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Codex - Tyranids: Hungry Swarmhost Edition
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====Maleceptor==== 180 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Maleceptor | 3 | 3 | 6 | 6 | 6 | 3 | 3 | 10 | 4+ | Monstrous Creature | 1 Maleceptor |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Warp shield projector '''Special rules:''' *'''Psyker (Mastery Level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''Psyker:''' A Maleceptor has the Psychic Overload and Psychic Void psychic powers. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids. *'''Psychic Overload''' ::Warp Charge 1 ::Psychic Overload is a '''witchfire''' power with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Burst | 24 | 1 | 2 | Assault 1, Ignores Cover, Large Blast, Brain Damage |- |}<br style="clear: both; height: 0px;" /> :*''Brain Damage:'' Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage. ::''A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.'' *'''Psychic Void''' ::Warp Charge 1 ::Psychic Void is a '''blessing''' that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor's Synapse Range, gain a +3 bonus on their tests. At the start of your opponent's Psychic phase any other friendly Synapse Creature within Maleceptor's synapse range may choose to expend one Warp Charge to spread Psychic Void's effect on its own synapse range. Options: *Mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20) *May include up to 2 additional Maleceptors - 180 pts./model *May take items from the '''Biomorphs''' lists. *The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.
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