Codex: Imperial Agents contains nine subfactions of the Imperial war-machine, from agents of the Inquisition to Wyrdvane Psykers of the Adeptus Astra Telepathica to reinforce your armies of the Imperium.
Codex: Imperial Agents - What do you guys think?
I was really looking forward to this book, it looked initially like all my favourite factions were getting some spit and polish. But honestly, after looking through, this codex seems horribly rushed and poorly thought out.
I've listed some of the issues I can see below, but what do you guys think? Is there anything praise worthy in this book?
The latest FAQ stated you cant put a unit in an allied transport, so what's the point of taking a Imperial Navy Valkyrie? Are people honestly going to pay 125 points for a flying multilaser?
The 'Psykana Division', does this replace the OTHER Psykana division that exists in Mont'Ka or are there now two divisions with the same name? Some clarity would be nice. Also the new version is worse, thanks GW.
What exactly is the point of a Ecclesiarchy Battle Conclave? The only unit that benefits at all is arco-flagellants, and even then all they gain is a 6++ save....hooray?
The Adepta Sororitas badly needed an update in general, this is not it. Instead saint celestine has been removed for reasons that are a mystery to everyone.
There is one thing that the Adepta Sororitas update adds, but it doesn't help the sisters of battle. It gives you a formation thats one HQ unit. So expect everyone to spam priests in every imperial army from now on. For 25 points you can add a priest to a unit, gaining fearless, hatred, and war hymns, and you dont have to go unbound yo do it. Theres no upper limit to how many formations you can have as far as I'm aware, so expect power gamers to add these guys in to every unit. Why would anyone ever take a Space Marine Chaplin again?
The Deathwatch Kill team in this book is slightly better (in my opinion) than any of the formations in the deathwatch codex itself, because its the same as the Aquila formation without the downside of having to mix and match unit types.
The office Assassinorum is a carbon copy of the rules that have been printed in Mont'Ka, in the board game, and in white dwarf. Which is consistent at least, but if your not going to update the rules why reprint them again? I would have loved to see a slight point reduction as I feel the assassins in general are slightly over costed. A new formation would not have gone a miss either. But this is just a personal gripe, theres nothing actually wrong with this section.
The inquisition formation now comes with a bonus warlord trait. Which means for 250 points you can take 10 'inquisitorial representative' formations, each with a single inquisitor in them and take 10 warlord traits. There are so many problems with this, for starters, do they stack? Lets sat you manage to roll 6 times on Strategic and get 'divide to conquer' every time, does that mean the opponents reserve rolls are at a -6 and therefore never come on? Even if they dont stack I think this is ripe for abuse.
Inquisition forces have lost access to land raiders, glad I spent all that time painting mine up. Yay.
Needle pistol is now AP6, making it pretty worthless for the points
The Inquisitorial Henchmen Warband formation is odd, and I'm not sure it does anything the old henchmen warband didn't do, with the exception of the ability to bring an allied Deathwatch/Sisters/Grey Knight unit depending on which inquisitor you use. This is pointless for the deathwatch, as you could just take them as a faction in this book anyway at no tax.
Inquisitorial relics have now been locked to each type of inquisitor (Liber Heresius can only be taken by Ordo Hereticus for example) makes sense fluff wise but rather annoying for list building. Also would it have killed GW to give us some more relics?
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