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====={{W40Kkeyword|Adeptus Astra Telepathica}}===== *'''Primaris Psyker:''' Gone are the days of making everything reroll hits. Compared to an Astropath you get a compulsory force stave, one more known power, and more durability. Can still only cast 1 a turn, so only bring him if you need HQs or are worried about snipers (he's tougher than an Astropath) or want to be able to smite like a big boy. Slightly okayish in close combat. Keep a Commissar nearby in case Perils kills him- he'll still die, but it'll prevent mortal wounds from spilling over to anyone else. **'''Note:''' These guys are probably the best cheap way to spam (unmodified) Smite in the game; on average he scores 1.79 mortal wounds per turn (assuming he's at full health - he gets a bit worse as his ability to survive Perils goes down), which likely is more damage than any other 40 point unit in this army will deal. Astropaths may be more efficient when it comes to utility, but being able to reliably get off Smite makes these a steal for their points. If you assume no one is attempting to Deny you, a Primaris Psyker's Points-Per-Wound with ''Smite'' is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath's is 22.5 but their odds of actually casting ''Smite'' on 1D6 are abysmal. ''Psychic Maelstrom'' is generally much better than ''Smite'', so consider taking it as your 2nd backup power. </div> <div style="margin-left: 1em;>
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