Chaos Spawn

(Entry)
Type: unit
EntryId: 7889-e4a0-2b82-8d04
Hidden: false
Options (2)
Rules (7)
Random Attacks
At the start of each fight sub-phase, roll a D6. The result is the number of attacks for all Chaos Spawn model in the unit for the rest of the turn.
Mutated Beyond Reason
At the start of each sub-fight phase (before even rolling the random attacks), roll A D3 and consult the mutation table as presented in Codex: Khorne Daemonkin. The unit has that mutation until the end of the turn.

1 Subcutaneous Armour: The Chaos Spawn have an Armour Save of 4+.
2 Grasping Pseudopods: The Chaos Spawn unit rolls two D6 and picks the highest for
their Random Attacks.
3 Toxic Haemorrhage: The Chaos Spawn's Attacks have the Poisoned (4+) special rule.
Blood for the Blood God!
A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes). These Blood Tithes are earned by:

1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit.
2. A Character with this rule is either slain, or slays an enemy character in a challenge.

At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Rage
In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than +1. A model that has made a disordered charge that turn receives no benefit from Rage.
Fear
At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Very Bulky
Very Bulky models instead count as three models.
Used By (2)