Tyranids – Meiotic Spores
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3

Meiotic Spores

NoNAME  M WS BS S T W A Ld Sv
20
Meiotic Spore
3‑6
20
Meiotic Spore
3" - - 1 2 2 1 10 7+
If this unit contains 4 or more models, it has Power Rating 6.
ABILITIES
ABILITIES
Instinctive Behaviour
Float Down: During deployment you can set up this unit in the upper atmosphere instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Floating Death: At the end of the charge phase, if a model in this unit is within 3" of any enemy units, it explodes. Each time a Meiotic Spore model explodes, roll one D6: on a 2-3, the closest of those enemy unit suffers D3 mortal wounds. On a 4+, the closest of those enemy unit suffers 3 mortal wounds. That Meiotic Spore model is then destroyed.
Living Bombs: Meiotic Spores automatically pass Morale tests. Furthermore, Meiotic Spores are discounted for the purposes of any victory conditions - they never award victory points and do not count towards the number of models controlling an objective.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: FLY, SPORE, MEIOTIC SPORES

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

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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The FLY keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2021