Tyranid Cactaurix

Cactaurix are one of the more rare breeds of Tyranid bio-constructs. They are similar to Lictors in that they are sent ahead of the main forces to disrupt enemy movement and strategy. Its tough hide of scales possesses an uncanny ability to bend light around the Cactaurix, rendering it nearly invisible to
the naked eye when it is motionless. If the creature moves, it's location can be discerned by keen eyes due to a glimmer in the area where it is present. These "refractor scales", as they are called, become truly deadly when the Cactaurix fires it's primary weapon, a nasty bio-construct known as the Spinespore, while hidden from view.
(To be added to the Support section of the Tyranid Army List)
Mobile Light Support Unit
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cactaurix |
6 | 6 | 4 | 6 | 6 | 3 |
6 | 3 | 10 |
Weapons: Claws (-3 save), Spinespores
Armour: Chitinous Carapace (3+ save), Refractor Scales
Biomorphs: The Cactaurix may have up to one biomorph
Psychology: The Cactaurix is immune to all forms of Psychology and it causes Fear. In addition, it will automatically pass any Leadership test it is
required to make. It's Leadership is never used, but is included for comparison.
Fear: The Cactaurix causes fear as described in the Rulebook.
Infiltrate: The Cactaurix may Infiltrate as described in the Rulebook.
Special
Refractor Scales: The Cactaurix is covered with tiny scales that work to bend
the light around it and hide it from sight. When hiding, it may only be
detected, not spotted. Also, any model firing at the Cactaurix suffers a -2
to hit modifier if it did not move in it's last turn. Due to the nature of
the scales, the modifier is reduced to -1 if the Cactaurix moved or fought in
hand to hand combat last turn, and to -0 if the Cactaurix ran or charged in
it's last turn. (This is due to the fact that when it is moving, it is easier
to see the tiny reflections of light dancing across it's moving body.)
Spinespores: The Cactaurix can spit small spores filled with dozens of razor
sharp spines. These spores are small, hard and sharp. Upon contact, they
burrow their way into living tissue, armour or whatever it is they have hit.
As they do so, they quickly use up their life-energy and die, but just before
they do they release a shower of their deadly spines. If the spore managed to
get inside the target before death, the spines wreak havoc within. Otherwise
they are spread over a large area and may hit several targets.
| Range |
To Hit |
| |
Save Modifier |
Armour Penetration |
|
Weapon | Short | Long | Short | Long | Strength |
Damage | Special |
Spinespore | 0-10 | 10-20 | +1 | - | - |
- | -2 | 3D6 | See Below |
Internal | - | - | - | - |
6 | D3 | - | - | See Below |
Spread | - | - | - | - |
4 | 1 | -1 | D6+4 | See Below |
The Spinesore is a special weapon that does not obey the usual method of
damage and saving. First, roll to hit. If the shot scores a hit then refer to
the appropriate section below. If it misses, roll a scatter and artillery
dice to determine where it did hit. If it lands directly on another valid
target then treat it as if that model were hit. If it does not, then place
a 2" blast marker centered on that spot and use the "Spread" stat line above
to work out damage as normal.
Spinespore vs. normal models
If the spore hits, roll the model's saves, with a -2 saving throw modifier,
BEFORE any wounding roll is made. (Medi-squigs or other saves which protect
against actual wounds may not be taken). If the model fails all of it's saves,
then the spore has broken through any armour and fields and made it's way to
the model's interior. The model is then affected by the "Internal" stat line
above. No saves of any kind, except those that protect against actual wounds
(i.e. medi-squigs), may be taken against this attack.
If any of the initial saves are successful, the spore has not broken through
the model's armour and therefore the spines will spread accross a much larger
area. Place a 2" blast template over the target. Any model under the template,
including the original target, is hit by the spines automatically. Models
that are only partially covered are hit on a 4+. Use the "Spread" stat line
to work out damage. All models may use any saving throws they are normally
allowed against this attack.
Spinespores vs. armoured targets
If a Spinespore hits a vehicle or other armoured target, it will penetrate
using the 3D6 armour penetration value. If the spore penetrates the armour
then the target is damaged as normal. If it does not, then the 2" blast
template is placed just as described above.
Spinespores vs. swarms
Swarms, such as Snotling herds or nurgling bases, represent very small models
in large groups. It is assumed that the spore cannot bore it's way into these
tiny creatures, or would bore right through them and still explode externally.
Therefore, it will automatically explode in a "Spread", with it's 2" blast
template. In addition, as swarms are hordes of small creatures, more than one
may be hit by the spines when the Spinespore explodes. For this reason, swarms
hit by a "Spread" template Spinespore will take D3 damage rather than 1.
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