Tyranid Malefactor

(Unit)
Type: upgrade
Category: Support
Categories: Support, Tyranids
LinkId: 9367-7351-537d-6d20
Hidden: false
Costs: 80 pts
Options (2)
Rules (6)
Fear
If charged by an enemy causing fear, take a psychology check. If passed, fight as normal. If failed, automatically break if outnumbered by charging enemy. If enemy does not outnumber, half the units WS (rounding up) in the first turn of combat and cannot fire overwatch. 
If charging enemy unit that causes fear, must take psychology check. If failed, cannot charge and must remain stationary for the turn (but can fire normally). 
If hit by a weapon that causes fear it must take a Break test regardless of casualties inflicted by the weapon
Immune to Psychology
Immune to all psychology. Cannot be affected by fear, terror, or any of the psychological factors in the Warhammer rulebook. 
Still affected by Break tests like other troops
Rampage
Rampage: If it takes damage causing it to Rampage it must charge the nearest enemy model (character, squad, or vehicle) that it can reach, moving at the fastest possible speed towards the target. May not fire any weapons when Rampaging.
Tyranid Malefactor Damage Table
1: Foot
2-4: Body
5-6: Frag Spine Arms*
Closest to attacker is hit
Tyranid Vehicle Targetting
Tyranid Vehicles are targeted as a Vehicle

Bolt Of Change, Force Dome, Hammer of Fury, Eldrich Storm, and Assail affect Tyranid vehicles  as vehicles. Vortex, Aura Of Decay, Aquiescence, Pink Fire Of Tzeench, Executioner, Kop Dis and Da Crunch work as normal. The Leadership test-based Powers (Domination, Smite, Scourging, Beam of Slaanesh, Pavane of Slaanesh and Storm Of Wrath) will apply to any Tyranid vehicle that is outside the range of a Hive Node (Hive Tyrant,Tyranid Warrior)
Tyranid Malefactor Close Combat
The Malefactor uses its Ram Value for any damage inflicted by it in close combat. Because the Malefactor is so large, the extra dicem and +1 WS bonuses for additional attackers do not apply in any close combat with the Malefactor

When a Tyranid vehicle rams or charges another vehicle, work out damage to the other vehicle as normal. For the Tyranid vehicle the location that actually touches the other vehicles is hit on a 4+ and other locations are hit on a 6+. Work out damage for any hit locations as normal

Profiles:

Walker / Dread Unit TypeMWSBSSIALDArmour LocationFront ArmourSide/Rear Armour
Tyranid Malefactor

Malefactor

Slow 8 Combat 14 Fast 20

5

4

8

4

3

10

Foot Body Frag Spine Arms

18 22 20

18 20 20

Strenght 8 D12 Damage -5 Save

Transport Transport
Malefactor Transport

Malefactor (Transport)

Up to 12 wounds worth of models (can be multiple squads as long as the total wounds are not more than 12)

Used By (1)
Codex - Tyranids(Catalogue)