| Abilities |
|---|
| Brood telepathy:
Biovores outside of Synapse range do not use the Instinctive Behaviour rules and instead take morale and pinning tests like ordinary troops. |
| Spore Mines:
If a Spore Mine makes contact with an enemy for any reason, or an enemy unit or vehicle shoots while within 2" of it, the cluster explodes at the end of the phase. Whenever a Spore mine explodes it triggers the detonation of all of the other mines in its cluster, regardless of location. Place a Blast Marker centered over the mine in base contact (do not scatter this marker) and resolve it as a normal barrage with the number of templates equal to the number of mines in that cluster. Then remove the detonated mine(s) from the table. If a Spore Mine cluster scatters so that it does not come into contact with an enemy model, place a spore mine model on the table at the indicated point. If there is more than one Spore Mine in that cluster, place the extra Spore Mines in base contact with it. If a mine is reduced to 0 Wounds or otherwise killed, it will explode as detailed above. A Spore Mine Cluster is a single target for shooting purposes. Spore Mines are Fearless. Movement: Spore Mine Clusters drift D6" in the direction rolled on a Scatter dice each turn. On the roll of a hit, the Spore Mine Cluster may be moved the distance rolled in any direction nominated by the Tyranid player. Unlike most models, a Spore Mine Cluster can more within 1" of enemy models and vehicles during its movement. Spore Mines cannot make Assault moves. |
| Move Through Cover:
Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Spore Mine | 0 | 0 | 1 | 3 | 1 | 1 | 0 | 5 | - |