Chaos Spawn
80 pts
Characteristics
M8"
T7
Sv4+
W4
LD7+
OC1
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Hideous MutationsRange MeleeA D6+2Skill 4+S/AP/D 5 / -1 / 2
Abilities
- Lethal Ichor
- Each time a melee attack is allocated to a model in this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
- Slitherswift Limbs
- Add 1 to Advance and Charge rolls made for this model's unit.
- Veil of Flies
- Models in this model's unit have the Stealth ability.
- Febrile Vitality
- Add 1" to the Move characteristic of models in this model's unit.
- Billowing Miasma
- Add 6" to this model's Contagion Range.
- Grossly Swollen
- Add 2 to this model's Wounds characteristic.
- Leprous Insensibility
- This model has the Feel No Pain 5+ ability.
- Writhing Tentacles
- Add 1 to the Attacks characteristic of melee weapons equipped by this model.
- Touch of Rot
- Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1.
- Plaguesight
- Each time this model makes an attack that targets an Afflicted unit, you can re-roll the Hit roll.
- Feel No Pain 5+
- This ability always takes the form **Feel No Pain X+**. Each time a model with this ability would lose a wound, roll one D6: on an **X+**, that wound is not lost.
- Nurgle's Gift (Aura)
- If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more ^^**Death Guard^^** units from your army, it is Afflicted. CONTAGION RANGE 1st Battle Round: Contagion Range = 3" 2nd Battle Round: Contagion Range = 6" 3rd Battle Round Onwards: Contagion Range = 9" Contagion Range cannot be greater than 12" after modifiers. **AFFLICTED** During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit ha
- Deadly Demise 1
- This ability always takes the form **Deadly Demise X**. Each time a model in this unit is **destroyed**, after the units embarked within it (if any) have made their **emergency disembark moves**, roll one D6. On a 6, that model suffers a **deadly demise**; each unit within 6" of that model suffers a number of **mortal wounds** denoted by **X** (if this is a random number, roll separately for each unit within 6"). ***Example:** An Impulsor with a unit of Intercessors embarked within it is **destroyed** by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Th
- Scouts 6"
- This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a **scout move**. - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** c
Points
- 2 models80 pts
Keywords
Death GuardBeastChaosNurgleSpawnDeath Guard