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===Lords of War=== *[[Image:HarridanGW.jpeg|125px|right|]]'''[[Harridan]]''': The Harridan is basically a flying Hierophant but with a 3+ save and no invuln. It is armed with the same weapons of the hierophant minus the torrent and lashwips and also has the frenzied metabolism rule to get a +1 to wound on the cannons at the cost of D3 mortal wounds. It can also carry 20 gargoyles into battle. Finally, since it's a flyer of some sort, it has the usual rules you'd expect like a -1 to be hit, not being able to charge or be charged and being able to pivot up to 90Β° before moving; you can still hovering, something that can allow for first turn charges since its move characteristic is 20" when doing so, but it rids you of your -1 to be hit and so makes you a little more fragile (at W34 T8, it should be a big problem but remember you don't have an invuln and the malanthrope's and venomthrope's abilities don't work on you). Overall, a nice unit that probably won't see the battlefield much due to the cost but that can be competitive if used right (and yes, it has been on a tournament winning list). *[[Image:Tyranid Hierophant.jpeg|125px|right|]]'''[[Hierophant]]''': A titanic biomorph with 34 wounds at T8 with 2+/5++ and a degrading 10" movement, it's nothing to scoff at. In melee, it has 6 S10 -4 D6 attacks that initially hit on 3s so anything you fight against that doesn't have an invuln save ''will'' get shredded, but do keep in mind that, despite being able to go over models (as long as they are not {{W40kKeyword|Vehicles}} or {{W40kKeyword|Monsters}}) like other lords of war, its sheer size means you'll probably be shielded by basic infantry anyway; you also get 10 additional attacks at S5 -1 D1 so charging a not-so-big mob of infantry could be nice, if not for shielding it from retaliating fire. On a ranged note, you get a 2D6 shots heavy flamer with S7 and the main guns with 16 shots at '''S10 -3 D3''' (these too hit on a 3+), perfect for any type of target that doesn't have an invuln save (you see the pattern?); and with the frienzied metabolism special rule, you can suffer D3 mortal wounds but get a +1 to wound on attacks made by the cannons, not that you should since you'll be wounding almost everything in the game on a 3+ and most lesser units on a 2+. Speaking of special rules, you also inflict 1 mortal wound on every model you are in engagement range with on a roll of 5+. Finally, the Hierophant can hold up to 20 {{W40kKeyword|INFANTRY}} models, but multi-wound models count as two. Want to move a Prime and 9 Warriors up the table instead of only 6? How about a Neurothrope, 6 Zoanthropes, and 3 Pyrovores? Probably not the best idea, ''but you can!'' Unfortunately, the degrading stats now affects WS and BS, so you need to be on the aggressive side of things to make sure you use this model at its peak before it inevitably gets downgraded. Like other "apocalypse-ish" units, you probably won't see this thing in casual play, but it can shine at higher points game. Preferably take it with the jormungandr fleet so it gets a -1 to be shot at more than 18" (neither the malanthrope's nor venomthrope's ability work on it) and/or the unfeeling resistance adaptive trait so that you can get a bit more out of it before it dies (remember that catalyst not gives only a 6+++ on titanic units instead of a 5+++).
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