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===Shield of Baal: Leviathan=== *'''Hypertoxic Node''': A Tyrant with toxin sacs joins the new Toxicrene and 3 spruced-up Venomthropes to gain the Toxicrene's ID on a 5+ to-wound. The Tyrant also gains the Toxic Miasma, which he (or any other members within 12") can use at any time. Definitely a nice way to tarpit shooting with the Venomthropes pumping Shrouded to protect a Flyrant. **'''Note''': Nothing is stopping you from taking Wings on the Tyrant, so this can be used to gain 3(!) additional Elite choices and a Heavy Support. All you have to pay for that is an extra 10 points for Toxin Sacs on the Tyrant. You were going to take lots of Venomthropes and a Toxicrene in a Tyrannocyte anyway, right? *'''Neural Node''': A Maleceptor leads 3 Neurothrope-led Zoanthrope broods. All it gives is an 18" SitW and can re-roll 1's when using powers. Yeah, the Maleceptor's still pretty shit, just slightly less so against psyker-heavy armies. **'''Note''': Rerolling 1s is amazing when you are going to be throwing that many Charges around. The additional Shadow in the Warp-range may sound weak, but it does make it far easier to snipe those damn Farseers with Psychic Overload. **'''Note''': Additional Shadow in the Warp range also makes it really easy, and rather fun, to kill of enemy characters with the new Nerothrope power with 3d6 vs. LD (at -3 via RAW with SitW) *'''Skytyrant Swarm''': A Flyrant takes two broods of Gargoyles to use as ablative wounds and boost Synapse by 6". The Tyrant can roll Look Out, Sir on a 2+ and spend each one of them as a wound. The smart way to run this is to DS in there with your mob of flying wounds and then spam the shit out of their blinding acid and then blast them. Issue is that you'll always be gliding and if you all die, you give up 3 VP. Unlike the Skyblights, you can't roll to put them in reserves. *'''Sporefield''': 3 Mucolid Clusters can join in 3 Spore Mine Clusters. They all gain Infiltrate and if anything ever dies, they can return to reserves on a 4+. Unlike the other ones, which might fork over all the kill-points, these guys get the safety of not forking over those points, but also being able to suicide themselves at the nearest flyer/MC/FMC and come back laughing! Buy a bunch and then buy some minimum Mucolids and maybe a Sporocyst in the main FOC, and watch them panic at all the Sporemines! **'''Note''': As long as you have the models, always toss out one Sporefield at the very least. You get a playable Sporefield for no more than 90 points, they give no kill points whatsoever and they WILL play merry havoc with your opponent's movement phase in addition to raping any flyer stupid enough to come too close. **'''Note''': Note that you are totally free to field an entire army of these things. Granted, you won't win any games (unless you get very lucky and manage to wipe out your opponent before all your mines go boom) but it will be hilarious to watch your opponent trying to get the hell away from up to 33 Mucolids and 101 normal spore mines in 1000 points (and even more hilarious shenanigans at higher point levels). *'''Skytide''': LUBE UP. THE FLYING CIRCUS IS BACK IN TOWN. Pack in a Skytyrant Swarm, a Sporefield, and THREE Skyblights. This is now an army. Not only does each formation keep their rules, but the Skytyrant Flyrant also gives other Tyrants within Synapse a boost of 6" on their own Synapse range and gives you a re-roll on any removed unit before they die for good. It's not as much as the Living Tide (and thank GOD for that), but it's still hella pricy with all those Flyrants. Here's what you need: **4 Flyrants **11 Gargoyle broods **6 Harpys **3 Crones **3 Mucoloids **3 Spore mine clusters ***for a minimum of 127 models and a maximum of 379.
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