Posted By Strangelooper on 11/12/2006 10:39 AM
Several questions about Tyranid Meiotic Spores ( "aerial spore sacks" ) from Imperial Armour 4. I think I know how these should work, but I'd like confirmation from the Dakka Brain Trust in case I've missed anything.
Q1:
A Meiotic Spore Sack detonates when it contacts an enemy model. The opponent chooses to remove casualties from that unit, which do not include the contacted model. After detonation, a Spore Mine Cluster falls back to earth on the same location as the Meiotic Spore (ie on or in base contact with the enemy model). What happens?
FYI, I emailed Warwick these exact questions (along with a bunch of regular spore mine related questions). He forwarded the spore mine related questions to Phil Kelly (who funnily enough gave answers that contradicted the Tyranid FAQ that came out the very next day). He either forgot or chose not to respond to the questions relating direclty to the Meiotic mines (which are pretty much what you've posted here). I think you should send these in to Warwick again. My thought is that he simply forgot to respond to part of the email.
Anyway, as for Q1, you seem to have missed the Forgeworld IA4 FAQ. I can't quote directly from it since the Forgeworld download seems to be offline right now and my local copy is saved on my computer at home.
But I'll paraphrase. The only question regarding Meiotic spores in the FAQ states that the Bio-Acid mines kicked out after a Meiotic spore explodes don't "activate" until the following turn. The point being that the secondary mines aren't supposed to go off immediately after the Meiotic blows up.
The problem with this ruling is that in reality (as you pointed out) if the mines end up sitting on top of an enemy model, or worse are charged during that same turn by enemy models do they not explode? It makes no sense and leads to funky gameplay.
What I've been doing is this: If the resulting Bio-Acid cluster must end up on top of an enemy model (I have no choice) then it immediately goes off). Otherwise, I make every effort to keep the cluster off of enemy models and it doesn't detonate until the following turn unless it happens to already be the enemy's turn and they shoot within 2" of the cluster or charge it (then I ignore the FAQ and have the cluster explode).
According to the Tyranid Codex, whena Spore Mine Cluster detonates: "resolve it as a normal barrage with a number of [small blast] templates equal to the number of spore mines in that cluster."
Q2:
I assume that the writers meant to say it was resolved as a 'salvo' as per the barrage rules? I don't see any other way to read it.
I too, see no other way to read this issue.
Q3:
Although the Spore Mine rules don't explicitly state that they are Pinning, all barrage weapons are pinning according to the 4th ed. codex. So a Spore Mine Cluster is a pinning weapon, even if it drifts into contact as well as if it lands directly on an enemy unit (either by deepstrike or as a result of a Meiotic Spore detonation)?
I agree with your assesment but it might irk some players who aren't used to it. You may want to bring it up with your opponents ahead of time.
According to the Tyranid FAQ, bio-acid Spore Mines always roll 2d6+3 to penetrate vehicle armour, even if the hole of the blast template is not over the vehicle in question "because they do not use their basic strength and apply a special rule instead".
Q4: I assume that this applies to Meiotic Spores as well: they roll 2d6+5 for vehicle penetration no matter what part of the large blast touches the vehicle?
I also agree with this. The Meiotic entry says: "Due to their Bio-Acid" or something similar which pretty much makes it clear that they are giant Bio-Acid mines. Due to the general slopiness of the rules, we kind of have to make some assumptions and I think this is a rather safe one.
Again, I'd implore you to send these questions to Warwick at:
imperialarmour@games-workshop.co.uk.