Chaos Spawn
95 pts
Characteristics
M10"
T5
Sv4+
W4
LD7+
OC1
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Hideous MutationsRange MeleeA D6+4Skill 4+S/AP/D 5 / -1 / 2
Abilities
- To Slake Its Rage
- This unit is eligible to declare a charge in a turn in which it Advanced.
- Collar of Khorne
- This model has the Feel No Pain 4+ ability against Psychic Attacks. While this model is leading a unit, Bodyguard models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.
- Bestial Limbs
- Add 1 to Advance and Charge rolls for this model's unit.
- Muscular Bulk
- Add 2 to this model's Wounds characteristic.
- Jagged Horns
- This model's melee weapons have the **[LANCE]** ability.
- Daemonic Visage
- Improve this model's Leadership characteristic by 1 and its Objective Control characteristic by 2. If this model is within range of an objective marker you control that is wholly within your opponent's deployment zone at the end of the battle, you gain 1RP.
- Brazen Flesh
- This model has a Save characteristic of 2+.
- Steel Sinews
- Add 1" to the Move characteristic of models in this model's unit and add 1 to Advance rolls made for this model's unit.
- Tearing Claws
- Add 1 to the Attacks characteristic of melee weapons equipped by this model. If this model destroys eight or more models during a battle, at the end of the battle, it gains 1 bonus Skull point.
- Warp Strength
- Improve the Strength characteristic of melee weapons equipped by this model by 2. If this model destroys one or more **^^Monster^^** models and/or one or more **^^Character^^** models during a battle, at the end of the battle, it gains 1 bonus Skull point.
- 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.
- Blessings of Khorne
- If your Army Faction is ^^**World Eaters^^**, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne. Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability
- Scouts 8"
- 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 models95 pts
Keywords
World EatersBeastChaosKhorneSpawnWorld Eaters