Giant Chaos Spawn

(Unit)
Type: unit
Category: Rare
Categories: Rare, Experimental rules
EntryId: 7483-f5ee-3339-a469
Hidden: false
Costs: 200 pts
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).
Large Target
Add +1 to be hit for shooting
Terror
Unit causes Terror.
Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.

A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
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.
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.

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Giant Chaos Spawn

2D6

4

0

6

5

6

2

D6+1

10

7

7

6

Modifiers:

set hidden true