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==Unit Analysis== ===Elites=== They now got split into 3 units. Every squad starts at 5 and can be upgraded to 10 girls, with a Sister Superior for an extra attack. They all have Fear and Fearless. *'''Prosecutor Squad:''' Your basic Silent Sister squad with Bolters. Think of them as a squad of 5 really cheap Culexus Assassins, and scare off any players that rely on Psykers. Of the three, probably the most efficient of the three units when paired with a Rhino *'''Vigilator Squad:''' Your sister squad, armed with Executioner Greatblades. WS/BS4 and I5 means they beat Space Marines to the punch though be wary of prolonged combat as they will not like multiple turn combat when attrition sets in. *'''Witch Seeker Squad:''' Everyone's getting Flamed! Seriously though, armed to the grill with flamers. Unfortunately, they can't handle the high volume shooting being thrown around these days like their brother Custodes/Astartes. You will simply have to be creative in getting them around the board to get in close for the kill, and again try to avoid getting bogged down in CC. Compared to Prosecutors and Vigilators not the most efficient as their flamers don't benefit from the Bane of Psykers rule, though at the very least they can shoot and assault. ===Fast Attack=== *'''Null Maiden Rhino:''' 45 points for a Rhino with the Psychic Abomination and Bane of Psykers special rules. That's right, your Rhino makes those Zoanthropes/Sorcerers/Librarians/Farseers shit themselves. That's actually really useful considering Psychic Abomination doesn't work when you're locked in a transport. It can take an extra Storm Bolter, or a Dozer Blade for 5 points, and 10 points for Extra Armor and Hunter Killer Missiles. Only the HKM really works since with Bane of Psykers it will hit and will wound that Psyker Monstrous Creature.
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