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===Battle Brothers=== *'''Adeptus Custodes:'''Yes. Simply Yes. There is no reason for you not to take Custodes with Sisters of silence. Lore wise they are the best Bro/She-Bros. Table top wise, they synergize very well, as Sisters give the Custodes some great anti psyker power and the Custodes give the Sisters a hell of a lot of heavy support with their ludicrous stats. If you start a Sisters of Silence army, and the first allied army you reach for aren't the big Golden Boys, get a dictionary, turn to "Idiot" and tape a picture of yourself there. *'''Space Marines and other flavors of Power Armor:''' Good choice. 3+ armor like you do, and you can threaten the plans of those Zoanthrope spamming 'Nid players, Eldar Wraithlist/Seer Council cheesing bastards, and stop Daemon summoning spam lists in their tracks much more easily. However, if you ally with Grey Knights (the most Psyker-happy Imperium Army), consider yourself the winner of the Darwin Award! *'''Sisters of Battle:''' Makes a lot of sense, fluff wise, and you'll provide valuable anti-psyker stuff for an army that lacks it. Plus you can have a competition for whose Rhinos get the best special rules. Cheaper but less powerful than Space Marines, more expensive but better than Guard. *'''Imperial Guard:''' They have the cheaper bodies, and they have the fire power. You give them anti-psyker support, but watch out for that Psykana formation since you'll mess with that one badly. Otherwise, a good choice if you want to stop enemy psykers. Just walk beside a blob, or park a Null-maiden Rhino next to them, and protect them from blessings/Maledictions. **'''Tempestus Scions:''' They're faster and hit harder than IG, but are paper-thin. *'''Adeptus Mechanicus:''' They're a big gunline, so your anti-psyker ability's range is somewhat questionable, but at least you can ward off any Deep Striking Psykers in Terminator Armor/Summoning in their tracks. *'''Imperial Knights:''' Not much to say except yes. Two distraction carnifex armies, and you can protect the big guys from Cyclopia Cabal and Technomancy powers. *'''Inquisition:''' There is a lot of overlap between the job of the Ordo Hereticus Inquisitor and your basic Sisters. Also AP2 at initiative 5 can basically one-up Death Cult Assassins who only have Power Swords. Crusaders are a good choice though. If you like the fluff, keep an Ordo Hereticus Inquisitor with Null Rod (basically does what most of the Psychic Abomination rule does, plus Instant Death vs Psykers) and Psyocculum (BS10 when targeting a unit of Psykers/BoP/Psychic Pilot) and stick him in a different squad, shut down the enemy's psychic attacks on your units. *'''Officio Assassinorum:''' The odd one out is the Culexus Assassin on his own, for you can get more than 1 unit that in general does the same thing. The things he uniquely does is force all attacks against him down to WS/BS1, ignore armor saves, Instant Death Psykers (and anything else on a 6 to wound), and has a 4+ Invulnerable Save. The other 3 on their own offer a lot more to the table; the Vindicare has long ranged anti-armor (S10 AP2 shot), can pick off specific models with Hellfire (Poisoned 2+ AP2) rounds that threaten your troops, and ignore invulns. The Eversor rapes hordes and tanks, and the Callidus can take out that one key infantry/HQ unit hiding in the back field (like a Tech Marine's Thunderfire Cannon since it's T7, not a vehicle). You can use the Execution Force formation to take all 4 and keep the Culexus as well to overload your enemy's target priority.
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