Maleceptor: Difference between revisions

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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 has not been changed in any of the available 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]].
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 has not been changed in any of the available 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]].
 
It's a damn shame, because in the fluff it is described as an absolute rape machine, with broods of them able to go up against mephiston and make him look silly.
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{{Template:Tyranids-Creatures}}

Revision as of 17:55, 3 January 2017

Looks so badass, but sucks so hard...

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 has not been changed in any of the available 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. It's a damn shame, because in the fluff it is described as an absolute rape machine, with broods of them able to go up against mephiston and make him look silly.

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