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==Why Play Imperial Agents?== [[File:Imperial Agents Cover.jpg|300px|right|thumb|]]This book is better to be known as Codex: Allies. If you play using Armies of the Imperium (and even then if you don't,) Imperial Agents offer relatively cheap ways to fill in some of the holes in your lists. *Rely on vehicles? The Enginseer Congregation gives you a direct means to repair and even buff them. *Lacking psychic oomph? Take the Astra Telepathica or the Culexus or the Grey Knights or the Inquisition. *Lack flyers? There's a formation ''that gives you flyers free of tax.'' Overall it is quite funny to think about with it. Small detachments allow for a mess of an army. Which may or may not be the best on the min/max side of the game, but having it together with Inquisition and the very cool Divisio Military special rule can make you an army that is just oozing character. Sadly it is still a mess in some parts and missing some toys the Inquisition have in their codex. Additionally, there are some more things to consider: *This codex covers Inquisition, Sisters of Battle/Ecclesiarchy, and Assassins in a nice hardback format. If you already have these armies, you need this book. *Many of the cloned units have either new formations or straight upgrades/alterations that make them better than other versions. *So much conversion potential! Seriously, get out there you crazy modders.
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