Warhammer 40K Hot Mess – Tyranid Toxicrene
The Tyranid Toxicrene is a big ole hot mess of a model that will most likely have its bits used in some kind of conversion. Let’s get to work.
Woohoo – what kind of life must it be to be the fraternal twin of the Maleceptor. A giant gross ball of gas that somehow has Cthulu tentacles and a lot of rules that just don’t work in the current game. The worst thing about this model is that its in a ridiculously strong codex Tyranids. So it just stays hidden, smelling its own farts, and hoping for a day to shine in the sun. Or at least show up as something unique and well loved on the tabletop. But no – this pile of plastic mess just sits. It is just extra bits of sprue that most likely lives in a box with the other pile of bits you promised yourself you would use someday.
Tyranid Toxicrene 101
So this is like a big Venomthrope of sorts that is gassy, sassy, and a whole lot of meh. It has a lot of wounds, it hits alright, is Toughness 8, and can throw out a butt load of attacks. In fact, that is the only cool thing is that its 12 tentacle attacks get to wound all non vehicle/titanic things on a 2+. Too bad the damage is 1 but hey – it can go hog wild in a unit of t-shirt-wearing guardsman and they might pee their pants a bit. It really is just a weirdly expensive model that let’s it gassy side give a -1 to hit when within 3″. Plus it can do some mortal wounds if you get close enough to it in the fight phase.
Let’s Make It Scary
It needs to do more with its toxic gas than giving out some mortal wounds out and making you hit worse. You should get more effects piled on. Heck, maybe do a turn limit as it is busy busting out some gas as the game goes on. Turn one you are -1 to hit and every unit within 3″ takes a mortal. Next, Turn 2 you are -1 to hit and -1 strength with everyone taking a mortal. On Turn 3 you are -1 to hit, strength, and toughness plus the mortals get to d3 wounds when you are within 3″. Turn 4 the minus’s continue but you start to take a flat 3 mortal wounds per unit nearby. From there if it is still alive at turn 5 and you are still alive it starts to do d6 mortal wounds and its aura of stank gets bigger. That is a scary thing and you know you will have to kill it with fire as soon as you can.
Make It Toxic!
Heck if that doesn’t get ya scared make those tentacle whips scary. Let its shooting attack go out to 12 inches and make it a flamer like effect. Or heck let it get better the more hits you get and increase the damage as you strangle your opponents with your stinky wiggle arms. This way it can be an aggressive little jerk that is coming to take your candy and fill up your toilet.
Why Not Let It Have Different Stinks It Can Do?
Maybe you can decide to have something different wafting out of this gross monster? How about some anti Psychic effect? Or something that drives the little bugs wild like crazy meth gas. Or how about helping its buddies be harder to hit? Let it become a cool stank centerpiece to the army.
We know this model is just never going to be used right now – so why not juice it up a bit? Let’s make it cool as hell so it can be the true stinky princess of doom it needs to be.
Let us know how you would fix the unit, down in the comments!