Chaos Spawn

(Entry)
Type: unit
EntryId: abee-429f-503a-074f
Hidden: false
Options (2)
Rules (6)
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.
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.
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.
Mutated Beyond Reason
At the start of each sub-fight phase, before rolling the D6 attacks, Roll a D3. This boon applies to all spawn in the unit until end of turn.

1: Subcutaneous Armour (4+ Armour)
2: Grasping Pseudopods (Roll 2D6 and pick the highest for their random attacks)
3: Toxic Haemorrhage (4+ Poisoned)
Random Attacks
Roll a D6. The result is the number of attacks for that unit.
Very Bulky
Very Bulky models instead count as three models.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Chaos Spawn

Beast

3

0

5

5

3

3

D6

10

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Used By (3)