Tyranid Cactaurix

Tyranid Skull
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)

Tyranid Cactaurix 90 pts

Mobile Light Support Unit
Profile M WS BS S T W I A Ld
Cactaurix 664663 6310

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
WeaponShortLongShortLongStrength Damage Special
Spinespore0-1010-20+1-- --23D6See Below
Internal---- 6D3--See Below
Spread---- 41-1D6+4See 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.



Return to Warhammer 40,000