Maleceptor: Difference between revisions
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In late October 2014 [[GW|GeeDubs]] made a token attempt to help the [[Tyranids]] feel less useless and released two more monstrous creatures, one of which was the '''Maleceptor'''. Described as just being an extra large [[Zoanthrope]] with extra armor and some legs because lifting something that much bigger requires more effort because of the square cube law. Though the ''real'' reason is because it shares the same model pack with the much more useful [[Toxicrene]], with the Maleceptor growing six exposed brains out of its back instead of the Toxicrene's pus sacks. | In late October 2014 [[GW|GeeDubs]] made a token attempt to help the [[Tyranids]] feel less useless and released two more monstrous creatures, one of which was the '''Maleceptor'''. Described as just being an extra large [[Zoanthrope]] with extra armor and some legs because lifting something that much bigger requires more effort because of the square cube law. Though the ''real'' reason is because it shares the same model pack with the much more useful [[Toxicrene]], with the Maleceptor growing six exposed brains out of its back instead of the Toxicrene's pus sacks. | ||
Anyway, while the Toxicrene was at least decent, the Maleceptor became incredibly unpopular within ''minutes'', clocking in at 205 points with only 4+/5++ and Mastery Level 2. Its big gimmick is a unique power called Psychic Overload, and can cast it on three different targets a turn. It brings back memories of the old Doom of Malan'tai what with target takes a Ld test on 3d6 or else take d3 wounds with AP2 Ignores Cover. Only problem: it's Warp Charge 2. Go ahead and do some test rolls to see how many warp charge dice you need to make three WC2 powers ([[Warhammer 40,000/Tactics/Psychic 101#Warpcharge table|answer:4 charges per shot, if you want better odds than a coin flip]]). Also it's a Focused Witchfire power, which means A) you need THREE warp charges to actually kill the important target instead of some random schmuck, so you're dropping even more warp charge dice, and B) most opponents will force you to roll to-hit -- did I mention the Maleceptor is only BS3? And of course, Deny the Witch can make it useless even when it does hit so all those warp charges still end up wasted. You can also shoot it at a vehicle to (try to) deal a glancing hit, whoop dee do. White Dwarf plays it up as the Tyranids' "psychic sniper", and it's so hilariously inept at it that [[Pyrovore|you wonder how the Hive Mind is still a threat at this point]]. | Anyway, while the Toxicrene was at least decent, the Maleceptor became incredibly unpopular within ''minutes'', clocking in at 205 points with only 4+/5++ and Mastery Level 2. Its big gimmick is a unique power called Psychic Overload, and can cast it on three different targets a turn. It brings back memories of the old Doom of Malan'tai what with target takes a Ld test on 3d6 or else take d3 wounds with AP2 Ignores Cover. Only problem: it's Warp Charge 2. Go ahead and do some test rolls to see how many warp charge dice you need to make three WC2 powers ([[Warhammer 40,000/Tactics/Psychic 101#Warpcharge table|answer:4 charges per shot, if you want better odds than a coin flip]]). Also it's a Focused Witchfire power, which means A) you need THREE warp charges to actually kill the important target instead of some random schmuck, so you're dropping even more warp charge dice, and B) most opponents will force you to roll to-hit -- did I mention the Maleceptor is only BS3? (this was eventually changed in the May 2016 Errata) And of course, Deny the Witch can make it useless even when it does hit so all those warp charges still end up wasted. You can also shoot it at a vehicle to (try to) deal a glancing hit, whoop dee do. White Dwarf plays it up as the Tyranids' "psychic sniper", and it's so hilariously inept at it that [[Pyrovore|you wonder how the Hive Mind is still a threat at this point]]. | ||
{{Template:Tyranids-Creatures}} | {{Template:Tyranids-Creatures}} |
Revision as of 20:07, 14 September 2016
In late October 2014 GeeDubs made a token attempt to help the Tyranids feel less useless and released two more monstrous creatures, one of which was the Maleceptor. Described as just being an extra large Zoanthrope with extra armor and some legs because lifting something that much bigger requires more effort because of the square cube law. Though the real reason is because it shares the same model pack with the much more useful Toxicrene, with the Maleceptor growing six exposed brains out of its back instead of the Toxicrene's pus sacks.
Anyway, while the Toxicrene was at least decent, the Maleceptor became incredibly unpopular within minutes, clocking in at 205 points with only 4+/5++ and Mastery Level 2. Its big gimmick is a unique power called Psychic Overload, and can cast it on three different targets a turn. It brings back memories of the old Doom of Malan'tai what with target takes a Ld test on 3d6 or else take d3 wounds with AP2 Ignores Cover. Only problem: it's Warp Charge 2. Go ahead and do some test rolls to see how many warp charge dice you need to make three WC2 powers (answer:4 charges per shot, if you want better odds than a coin flip). Also it's a Focused Witchfire power, which means A) you need THREE warp charges to actually kill the important target instead of some random schmuck, so you're dropping even more warp charge dice, and B) most opponents will force you to roll to-hit -- did I mention the Maleceptor is only BS3? (this was eventually changed in the May 2016 Errata) And of course, Deny the Witch can make it useless even when it does hit so all those warp charges still end up wasted. You can also shoot it at a vehicle to (try to) deal a glancing hit, whoop dee do. White Dwarf plays it up as the Tyranids' "psychic sniper", and it's so hilariously inept at it that you wonder how the Hive Mind is still a threat at this point.