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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: During deployment, your Meiotic Spores are not deployed with the rest of your army, but instead are set up in freefall. Once both armies are fully deployed, just before the first battle round begins, you may place this unit anywhere on the battlefield that is more than 12" from any enemy models.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
FLY, SPORE MINES, MEIOTIC SPORES
Does not include wargear
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.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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.

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

The FLY keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Flyers
• Harpy
Lords of War

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

The SPORE MINES keyword is used in following Tyranids datasheets:

Fast Attack

The TYRANIDS keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2019