Biovore-Type Artillery Beast
A biological artillery platform deploying spore threats.
Threat File — Biovore-Type Artillery Beast
TR 8 · TyranidsSaves: Toughness +7
Senses: Ranges targets by synapse-relayed spotting; it does not need to see what it shells
Indirect Gestation. The biovore fires without line of sight, over walls and terrain. The only warning is the sound of the launch.
Living Ammunition. Its misses do not vanish. Each spore mine on the field drifts 5 feet per round and detonates when a creature comes within 5 feet: Agility Save DC 14, taking 2d6 toxic damage on a failure or half on a success.
Soft Behind the Lines. The biovore has no real close defense; melee attacks against it are made with Advantage.
Spore Mine Launch. The biovore shells a 10-foot zone within 200 feet, line of sight not required. Creatures in the zone make an Agility Save DC 14, taking 3d6 toxic damage on a failure or half on a success. If the zone was empty when the barrage lands, place one spore mine in it.
Saturation Volley. The biovore blankets a 20-foot zone within 200 feet at reduced accuracy. Creatures in the zone make an Agility Save DC 12, taking 2d6 toxic damage on a failure or half on a success, and the GM places 1d3 spore mines in and around the zone.
Morale: Does not make Morale checks under synapse. Without it, it keeps firing at remembered coordinates — the archive notes this makes no tactical difference.
Tactics: Shell whatever the party will not leave: the strongpoint, the objective, the casualty collection point. Every barrage remakes the map — mark the mines and let the battlefield shrink. The biovore dies easily; reaching it means crossing everything it has already sown.
Loot / Evidence / Hooks: Unlaunched spore mines can be harvested from the carcass by a steady hand — a Tech check DC 14 gone wrong is its last barrage.
Enemy Dossier
GM ReferenceA biovore-type is the hive's mortar: a hunched beast that gestates spore mines in its own body and lobs them over any terrain the party thought was protection. Its misses do not vanish — they land, drift, and wait.
Use this enemy to shell the party out of static positions and litter the battlefield with a growing minefield of its failures.
Threat Profile: Medium durability, indirect area bombardment ignoring line of sight, persistent spore-mine hazards, defenseless in close, hides behind the swarm.
Indirect Gestation. Fires without line of sight, over walls and terrain; the only warning is the sound of the launch.
Living Ammunition. Missed shots become spore mines: drifting hazards that detonate on proximity and accumulate all battle.
Herd Artillery. Fires from far behind the broods and relocates rarely; it is the swarm's most patient organism.
Spore Mine Launch. Area bombardment on a zone; failed Agility Saves take blast and toxin damage.
Saturation Volley. Blankets a larger area at reduced accuracy, guaranteeing new mines wherever it missed.
Recoil Shuffle. Displaces one zone after firing, out of habit older than the party's regiment.
Morale: No Morale under synapse; without it, it keeps firing at remembered coordinates — the archive notes this makes no tactical difference.
Tactics: Shell whatever the party will not leave: the strongpoint, the objective, the casualty collection point. Every barrage remakes the map — mark the mines and let the battlefield shrink. The biovore itself dies easily, which is the point: reaching it means crossing everything it has already sown.
Full Stat Block Priority: Medium