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====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.
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