The Doom of Malan'tai

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: df60-2cb8-6b1b-07bb
Hidden: false
Costs: 90 Points

Constraints:

max: 1
Options (1)

Profiles:

Abilities
Spirit Leech:

At the beginning of every Shooting phase, including the foe's, every non-vehicle enemy unit within 6" of the Doom of Malan'tai must take a Leadership test on 3D6. If the test is failed the unit suffers a single wound for each point they failed by, with no armour saves allowed.

Absorb Life:

The Doom of Malan'tai immediately gains +1 Wound, to a maximum of 10 Wounds, for every unsaved wound it inflicts.

Psychic Strength:

The Doom of Malan'tai's Strength is always the same as its Wounds characteristic. Therefore, as it suffers Wounds its Strength is reduced, and vice versa.

Instinctive Behaviour - Feed:

see Instinctive Behaviour

A unit that Feeds is subject to Rage. In addition, the unit may not fire any weapons in the Shooting phase, though it may still run, according to the stipulations of Rage.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Psyker:

Psykers can use one psychic power per player turn. To use a psychic power successfully the psyker must pass a Psychic test, which is a normal Leadership test. Note that this test must always be made on the psyker’s own Leadership value. Even where Leadership tests would normally be taken on the value of another model, tests for using psychic powers are always taken using the psyker’s own Leadership.

If the result of a Psychic test is either a double 1 or double 6 this indicates that something horrible has happened to the psyker.  The psyker suffers 1 wound with no armour or cover saves allowed. Invulnerable saves are allowed, but the power of the Warp is so great that successful saves must be re-rolled. Note that a psyker who rolls double 1 will still use his power, even if he is wounded or killed as a result. 

Psychic powers that take the form of shooting attacks are very common. Using a psychic shooting attack counts as firing a ranged weapon (an assault weapon, unless specified otherwise). So, for example, the psyker must be able to see his target unit, cannot be locked in combat, or must not have run in the Shooting phase if he wishes to use a psychic shooting attack. In the same way, if a psyker targets a unit with a psychic shooting attack, then he can only assault that unit in the ensuing Assault phase. Even if a psyker has a special rule allowing him to use more than one psychic power per turn, he can use only one psychic shooting attack (as models can fire only one ranged weapon per turn). However, if he is allowed to fire more than one ranged weapon per turn, he can replace the firing of any of the weapons he is allowed to fire with a psychic shooting attack (but still cannot use the same power twice in a turn).

Shadow in the Warp:

Any enemy Psyker that takes a Psychic test within 12" of a Tyranid with the Shadow in the Warp special rule must take the test on 3D6 and will suffer a Perils of the Warp attack on the roll of any double 1 or double 6.

Warp Field:

A Warp Field grants the model a 3+ Invulnerable Save.

Weapons RangeStr.APType
Cataclysm

24"

X

1

Assault 1, Large Blast

Psychic shooting attack. The Strength of this psychic power is equal to the number of Wounds the Doom of Malan'tai has when the power is used. 

After this power has been used, but before any additional Wounds are gained due to the Absorb Life ability, the Doom of Malan'tai suffers D3 wounds. No saves of any kind can be taken against these wounds.

Unit WSBSSTWIALdSv
The Doom of Malan'tai

4

4

X

4

4

4

3

10

5+

Melee Weapons
Claws and Teeth:

Models with claws and teeth count as having a normal close combat weapon.

Used By (1)
Tyranids(Catalogue)