Tyranids – Mucolid Spores
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Mucolid Spores

NoNAME  M WS BS S T W A Ld Sv Base
20
Mucolid Spore (base: 40mm)
1‑3
20
Mucolid Spore
4" 6+ 6+ 1 4 4 - 10 6+ 40mm
If this unit contains 2 models, it has Power Rating 2. If this unit contains 3 models, it has Power Rating 3.
ABILITIES
ABILITIES
Drone Bioform:
  • This unit automatically passes Morale tests.
  • This unit cannot perform actions.
  • This unit cannot declare a charge.
  • This unit, and any models within it, are ignored for the purpose of scoring any mission objectives or Agendas.
  • Each time an enemy unit is set up on the battlefield, this unit, and any models within it, are ignored for the purposes of any rules specifying where that enemy unit can be set up.
  • Each time an enemy unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models in this unit (they cannot finish a move on top of another model, or its base).
  • This unit is ignored for the purpose of the Look Out, Sir rule.
Floating Death: Each time a model in this unit ends a move within 3" of any enemy units, or an enemy unit ends a move during which any of its models moved within 3" of a model from this unit, that model can explode. That model is destroyed. Select one of those enemy units and roll one D6: on a 2-4, the selected enemy unit suffers D6 mortal wounds; on a 5+, the selected enemy unit suffers D3+3 mortal wounds.
Float Down: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, and can be set up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS, LIVING ARTILLERY
KEYWORDS: BEAST, FLY, MUCOLID SPORES

Datasheet-related Stratagems

ACID BLOOD1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one HIVE TENDRIL unit from your army within Engagement Range of that enemy unit. Until that enemy unit finishes making its attacks, each time a model in that HIVE TENDRIL unit loses a wound, roll one D6: on a 5+, after that enemy unit has finished making its attacks, it suffers 1 mortal wound (to a maximum of 3 mortal wounds).
LAYERED CHITIN1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL unit from your army containing models with a Wounds characteristic of more than 1 is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
SUDDEN POUNCE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.

Use this Stratagem in your opponent’s Charge phase. Select one HIVE TENDRIL unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
RAVENOUS TIDE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

The Hive Mind pushes forward in a living tide of ravenous maws.

Use this Stratagem in your Movement phase, when a HIVE TENDRIL unit from your army is selected to Fall Back. Until the end of the turn:
  • That unit is still eligible to declare a charge this turn even though it Fell Back.
  • If that unit has the ENDLESS MULTITUDE or RIPPER SWARMS keywords, then when Falling Back, models in that unit can move across other models as if they were not there (they cannot finish a move on top of another model or its base).
ENCIRCLE THE PREY1CP
Tyranids – Strategic Ploy Stratagem

For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.

Use this Stratagem at the end of your Movement phase. Select one BURROWERS unit or unit that can FLY from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up anywhere on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed. A unit cannot be selected for this Stratagem if it was set up on the battlefield this turn.

The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
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.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The RIPPER SWARMS keyword is used in the following Tyranids datasheets:

Fast Attack

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Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

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

The BURROWERS keyword is used in the following Tyranids datasheets:

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 LIVING ARTILLERY keyword is used in the following Tyranids datasheets:

The BEAST keyword is used in the following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2023