Spore Mine Detonation A spore mine detonates if it moves within 1" of a non-Tyranid model at any point during its movement.
If a spore mine is reduced to 0 wounds it explodes in place
If a vehicle is penetrating by a sproe mine hit place a marker on the vehicle. On each subsequent Tyranid turn roll 2 dice - 1 determines the location that is damaged, the 2nd is the damage roll. If you roll doubles, the infection stops spreading and resolve that final damage.
Crewman hit by the spreading rot take their armour save or suffer 1 wound
Leadership Immune to all psychological factors. It cannot be affected by Fear, Terror, or any of the psychological factors in the Warhammer rulebook. Cannot be broken and does not have to take a Break test. Will automatically pass any Leadership-based test required to make.