| Weapon | Range | Type | S | AP | D | Abilities |
|---|---|---|---|---|---|---|
| Hideous mutations | Melee | Melee | User | -2 | 2 |
| Abilities |
|---|
| Mutated Beyond Reason:
When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below. 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. |
| Fearsome:
Enemy units within 1" of any Chaos Spawn must substract 1 from their Leadership. |