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Tyranid 6th Edition Codex - Exocrine Review
The new Tyranid release for 6th edition Warhammer 40k has brought us several new models, and in some cases, some new old models. Yes, ladies and gentlemen, the Exocrine is back from 2nd edition! What once was an Armorcast model of yellow resin is now a highly detailed plastic miniature, and it has rules to go along with it. This rule will take a look at those rules and give some insight into how to use it on the battlefield.
If you missed my Tyranid Harpy and Hive Crone reviews, check them out here:
If you haven't read about the new Tyranid Monstrous Flying Creatures, give them a read, too. They have some interesting offensive tricks, but they are a little fragile to Anti-air . . . is there a solution? Also, if you are looking for the new Tyranid Haruspex, check the links at the bottom of this article for my new review. That thing is a beast!
Exocrine Stats and Rules
The Exocrine is a piece of living artillery. It's job is to slowly march forward and take down enemy heavy weapons and infantry in support of your advancing hordes. Will it do the trick?
- Heavy Support
- WS and BS of 3 . . . or BS 4 - see below!
- Str and Toughness of 6 with 5 Wounds.
- 3 Attacks if its gets stuck into melee.
- Leadership 7 - so keep it in Synapse range!
- 3+ armor save.
Don't forget that this thing IS a Monstrous Creature, so it gets all the special rules along with it: Move Through Cover, Hammer of Wrath, Smash, etc. Most of these rules advantage melee, something you'd like to avoid with the Exocrine, but they are there. Need to charge that Land Raider? Three Str 10 attacks on the charge isn't too bad! What else does this thing have?
- Hunt - Instinctive Behavior (assault enemies if failed LD outside of Synapse)
- +1 BS if it doesn't move during it's Movement Phase, but can't charge in the Assault Phase.
This last special ability is interesting. The Exocrine has a relatively short range with its weapon (see below), so it's likely that you'll have to keep this guys moving for a turn or two. However, once you get it into position, it's nice to have a bonus for parking and claiming your territory.
The Exocrine is a living tank, so what caliber weapon does it use?
- Bio-plasmic Cannon - Two Modes:
- Blast: 24" Str 7 AP2 Assault 1 Large Blast
- Streams: 24" Str 7 AP2 Assault 6
- Scything Talon - just gives it melee attacks, nothing special.
- Can upgrade to a Thresher Scythe tail - an addition Str 4 AP4 attack in melee that has Rending.
The Exocrine can also be upgraded with Biomorphs:
- Toxin Sacks - Melee gains Poisoned (and re-rolls failed To Wound verses most anything).
- Acid Blood - Each unsaved wound suffered in melee causes the enemy unit to take a Str 5 AP2 hit.
- Adrenal Glands - Gains Fleet and Furious Charge.
- Regenerate - Roll a die at the end of your turns, on a 4+ you regain a lost wound.
Regarding Biomorphs, I'd probably keep the Exocrine cheap and not buy anything. Regeneration is tempting because it will likely keep your Exocrine in the game longer. Everything else is melee oriented and you just don't want your guy to be stuck in combat.
It's primary weapon is pretty nasty! Do you realize it's basically a plasma cannon with a large blast? Or an Assault 6 plasma gun? The biggest limitation is that it has a 24" range, which is why the Exocrine has a Toughness of 6, 5 Wounds, a 3+ armor save and, if given the Regeneration biomorph, the ability to regrow wounds.
Tyranid Exocrine Rating
Tyranid Exocrine Tactics
So what are you to do with the Exocrine? If anyone is familiar with WWII games, then this thing is a German StuG: roll it forward, gun firing, but keep it supported with infantry.
With a strength 7 gun, you can target most transports and light armor. The Exocrine will also make mist out of terminators or other heavily armored infantry. My idea is to use the Blast mode while moving forward because the difference between BS 3 and 4 is not much for a large blast. When you get to an area you want to control, then feel free to switch to the Assault 6 and use the increased BS 4 and you'll likely hit 4 out of those 6 shots... which is better against small units that a blast might miss entirely. You could also target an enemy Flyer and hope for hot dice!
Overall, I give it 3 out of 5 stars. This is an average rating, but I do think the Exocrine is a fine unit. It has great offense and survivability, but two inherit weaknesses: a short range for a heavy weapon, and it's single-mindedness. It can point and shoot, but not much else. Yes, it could crunch some infantry in melee, but you don't want it stuck there. Keep that bio-plasmic cannon firing and keep some units around it to avoid it being charged by a power fist.
What do you think about the Exocrine?
I was excited to see the Exocrine make a comeback! My buddy had the old Armorcast model and I always thought it was just awesome. A living assault gun, crawling forward, shooting plasma and eating anything in the way!
Looking at the rules, I'm pleased. That Str 7 large blast is just nasty! Imagine your opponent losing a squad of terminators in a single blast. Your Exocrine will not be a popular model, which is all the better for you, as it will attract fire away from your other army.
I hope you enjoyed the review! Before you go, take the poll to the right and let us know what you think of the new Exocrine. Love it or leave it? What about the new Haruspex? Check below!
- Tyranid Haruspex Review - What a beast!
Keep checking back for new Tyranid articles, and in the mean time, check out my other 40k articles below:
Thanks for reading! Comments below are always welcome and I always respond. Happy gaming for now. Murphy Out!