Spore Mine Tyranid Minoris
Contents
Enemy StatsModel & HitboxesSummary of Tactics and StrategyBiovore ConnectionSpore Mine VariantsEnemy BehaviorDetonation TriggersDamage TypesChain Detonation SystemSafe & Dangerous Player Melee AttacksGame FilesEnemy Stats
Damage Sensitivity
| Category | Multiplier |
|---|---|
| Gunstrike | 0x |
| Bullet | 5x |
| HBullet | 5x |
| Plasma | 5x |
| ChPlas | 5x |
| Melta | 5x |
| Volkite | 5x |
| Laser | 5x |
Health by Difficulty
| Difficulty | Max HP |
|---|---|
| Minimal | 1 |
| Average | 1 |
| Substantial | 1 |
| Ruthless | 1 |
| Lethal | 1 |
| Absolute | 1 |
Model & Hitboxes
Summary of Tactics and Strategy
There are two mine types: the standard Spore Mine (direct pursuit kamikaze) and the Acid Mine (area-denial with acid shower). Both have 1 HP. Shoot them at range whenever possible. In melee, use knockback attacks (heavies, dashes, specials) to push the mine away before it detonates at a safe distance. Standard light combo attacks lack knockback and kill the mine in place, causing it to explode in your face. See the full melee weapon knockback table below.
Spore Mines detect players via vision and become alert at 20m, speeding up from 4.5 to 6.5 m/s. They use simple nearest-target selection (same as Hormagaunts) and orbit at 10-15m before attacking. Their close-range melee charge (faster, 1.2s total) only unlocks after being within 10m of you for 5 seconds, if you close quickly and use a knockback attack, you can swat them before the fast attack unlocks. Both mine types deal dmg_type_bioweapon_explosive on detonation and leave a toxic void zone (4m radius, 5.5s, 5 toxic stacks/sec), move out immediately after any explosion. Acid Mines are smarter: they use path-length targeting, can guard their parent Biovore in defensive mode, and cast an acid shower on death to create toxic zones.
Biovore Connection
Biovore-Launched Mine Projectiles
Biovores fire two types of mine projectiles:
Standard Mine Projectile (pjl_biovore_mine_server.cls):
Homing, 1 HP, 5x melee sensitivity
On direct hit: explodes immediately
On landing: converts into a full Spore Mine NPC that independently pursues players
Alternative: 3s timed fuse variant that detonates instead of converting
Acid Mine Projectile (pjl_biovore_acid_mine_server.cls):
Inherits from standard mine projectile
Archetype:
TyrAcidMine, preset:AgressiveOn landing: becomes an Acid Mine NPC
Biovore Explosion Exclusion
Spore Mine explosions explicitly do not damage Biovores (archetypesNotToDealDamageTo = ["TyrBiovore"]).
Spore Mine Variants
Spore Mine
The basic kamikaze mine - flies toward the nearest player and detonates.
Property | Value |
|---|---|
Health | 1 HP |
Default Speed | 4.5 (flying) |
Alert Speed | 6.5 (when enemy detected within 20m) |
Sprint Speed | 8.0 |
Turn Rate | 70°/s |
Behavior | Direct pursuit → detonate |
Acid Mine
A smarter mine with an acid shower ability and strategic positioning.
Property | Value |
|---|---|
Health | 1 HP |
Default Speed | 3.5 (slower than spore mine) |
Detonation Chase Speed | 5.0 (during ability_aiming) |
Turn Rate | 360°/s (much more agile) |
Unique Ability |
|
Behavior | Position strategically → chase → detonate → acid shower |
Acid Mine has two behavioral presets:
Defensive - finds the closest Biovore (within 100m) and positions 2-5m in front of it between the Biovore and the player. Acts as a shield for its parent Biovore
Aggressive (default) - positions 1-5m around the enemy, predicting their movement (clamped to 7m prediction), minimum 10m distance for position selection
Enemy Behavior
State Flow
SPAWN
│
▼
IDLE (no enemy) ──── floating in place, 4.5 speed
│ Enemy detected within 20m (AlertDistance)
▼
ALERT ──── speed increases to 6.5, begins pursuit
│
▼
COMBAT (two parallel systems):
│
├── Close Hit Timer:
│ Enemy within 10m for 5s → enables fast melee charge
│
└── Attack Priority (ActiveSelector):
1. DISTANT HIT (HEAVY token, 10-15m) → Explosion kata (1s wind-up + 2s flight)
2. CLOSE HIT (HEAVY token, 0-5m, after 5s timer) → Melee kata (0.5s wind-up + 0.7s flight)
3. APPROACH → Move toward enemy
4. STANDBY → Orbit at 10-15m, strafe (5s cooldown, 10s duration)Standby Behavior
When a mine can't attack (no HEAVY token, or outside attack range), it orbits at 10-15m:
Strafe cooldown: 5s (±1s spread)
Strafe duration: 10s (±0.5s)
Wait between strafes: 2s
Maintains preferred distance of 10-15m from target
Detonation Triggers
Trigger | Effect |
|---|---|
Collision with enemy character | Immediate detonation (during attack flight) |
Arrival at destination when Fired from Biovore's Cannon | Detonates within 1m of target position |
Explosive damage ( | Immediate detonation |
Bioweapon explosive damage ( | Timed detonation |
Melee with knockback | Mine pushed away → detonates at distance → safe |
Melee without knockback | Mine dies in place → detonates on the spot → dangerous |
Bioweapon damage ( | Safe - does NOT trigger detonation |
Why Some Melee Attacks Are Safe and Others Aren't
The mine always detonates when it dies - the question is where it is when it explodes:
Strikes WITH
canKnockback = True: The knockback impulse pushes the mine away before the detonation triggers → explosion at safe distance → safeStrikes WITHOUT knockback: The mine dies in place, right next to you → detonates on the spot → dangerous (4m blast radius)
For a full list of safe and unsafe attacks see this section below.
Damage Types
Explosion
Property | Value |
|---|---|
Damage Type |
|
Damage Scale | 5 |
Blast Radius | 4m |
Inner Radius | 1m (full damage) |
Damage Falloff | Full 0-2m, drops to 50% at 4m |
Impulse | 500 (with similar falloff) |
Guardbreak | YES |
Pervasive | YES |
Max Targets | 15 |
Does NOT damage | Biovores ( |
Both guardbreak and pervasive - unparryable (pervasive) and breaks held block (guardbreak). Must dodge. The detonation deals dmg_type_bioweapon_explosive - its own damage category, neither ranged nor melee, so ranged-damage-reduction and melee-damage-reduction perks do nothing against spore explosions. Only Damage Reductions perks that are type-agnostic or reduce health damage (HEALTH_ONLY_DAMAGE_SENSITIVITY) will reducing spore damage.
Acid Shower (Acid Mine Only)
ability_acid_shower- area denial ability cast after a 5-second delayDetails of the acid shower damage are in the ability controller (not fully extracted)
Property | Value |
|---|---|
Damage Type |
|
Radius | 4m |
Duration | 5.5s (+ 2.5s fade = ~8s total) |
Tick Rate | Every 1s |
Damage per Tick | 1 |
Toxic Stacks per Tick | 5 |
Pervasive | Yes |
Targets | Both players AND NPCs |
Chain Detonation System
Property | Value |
|---|---|
Initial chain radius | 3m |
Chain delay | 0.2-0.6s (random per hop) |
Radius decrease per hop | 1m (3m → 2m → 1m) |
When one mine explodes, nearby mines within 3m chain-detonate. Each hop shrinks the radius by 1m, so chains reactions will often die out even within a large swarm of spores.
Safe & Dangerous Player Melee Attacks
Melee Knockback - Which Attacks Push Mines Safely?
Attacks with canKnockback = True push the mine away before detonation (safe). Attacks without knockback kill the mine in place (dangerous - explodes in your face).
Quick Reference - Safe vs Dangerous by Weapon
Weapon | Standard Light Combo | Best Safe Attack |
|---|---|---|
Combat Knife | ❌Dangerous (Light1-4 no knockback) | Use any Heavy or Dash |
Chainsword | ❌Dangerous (Light1-5 no knockback) | Use any Heavy or Dash |
Power Sword (Speed stance) | ❌Dangerous (SpeedSlash1-4 no knockback) | Switch to Power stance, or use any Heavy or Dash |
Power Sword (Power stance) | ✅Safe (PowerSlash1-4 have knockback) | Power Stance lights are fine |
Power Fist | ❌Dangerous (Light1-4 no knockback) | Use any Heavy or Dash |
Thunder Hammer | ❌ L1-L3 Dangerous ✅ L4 Safe | Use Light4 finisher or any Heavy or Dash |
Power Axe | ❌Dangerous (Light1-4 no knockback) | Use any Heavy or Dash |
Omnissian Axe | ❌ L1-L2 Dangerous ✅ L3 Safe | Use Light3+, Thrust, Impale, any Heavy or Dash |
Chalice (Obelisk) | ✅Safe | Any attack works |
Heavy Melee | ✅Safe | Any attack works |
Bulwark Shield | ❌Dangerous | Only Shield Bash with Focused Strength perk active |
Which Perk-Based Damages Push Mines Safely?
Perk Based Damage | Source | Procs with | Is Safe? | Notes |
|---|---|---|---|---|
Cleaving Strike | Omnissian Axe | Any Light Combo Attack | ❌Dangerous | Will deal damage to the player. |
Discharge | Power Axe | Overhead Strike | ❌Dangerous | Will deal damage to the player. |
Radiating Impact | Tactical | Melee Finisher | ⚠️Caution | Will not deal damage to the player during the Melee Finisher but can deal damage to allies. |
Wings of Flame | Assault | Jump-pack Dash | ⚠️Caution | Will not deal damage to the player during the early part of a jump-pack dash, but can deal damage to allies or to the player at the end of a jump-pack dash. |
Ascension | Assault | Ground Pound Take-Off | ⚠️Caution | Will not deal damage to the player during the Ground Pound Take-Off but can deal damage to allies. |
Winged Fury | Assault | Any Sprint Attack / Jump-pack Dash Attack | ❌Dangerous | Will deal damage to the player. |
Zone of Impact | Vanguard | Grapnel Launcher Finisher | ⚠️Caution | Will not deal damage to the player during the Finisher but can deal damage to allies. |
Collateral Damage | Vanguard | Enemies Hit along Grapnel Launcher Path | ⚠️Caution | Will not deal damage to the player during diving kick but can deal damage to allies or to the player if the chain reaction continues after the diving kick ends. |
Shockwave | Vanguard | Diving Kick | ⚠️Caution | Will not deal damage to the player during diving kick but can deal damage to allies or to the player if the chain reaction continues after the diving kick ends. |
Intimidating Aura | Bulwark | Perfect Parry / Perfect Block | ❌Dangerous | Will deal damage to the player. |
Defensive Advantage | Bulwark | Perfect Parry / Perfect Block | ❌Dangerous | Will deal damage to the player. |
Concussive Force | Bulwark | Any Sprint Attack | ❌Dangerous | Will deal damage to the player. |
Purity of Purpose | Bulwark | Bulwark Banner | ⚠️Caution | Will deal damage to the player, but damage may be offset by the armour regeneration offered by the Banner. |
Armour of Contempt | Bulwark | Ranged Attacks Blocked with Shield | ⚠️Caution | Will deal damage to the player. Only spores that detonate in front of the player will be deflected by the Shield. |
Emergency Countermeasure | Bulwark | Armour Fully Depleted | ❌Dangerous | Will deal damage to the player. |
Ambush | Sniper | Camo Cloak Deactivation | ✅Safe | |
Wrath of the Imperium | Heavy | Iron Halo Expends All Energy | ❌Dangerous | Will deal damage to the player. |
Offensive Capability | Heavy | Iron Halo | ⚠️Caution | Can deal damage to the player. Only spores that detonate in front of the player on the outside of the Iron Halo will be deflected. |
Game Files
ssl/characters/tyranids/spore_mine/npc_spore_mine_server.clsspore_mine_behaviour.ssospore_mine_kata_explosion.ssospore_mine_kata_melee.ssospore_mine_stand_by.ssobhv_node_spore_mine_enter_active.ssobhv_node_spore_mine_enter_alert.ssobhv_node_decorator_spore_mine_check_detonation.ssoprop_spore_mine_logic_base.propprop_spore_mine_logic_server.propspore_mine_void_zone_server.cls
ssl/characters/tyranids/acid_mine/npc_acid_mine_server.clsacid_mine_behaviour.ssospatial_query_acid_mine_find_biovore.ssospatial_query_acid_mine_positioning_defensive.ssospatial_query_acid_mine_positioning_agressive.sso
ssl/characters/tyranids/biovore/pjl_biovore_mine_server.clsssl/characters/tyranids/biovore/pjl_biovore_acid_mine_server.cls