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Chaos DaemonsGiant Chaos Spawn
5

Giant Chaos Spawn

NAME M WS BS S T W A Ld Sv
Giant Chaos Spawn * 4+ - * 5 10 * 10 4+
A Giant Chaos Spawn is a single model. It is armed with churning fangs and claws.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
S
A
20+
8+D6"
6+D6
6+D6
10-19
6+D6"
6+D3
6+D3
5-9
3+D3"
3+D6
3+D6
1-4
D6"
2D6
2D6
At the start of each turn, the Giant Chaos Spawn’s mutable characteristics are reset, and the first time it is called upon to use, test or roll for Movement, Strength or Attacks, a new roll is made to determine that characteristic based on the number of Wounds the model currently possess. That roll is then used for that characteristic until the end of the current turn, at which point it is once again reset.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Churning fangs and claws
Melee
Melee
User
-1
D3
-
ABILITIES
Daemonic Ritual

Daemonic: This model has a 5+ invulnerable save.

Eternal Torment: Whenever a roll is made to set one of the Giant Chaos Spawn’s mutable characteristics (see the Damage table) and a 1 or a 6 is rolled on any D6 or D3, the Giant Chaos Spawn gains D3 Wounds. This may be used to take it above its starting total of 10 Wounds. If the Giant Chaos Spawn ever reaches a total of 20 or more Wounds, it gains the TITANIC keyword until its Wounds total is reduced to 19 or less.

Daemonic Allegiance: When this model is chosen as part of an army, the controlling player must select one of the following keywords, replacing its <ALLEGIANCE> keyword: KHORNE, TZEENTCH, NURGLE or SLAANESH. This model will gain one additional ability based on the chosen keyword; if KHORNE is chosen, it gains Unstoppable Ferocity; if TZEENTCH is chosen, it gains Ephemeral Form; if NURGLE is chosen, it gains Disgustingly Resilient; and if SLAANESH is chosen, it gains Quicksilver Swiftness.

Unstoppable Ferocity: If a KHORNE DAEMON unit with this ability either charges, is charged, or performs a Heroic Intervention, add 1 to the Strength and Attacks characteristics of all models in the unit until the end of the turn.

Ephemeral Form: Add 1 to any invulnerable saving throws made for a TZEENTCH DAEMON with this ability.

Disgustingly Resilient: Each time a model with the NURGLE and DAEMON keywords and this ability loses a wound, roll a D6; on a roll of a 5 or 6, the model does not lose a wound.

Quicksilver Swiftness: A SLAANESH DAEMON always attacks first in the Fight phase, even if it didn’t charge. If the enemy also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
FACTION KEYWORDS
CHAOS, DAEMON, <ALLEGIANCE>
KEYWORDS
MONSTER, GIANT CHAOS SPAWN
Does not include wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The TZEENTCH and DAEMON keywords are used in following Chaos Daemons datasheets:

This datasheet has Heavy Support Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2019