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TyranidsSporocyst
7

Sporocyst

NAME M WS BS S T W A Ld Sv
Sporocyst - 5+ 5+ * 6 12 * 7 4+
A Sporocyst is a single model armed with a spore node and five deathspitters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
S
A
7-12+
5
D6
4-6
4
D3
1-3
3
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Barbed strangler
36"
Assault D6
5
-1
1
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
5
Deathspitter
24"
Assault 3
5
-1
1
-
0
Spore node
9"
Heavy 1
-
-
-
See Spore Node, below
12
Venom cannon
36"
Assault D3
8
-2
D3
-
WARGEAR OPTIONS
 • This model may replace all of its deathspitters with either five barbed stranglers or five venom cannons.
ABILITIES
Instinctive Behaviour

Bombardment Organism: 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.

Bio-fortress: A Sporocyst can shoot with its weapons even if there are enemies within 1" of it.

Psychic Resonator: Whilst a Sporocyst is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, it has the SYNAPSE keyword and the Synapse ability.

Spawn Spore Mines: At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed).

Spore Node: Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds.

Each time a spore node attack misses its target, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Mucolid Spores or Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.

Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.

Immobile: A Sporocyst cannot move for any reason.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
MONSTER, SPOROCYST

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

Fortifications
Does not include wargear

Barbed strangler used in following datasheets:

Troops
Dedicated Transport
Fast Attack
Fortifications
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.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Deathspitter used in following datasheets:

HQ
Troops
Dedicated Transport
Fast Attack
Fortifications
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Venom cannon used in following datasheets:

Troops
Dedicated Transport
Fast Attack
Fortifications
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.

The <HIVE FLEET> and SYNAPSE keywords are used in following Tyranids datasheets:

HQ
Troops
Elites
Heavy Support
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.
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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The TYRANIDS keyword is used in following Tyranids datasheets:

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

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications
© Vyacheslav Maltsev 2013-2019