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Warhammer 40,000/8th Edition Tactics/Adeptus Custodes
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====Sister of Silence==== *'''Prosecutors:''' Imagine a Sisters of Battle Celestian squad with no acts of faith, but who can shut down Psykers by pure genetics rather than a whole lot of faith, and you'll have an idea of what Prosecutors can do. Power Armoured veteran ladies with Bolters and Psyk-Out Grenades. No bolt pistols or option for any special/heavy weapon, but they do have a 7" movement range, meaning you can move around the battlefield as quickly as Eldar. **Prosecutors have "Prosecution Protocols," which is a rule the other Silent Sisters do not have, giving them the ability to shoot at Psyker Characters even if they are not the closest unit. This is especially good against Psyker heavy armies such as Eldar, who can hide their warlocks, and more importantly, spirit and Farseers, behind squads of Guardians. **These girls are probably most useful for you as Custodians, as they allow you to take down at least a couple of the enemyโs psykers before your custodians get closer and they start smiting 50-100 points per psychic phase. Also helpful for killing said psykers without sending a 5-man Guard squad to chew through bubble wrap for two turns, all the while taking losses from the psyker they guard. Bear in mind, however, that their bolters are just bolters so will utterly wilt against high toughness and/or saves. **These are the only models in the game we can be fairly confident have law degrees, but hopefully, we'll gain access to [[Adeptus_Arbites|judges]] at some point. *'''Vigilators:''' A squad of battle sisters armed with what is essentially a guardian spear. This squad has the potential to do some remarkable damage to high-value targets, and not necessarily only Psykers, though the ''Witch Hunters'' rule comes into its own with this unit since it only applies in the Fight Phase. ''This means they are capable of wounding even Magnus on a re-rollable 5+, just over 55%.'' Bear in mind that multiple wounds do not carry over from slain models, so going charging into an Ork mob is still going to get you murdered. The big problem, though, is that they do not have any guns to speak of. That means no overwatch, no pistols for combat, and no way to strike at opponents at any distance, aside from 1 psyk-out grenade for the entire unit. **Moreso than Prosecutors and Witchseekers, the ladies with swords would do better with a transport vehicle. Since they cannot shoot, they should be kept carefully encapsulated until you need them, so that when they disembark and assault for the first time, they will hit with devastating effect. *'''Witchseekers:''' Sisters of Silence attempting to take a leaf out of the Sisters of Battle handbook and come to battle armed entirely with Flamethrowers. Their effectiveness is difficult to quantify. When compared to Sororitas Dominions with Flamers, Witchseekers are one point more expensive, but come without bolt pistols or frag/Krak grenades (they have psyk-out grenades instead, which are usually worse). If neither squad has a transport, then Witchseekers do have a movement range of 7", but Dominions get a free move at the start of the battle, and can, therefore, cover the same distance over a six turn game, and Dominions have acts of faith, allowing them to repeat certain actions. Not to knock against the Sisters of Silence though, because they still have their hard anti-psychic benefits, plus the ''entire'' squad is armed with flamers, meaning you can get 10d6 automatic hits if you go full-sized, and they are veterans, so are slightly better at melee ''(though without any actual melee weapons beyond the basic one everyone gets)''. If you're looking for an awful lot of flamers then only Tzeentch can do it better, and as a Custodes player they help out in anti-horde, making them perfect candidates for going for that Malignant Plaguecaster bubble-wrapped in Poxwalkers. Witchseekers in a Rhino can make great objective grabbers - move them forward and hose down important points, then dare the enemy to come close and take it from them.
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