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TyranidsMucolid Spores

Mucolid Spores

Mucolid Spore 3" - - 1 3 3 1 10 6+
This unit contains 1 Mucolid Spore. It can include 1 additional Mucolid Spore (Power Rating +1) or 2 additional Mucolid Spores (Power Rating +2).
Instinctive Behaviour

Float Down: During deployment, you can set up a Mucolid Spore unit in the upper atmosphere instead of on the battlefield. At the end of any of your Movement phases, it can float down to the battlefield – set it up anywhere that is more than 12" from any enemy models.

Floating Death: A Mucolid Spore explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Mucolid 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 Mucolid Spore is then destroyed.

Living Bombs: Mucolid Spores automatically pass Morale tests. Furthermore, Mucolid 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. If you are playing a matched play game, the creation of new Mucolid Spores by another unit (e.g. from a Sporocyst’s Spore Node ability) is free, and the Mucolid Spores’ points cost does not come out of your pool of reinforcement points.

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
• Harpy
Lords of War
© Vyacheslav Maltsev 2013-2020