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==Adeptus Astra Telepathica== [[File:IA AAT.jpg|300px|right|thumb|]] ===Special Rules=== *'''It's For Your Own Good:''' If a Primaris with this rule perils in a unit with a Commissar, he dies immediately. Given that Primaris can now easily be used in other armies, this rule is not nearly as likely to come into play. *'''Astropathic Orders:''' The one thing that makes most Astropaths better than Officers of the Fleet. Successful manifestations of powers (which is quite easy to accomplish) allows you to re-roll reserve rolls. Awesome. ===Armoury=== ====Ranged Weapons==== *'''Laspistol:''' Your handheld flashlight. The only reason you'll use this Strength 3 BB pistol is because it's the only thing you have, and because the Primaris gets an extra attack with it if he's using his Force Weapon, and if your Wyrdvane Psykers get into combat for some reason. *'''Frag Grenades:''' Useful for letting a squad that could normally be hindered by terrain to charge through it without issues. Can also be thrown, but a bad roll could hurt you more than the enemy. ====Melee Weapons==== *'''Close Combat Weapon:''' If anyone besides a Primaris gets into close combat, they're fucked and the Imperium knows it, so much so that they gave them a weapon that only serves to give them +1 Attack in melee. *'''Force Weapon:''' Speaking of the Primaris, this is one of the reasons he stands out. A free Power Weapon that can cause Instant Death, why not? Make it an axe to make that more likely and let him slash while other models take the hits/challenges. ====Special Wargear==== *'''Refractor Field:''' A mulligan to make your Primaris slightly more survivable. Astropaths can take it, but they never should since it's not nearly as helpful on a T3 W1 model, especially when a new Astropath is cheap. *'''Digital Weapons:''' Useful on a Primaris trying to ID things, otherwise being able to re-roll one failed Wound won't help you much. ===Detachment=== '''Psykana Division:''' *Requires: **1 HQ **0-3 Elite *Must be of the Astra Telepathica Faction. *Empyric Link: HQ harnesses warp charges on 3+ when 5+ Wyrdvane Psykers from the same detachment are within 12". *If your army doesn't rely heavily on transports, like blobguard, you can add any number of Primaris Psykers or Astropaths to your forces. The extra leadership, useful psychic punch/defense, and, for the Primaris the melee boost, can add a great edge for a fairly minimal cost investment. ===Unit Analysis=== ====HQ==== *'''Primaris Psyker:''' Largely unchanged from being in the Imperial Guard, he's still a very cheap Psyker, still has access to everything except Daemonology and Telekinesis, still has decent equipment (such as a free Force Weapon and Refractor Field) and Empyric Link makes him a fantastic choice to buff to ML2, give some offensive powers (go with Biomancy or Pyromancy) and stick him wherever you see fit, preferably within range of the Wyrdvanes. ::The Primaris can also make a great challenge troll; you can technically give him a force axe, which gives him three S4 AP2 attacks base (four on the charge), and so long as he's within range of the Wyrdvanes he can ensure Instant Deaths on 3+. Of course, while he can dish out the hurt, he cannot take it, so stick him in a squad, make somebody in that squad challenge to tie up the biggest, most dangerous non-Eternal Warrior enemy there is, and when everyone else in the opposing squad is dead (hopefully everyone else will attack before I1, or you'll resolve the the Primaris' attacks last) you can have him strike the opposing challenger, activate his force weapon, and there you go, no more opponent. :::This strategy works best if you give him Biomancy, since the close range will allow him to use Smite, the other close range Biomancy attacks, and the buffs the unit can get either shine mostly in combat, or will help them get there/survive it. This also isn't limited to challenges, it can work well against any unit who has multiple Wounds, you just need to hide the Primaris somewhere in the unit (use the others as meatshields) to ensure he lives to attack (seriously, he can help make short work of the new Thousand Sons terminators). *'''Astropath:''' Cheaper and weaker than the Primaris Psyker. Lacks a force weapon and needs to purchase the refractor field, though that's arguably not worth it. Imperial Agents swapped out what the Astropath used to know, now instead of knowing Telepathy and Telekinesis, he knows Telepathy and Divination (meaning he only knows Divination). An excellent choice since you're going to want to use Prescience a lot, even if you didn't have the bonus of re-rolling Reserve rolls whenever he casts a Psychic Power (he's more useful than the Officer of the Fleet for bringing in reserves, unfortunately he doesn't have the ability to hinder the enemy's). He can also be upgraded to become ML2 but you don't want to do this; if he perils then he's fucked, if he's in combat he's fucked, if he gets shot he's fucked. You're better off with a second Astropath since a second one costs the exact same while having two of them gets the same results (unless you're trying to deny, but for psychic duels you want a Primaris anyway) and is twice as hard to kill. ====Elites==== *'''Wyrdvane Psykers:''' Another cheap psychic option, if you need more Psykers then you should get these guys as they come in 10 points more than a Primaris, but with the same powers and the ability to buff up the Primaris further. The lack of transport really hurts these guys in this list, which is why they're best used as an ally to an army that actually has transports (either keep them near the Primaris' transport, or put the Primaris in their unit and put them all in the same transport). Bonus points if you put them in a transport that has fire points so that you can throw powers around while the others shoot (an Inquisition Chimera could be extremely handy in this case). :Do note that if you're taking an Astropath instead of the Primaris, don't take these guys. Always get the Primaris first and then get them so that you can make the most our of their buffing ability, otherwise you're paying 10 extra points for a larger target, one that doesn't have the luxury of hiding inside another unit, and one that is limited to the same powers without the ability to become ML2 (on top of having a worse profile and worse equipment). :Also note that you'll probably want to buy an extra body or two if you want to make the most of their Empyric Link, losing it just because one of them died stings like a bitch.
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