Tyranids – Spore Mines
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Spore Mines

Spore Mine (base: 25mm)
Spore Mine
This unit contains 3 Spore Mines. It can include up to 3 additional Spore Mines (Power Rating +1), or up to 6 additional Spore Mines (Power Rating +2).
Instinctive Behaviour
Float Down: During deployment, you can set up a Spore Mine 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 Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Spore Mine is then destroyed.
Living Bombs: Spore Mines automatically pass Morale tests. Furthermore, Spore Mines 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 Spore Mines by another unit (e.g. from a Sporocyst’s Spore Node ability, a Biovore’s Spore Mine Launcher ability or a Harpy’s Spore Mine Cysts ability) is free, and the Spore Mines’ points cost does not come out of your pool of reinforcement points. This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.

Datasheet-related Stratagems



Tyranids Stratagem

Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.

Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.

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.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The FLY keyword is used in the following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2021