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=====Astra Telepathica===== *'''Wyrdvane Psykers:''' Very mediocre in most situations. 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. You may be able to make them work by stuffing them out of line of sight and preventing your opponent from reducing their efficiency. If your enemy goes after them, they'll be wasting resources that they really should be dedicating to more worthwhile units. On the whole, though, you should avoid taking these guys unless you have a plan or are using them to support your Primaris Psyker. Note that it is possible to get these guys up to a +4 on their psychic tests now for 1 CP if a Primaris Psyker is around, so consider stuffing them behind a Baneblade alongside that Primaris Psyker or something. *'''Astropath:''' Only 1d6 for Smite (but you should be casting Psychic Maelstrom or Gaze of the Emperor for damage anyway), but ''astoundingly'' cheap, especially if you swap his staff for a laspistol. Camp a few of these guys behind your gunline and deny powers. These guys 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). **Most people also tend to 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 AM models within 6" of your Psyker. A great way to fuck with Eldar Rangers, Space Marine Scouts, or anything that relies on cover saves.
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