| Abilities |
|---|
| Fearsome:
Enemy units within 1" of any Chaos Spawn must subtract 1 from their Ld. |
| Mutated Beyond Reason:
When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below. |
| Mutated Beyond Reason |
|---|
| 1 - Razor Claws:
The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase. |
| 2 - Grasping Pseudopods:
Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase. |
| 3 - Toxic Haemorrhage:
You can re-roll failed wound rolls for this unit until the end of the Fight phase. |