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TzeentchTzeentch Chaos Spawn
2D6"
5
5+
10
WARSCROLL

Tzeentch Chaos Spawn

Tzeentch Chaos Spawn are, if anything, even more horrifically mutated than others of their kind. Altered at the whim of the Great Mutator, they tear their prey limb from limb with their freakish array of claws, tentacles and hooked appendages.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Freakish Mutations1"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 6      Points: 50
Battlefield Role: None

DESCRIPTION

A unit of Tzeentch Chaos Spawn has any number of models, each armed with Freakish Mutations.

ABILITIES

Writhing Tentacles: The body of a Chaos Spawn is ever in flux, making them wildly unpredictable adversaries.
If you roll a double when determining the number of attacks made by Freakish Mutations, add 1 to hit and wound rolls for attacks made by the attacking model until the end of the phase.

KEYWORDS
CHAOS, MORTAL, TZEENTCH, SLAVES TO DARKNESS, CHAOS SPAWN
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MORTAL keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The SLAVES TO DARKNESS keyword is used in following Tzeentch warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2020