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====SPORE MINE CLUSTER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Frag Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Toxin Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Acid Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Char Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''3 Frag Mines'''...''x pts'' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Fearless''' *'''Drifting:''' Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal. *'''Floating Death:''' (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically: ::*'''Frag Mines:''' Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits). ::*'''Toxin Mines:''' Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits). ::*'''Acid Mines:''' Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models. :Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties. *'''Sky Bomb:''' (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target. *'''Living Bomb:''' Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''OPTIONS:''' *May include up to six additional Frag Mines...''x pts/model'' *May replace all Frag Mines with one of the following for each Frag Mine: :: - Toxin mine...''x pts/model'' :: - Acid mine...''x pts/model'' :: - Char mine...''x pts/model''
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