Mycetic Spore

(Entry)
Type: unit
LinkId: 905a-3740-e041-526c
Hidden: false
Costs: 40 Points

Constraints:

max: 1
Options (1)
Rules (1)
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.

Profiles:

Abilities
Limited Sentience:

A Mycetic Spore is not subject to Instinctive Behaviour. The Mycetic Spore automatically shoots the closest enemy unit each Shooting phase unless it is engaged in close combat.

Transport Spore:

A Mycetic Spore always enters play using the Deep Strike rules, even in missions that do not use these rules. If, when a Mycetic Spore Deep Strikes, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.

A Mycetic Spore can carry a single unit of up to 20 infantry models or a single monstrous creature within its armoured shell. Once the Mycetic Spore has landed, all creatures within must immediately deploy - place the unit such that every model is within 2" of the Mycetic Spore. If any model cannot be deployed because of impassable terrain or enemy models within 1", those models are destroyed. A unit that Deep Strikes via a Mycetic Spore cannot move or assault in the same turn it arrives but may shoot (or run) as normal.

Immobile Pod:

A Mycetic Spore cannot move for any reason once it has entered the battle. It may never go to ground, voluntarily or otherwise - and may not consolidate or make a sweeping advance following a close combat.

Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Unit WSBSSTWIALdSv
Mycetic Spore

2

2

6

4

3

1

3

5

4+

Melee Weapons
Lash Whip:

An enemy model that is in base contact with a Tyranid with one or more lash whips counts their Initiative value as 1 unit the end of the Assault phase, regardless of their actual Initiative.

Weapons RangeStr.APTypeNotes
Ripper Tentacles

6"

6

-

Assault 6

Used By (9)