Spore Mine

(Unit)
Type: upgrade
Category: Support
Categories: Tyranids, Support
LinkId: 4973-ebeb-3917-119e
Hidden: false
Costs: 10 pts
Rules (4)
Spore Mine Movement
Spore mines move 2D6" in the Tyranid movement phase in a random direction by using the Scatter dice. They drift over obstacles in their path and ignore any terrain modifiers
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
Spore Mine Victory Points
Worth 0 victory points if they are destroyed.
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.

Profiles:

Spore Mine Damage StrengthDamageSave ModifierArmour Penetration
Tyranid

5

1

0

-

Vehicle / Building

-

-

-

10+2D3+D6

Non Tyranid

5

D3

-2

-

Unit Unit TypeMWSBSSTWIALD
Spore Mine

Spore Mine

2D6

0

0

1

4

1

1

0

10

Used By (2)
Codex - Tyranids(Catalogue)