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===Seventh Edition=== 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 <strike> B) most opponents will force you to roll to-hit. Did I mention the Maleceptor is only BS3? </strike> (This has been changed in the Rulebook Errata v1.2 "However, some witchfire powers do not have a weapon profile (such as the Telepathy power, Psychic Shriek); where this is the case, no To Hit roll is required β the attack hits automatically".)) 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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