all the way up to succeeding ''two thirds'' the time for Smite, and ''one half to one third'' for the Psykana powers, ugh), but you only roll 1d6 for both Psychic and Deny tests (the bonus for having members only applies to Psychic tests, though). And without having the character keyword, expect them to die quickly. It is, however, impossible for you to peril. **'''Alternate take:''' If the Guard teaches us anything, it’s that cheapness and numbers have a quality all their own. Switching over to Power Levels for a moment, for simplicity, you can make a Vanguard Detachment consisting of one Primaris Psyker and three (3-model) Wyrdvane Psyker squads for 5 Power Level. In a typical 80 Power Level game, that means that you can take 16 of those detachments. Hitting on a 4+, your 48 Wyrdvane squads alone could potentially drop an average of 24 Smites (and roughly 36 mortal wounds) a round, with no Perils. Oh, and you’ll also have 16 extra command points to re-roll Perils on your Primaris. This is, of course, a terrible idea, but just imagine the look on your opponent’s face when you lay out 160 Psyker models and begin the longest Psychic Phase outside of the Thousand Sons. *'''Astropath:''' Only 1d6 for Smite (but you should be casting Psychic Maelstrom or Gaze of the Emperor for damage anyway), but ''astoundingly'' cheap at only 30 pts per model. Camp a few of these guys behind your gunline and deny powers. The only reason not to bring these guys would be if you ran out of Elites slots, because Primaris Psykers are HQs. ** Unlike Primaris Psykers Astropaths lack the '''It's For Your Own Good''' rule, so Commissars are unable to stop them from blowing up in case they die from Perils of the Warp. However, it's also impossible for Astropaths to Perils while casting Smite (as they're limited to only rolling 1D6). ** Players often forget about the Astropath's ''other'' special rule (note this is not a psychic power) - '''Astral Divination'''. Pick an enemy unit within 18" of an Astropath, and for the rest of the shooting phase that unit loses its cover save against IG models within 6" of your Psyker. A great way to fuck with Eldar Rangers, Space Marine Scouts, or anything that relies on cover saves. </div> <div style="margin-left: 1em;>
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