To whoever tried to defend this thing, a WC2 power needs to be able to do a lot more than just a 25% chance of a glancing hit to be worth it.
In late October 2014 [[GW|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. 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? 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]].