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Exocrine
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==Tabletop== ===Seventh Edition=== The Exocrine's problem on the tabletop can be summed up simply; 24 inch range. Its ability to spam [[TEQ]]-fucking shots in an army with such little MEQ or better busting shooting would be invaluable but despite being a living artillery weapon it has to get within twenty four inches, and thus in the range of other people's plasma shots and most of the weapons TEQs use. Secondly, cover is fucking everywhere and the Tyranids don't have all the "lol cover saves" options that diviniation spammers, template lovers, and tau players get. And finally, despite it being an organism evolved solely for ranged combat, its BS is still kind of sucky. All of this has added up to a good unit with a unique role in the Tyranid army, but not one that can hold a candle to the sheer frustration the likes of [[Riptide|Iontides]] or [[Heldrake]]s unleashed and exemplifies [[GW]]'s bad and inconsistent game design. ===Eighth Edition=== The Exocrine got a rather nice buff in the transition from 7th to 8th edition. The [[Bio-Plasmic Cannon]] saw its range increased to 36" and now does 2 damage per shot. In addition, it can fire twice if it holds still at +1 bs. That's a maximum of 24 wounds, and with its high strength and AP, this monster can melt surprisingly tough targets. In terms of defense, the Exocrine is now as tough as a Leman Russ battle tank, packing an Toughness of 8, 12 wounds, and a 3+ armor save. The only flaw is its melee stats have now dropped considerably, and it will struggle to put wounds on anything that makes it into charge range. For that reason alone, never let it get into a situation where it needs to fall back. Tldr: the Exocrine is essentially a Tyranid tank.
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