Mycetic Spore: Difference between revisions

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Course, though this sounds like every Nid Player's wet dream, the bigger score comes from the other models the kit can make: A spore mine that can hit flyers AND a living fortification that can fire five guns and a bunch of other fun rules to make area denial a thing without needing Gaunts everywhere.
Course, though this sounds like every Nid Player's wet dream, the bigger score comes from the other models the kit can make: A spore mine that can hit flyers AND a living fortification that can fire five guns and a bunch of other fun rules to make area denial a thing without needing Gaunts everywhere.
As for the Tyrannocyte's fluff, well it's basically a Mycetic Spore now that Mycetic Spores have been given the unperson treatment. After landing and disgorging its passengers, it unravels a second, hidden flap of skin and fills it with helium-producing bacteria or whatever, and that's how it's able to move around. Occasionally the Hive Ships will fill it with Spore Mines instead and drop it as [[Sporocyst|a special fortification/synapse signal booster]].
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{{Template:Tyranids-Creatures}}

Revision as of 06:39, 25 November 2014

Mycetic Spores are the Tyranids' equivalent of Drop Pods. They could carry Carnifexes. Just think about that for a second. Deepstriking Carnifexes. That's awesome, right? Apparently Games Workshop didn't think so, because they removed the Mycetic spores from the 6th edition codex (or as it shall henceforth be known, "Nerf and the world Nerfs with you"). It is unknown why GW chose to do this, but it's probably because they're incompetent cocksections.

The ChapterHouse Fiasco

The large number of ejaculating dick guns in the tyranid arsenal means that the addition of a vagina unit created much needed balance

Before 4th edition at the earliest, there was a company called ChapterHouse Studios, who was responsible for making a whole ton of supplementary 40K stuff that GW was too fucking lazy to provide, like conversion kits for Tervigons, shoulder pads for popular but less supported Space Marine Chapters, and these babies. GeeDubs, being the greedy fucktards they are, got jealous that someone was trying to actually make things without having to go to to them for even more wallet milking. To this end, they decided to sue Chapter House for copying things they made.

In a shocking turn of events (shocking in that, bad as GeeDubs is, Chapter House was actually guilty with stuff like "Pre-Heresy Terminators"), Chapter House actually won the lawsuit, as GW was trying to sue for things they never made or depicted in art, and thus owned no rights to.

For a while, they just let sleeping dogs lie, being unable to actually sue for things they never made, and being too lazy to try making their own spore pods. However, 6th edition finally rang the death bell for the pods, removing from the Tyranid Codex. And with it went the ability to actually get Zoanthropes anywhere reliably and the aforementioned Fex-Striking. The final death knell rang later that year, as GeeDubs froze all of CHS' assets and ended the production of these spore pods.

BUT WAIT

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The Tyrannocyte is a 'new' unit that fulfills the exact same purpose a mycetic spore but coming WITH a model this time, released not long after the Maleceptor/Toxicrene kit and accompanying White Dwarf rules.

It moves, it shoots!, but wait!! For it can transport!! Everything people liked about the Mycetic Spore packed into it and with awesome additions.

Even better than that, it's a drop pod that can MOVE (though rather slowly) and can fire FIVE Deathspitters (or Barbed Stranglers or Venom Cannons) at any nearby targets as long as they're within range/LOS. It's also improved by making it even more accessible, as now instead of only being a transport for certain models, it's now open to everything, limiting only to units of 20 models or one Monstrous Creature.

Course, though this sounds like every Nid Player's wet dream, the bigger score comes from the other models the kit can make: A spore mine that can hit flyers AND a living fortification that can fire five guns and a bunch of other fun rules to make area denial a thing without needing Gaunts everywhere.

As for the Tyrannocyte's fluff, well it's basically a Mycetic Spore now that Mycetic Spores have been given the unperson treatment. After landing and disgorging its passengers, it unravels a second, hidden flap of skin and fills it with helium-producing bacteria or whatever, and that's how it's able to move around. Occasionally the Hive Ships will fill it with Spore Mines instead and drop it as a special fortification/synapse signal booster.

Tyrannic Bio-Organisms
Leader Organisms: Broodlord - Hive Tyrant - Neurotyrant - Norn Queen - Tyranid Warrior
Small Creatures: Barbgaunt - Gargoyle - Genestealer - Hormagaunt
Neurogaunt - Ripper - Spinegaunt - Termagant
Medium Size
Creatures:
Biovore - Hive Guard - Lictor - Neurothrope - Parasite of Mortrex - Pyrovore
Ravener - Tyrant Guard - Venomthrope - Von Ryan's Leaper - Zoanthrope
Monstrous Creatures: Carnifex (Screamer-Killer - Stone Crusher - Thornback) - Dimachaeron
Exocrine - Haruspex - Malanthrope - Maleceptor - Mawloc
Psychophage - Tervigon - Toxicrene - Trygon - Tyrannofex
Gargantuan Creatures: Cerebore - Dactylis - Hierodule - Malefactor - Nautiloid - Viragon
Flying Creatures: Harpy - Harridan - Hive Crone - Mucolid Spore
Bio-Titans: Dominatrix - Hierophant - Hydraphant - Viciator
Floral Structures: Capillary Tower - Reclamation Pool
Spaceborne Creatures: Ether-Swimming Brood - Mycetic Spore - Tyrannocyte
Other Organisms: Bio-Weapons - Cortex Leech - Meiotic Spore - Neurocyte
Neuroloid - Spore Mine - Sporocyst - Zoats
Unique Creatures: Deathleaper - Laius Horror - Old One-Eye - The Red Terror - Swarmlord
Auxiliaries: Genestealer Cult