Chaos Spawn

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack, Beast, Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Chaos Spawn
EntryId: 0397-abbc-52c1-556c
Hidden: false
Options (3)
Rules (2)
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Malicious Volleys
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire typ whose profile includes the word ‘bolt’ (e.g. boltgun, Inferno boltgun, inferno combi-bolter, etc.).

Profiles:

Abilities
Fearsome:

Enemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.

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.

Used By (1)