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  1. #1
    Archite of Caerbannog KwiKwag's Avatar
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    Xenoplasm revisited

    I believe this was brought up before but I have a hard time understanding what this item does.

    1st question, compared with the terrorfex, what is the difference that it is AP3 Str3 Assault1? Terrorfex does not have these stats, it auto wounds so what does this mean?

    2nd question - Is the Horrorfex, Terrorfex and Xenoplasm the same thing? Why is xeno more than the others? because of the ap3 st3 stat?

    confused


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    The xenospasm can potentially kill some people (and pin them) compared to the terrofex which can only pin units.

    Which brings myself asking a good question.... According to the FAQ "xenospasm grenades are stackable" which is not possible (I think) since they are rare type items (1 per army) does that mean that terrorfex/horrorfex is stackable or not since they effectively the same thing?

  4. #3
    Orks_n_Bugs Bugs_n_Orks's Avatar
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    what they mean when they say xenospasm grenades are stackable is that if a unit has a guy with a xenospasm and a guy with a terrorfex and they both hit the same unit, the modifiers would stack.
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

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    Archite of Caerbannog KwiKwag's Avatar
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    Quote Originally Posted by ZombieKiller
    The xenospasm can potentially kill some people (and pin them) compared to the terrofex which can only pin units.

    Which brings myself asking a good question.... According to the FAQ "xenospasm grenades are stackable" which is not possible (I think) since they are rare type items (1 per army) does that mean that terrorfex/horrorfex is stackable or not since they effectively the same thing?
    Okay, so the extra 5 points allow it to cause a wound and pins the squad - hmmm.

    So using it on an archon, with his awesome WS he can shoot a group of tau,

    Let's say an archon on a bike riding behind another squad of bikes. They stop within 12" of the enemy. The archon fires his xenoplasm and pins a squad of firewarriors placing 3 of them under the blast template. With WS 6 we have a +2 to hit, Str3 on t3 so a 4+ to wound. With an ap3 we can ignore their armor save. So it can possibly cause 3 wounds and a leadership check for the rest of the unit at -3 (since it says -1 per model hit). If the pin check is passed then might as well assault but if they are pinned then get some buddies and rapid fire the lot of them.

    So its a pinning AP3 pistol (stat wise) is what it comes down to (I know its a grenade launcher).

    3rd question, So it only affects:
    Orks, Tau, eldar, kroot, imperial guard, necrons...?

    Is this right?

  6. #5
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    3rd question, So it only affects:
    Orks, Tau, eldar, kroot, imperial guard, necrons...?
    The xenospasm (sic) also affects any non-fearless marines.

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    LO Zealot Sareld's Avatar
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    Quote Originally Posted by KwiKwag
    So using it on an archon, with his awesome WS he can shoot a group of tau,
    No. Just no. The xenospasm should be on a lowly sybarite, as the arcon needs to FoF and be in assault all the time. The sybarite however, is free to shoot the xenospasm again in the following round if he successfully pins the squad he shoots at. When you pay THAT many points for a gun, you want it on a unit that you can afford to have standing and shooting, no on a unit that needs to be in cc.

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    Archite of Caerbannog KwiKwag's Avatar
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    Quote Originally Posted by Farseer Sareld
    No. Just no. The xenospasm should be on a lowly sybarite, as the arcon needs to FoF and be in assault all the time. The sybarite however, is free to shoot the xenospasm again in the following round if he successfully pins the squad he shoots at. When you pay THAT many points for a gun, you want it on a unit that you can afford to have standing and shooting, no on a unit that needs to be in cc.

    There you have it, thank you for the strategy idea. Of course, if you can get close enough to the Tau that is.

    Kinda like paying for an agonizer or punisher - not sure if it really is worth it.

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    Orks_n_Bugs Bugs_n_Orks's Avatar
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    versus 3+ armies a xenospasm on a reaver squad with 2 blasters can be quite good, also on a raider squad it can get close enough to work well
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

  10. #9
    Archite of Caerbannog KwiKwag's Avatar
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    Well, I had a chance to test the xeno monday and it worked pretty darn good.

    I took the advice and I put the xeno on a reaver succubus. I figured that the xeno was better than the rapid firing splinter rifle so long as the target was right. The blast had one eldar pathfinder under it with 2 partials. I was lucky and killed 2 of them right off but later found out that eldar pathfinders cant be pinned

    Oh well, it was a nice debut for the xeno. You have to admit that the blast template of ap3 is better than a rapid firing splinter rifle. I still toying with it though.

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