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TyranidsMeiotic Spores
3

Meiotic Spores

NAME M WS BS S T W A Ld Sv
Meiotic Spore 3" - - 1 2 2 1 10 7+
This unit contains 3 Meiotic Spores. It can include up to 3 additional Meiotic Spores (Power Rating +3) or up to 6 additional Meiotic Spores (Power Rating +6).
ABILITIES
Instinctive Behaviour

Floating Death: A Meiotic Spore explodes if it is within 3" of any enemy unit at the end of any Charge phase. Each time a Meiotic Spore explodes, roll a D6. On a 1, it fails to inflict any harm. On a 2-5, it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts D6 mortal wounds on that unit. The Meiotic Spore is then destroyed.

Living Bombs: Meiotic Spores automatically pass Morale tests. Furthermore, Meiotic Spores are discounted for the purposes of any victory conditions – their destruction never awards Victory points, they do not count towards the number of models controlling an objective and they do not count when determining if a player has any models left on the battlefield.

Outriders of the Swarm: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
FLY, SPORE MINES, MEIOTIC SPORES

This datasheet has Fast Attack Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The TYRANIDS keyword is used in following Tyranids datasheets:

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

The FLY keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Flyers
• Harpy
Lords of War

The SPORE MINES keyword is used in following Tyranids datasheets:

Fast Attack
© Vyacheslav Maltsev 2013-2019