Spawn of Chaos

(Unit)
Type:

unit

Category:

Rare

Categories:

Rare

EntryId:

c9b3-71a7-b605-c5dd

Hidden:

true

Options (4)
Chaos Affinity:
Rules (5)
Special Movement
Spawn of Chaos are moved in the Compulsory Movement part of the Chaos player's 
Movement phase, moving 2D6" each turn. The player has no control over the distance moved, but must nominate in which direction the Spawn will move before rolling the dice (this must be in a straight line).
If the Spawn's movement is sufficient to take it into an enemy unit then it counts as charging, following all of the normal rules. The target may make a charge response as normal, counting the Movement value rolled as the Spawn's maximum charge distance (for the purposes of fleeing, standing and shooting. etc).
Special Attacks
Chaos Spawn have a random number of Attacks. This is rolled at the start of every Close Combat phase. Roll to hit and wound as normal.
Unbreakable
Some creatures are utterly fearless and will never give up a battle, no matter how hopeless the situation might be. This could be because of the troops' extreme bravery, or because the creatures fighting are not truly alive.
These troops never break in close combat, and they are also immune to panic, terror and fear or any other Psychology rules.
If defeated in close combat (even by fear-causing creatures that outnumber them) unbreakable troops continue to fight on regardless of results.
They may never, however. declare that they are fleeing as a charge reaction, as they will literally die fighting under any circumstances.
Unit Strength 3
Unit Strength of 3.
Fear
Unit causes Fear

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Spawn of Chaos

2D6

3

0

4

5

3

2

D6+1

10

7

7

3

40x40

Modifiers:

set hidden false

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