Beasts of Chaos – Beasts of Chaos Chaos Spawn

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Beasts of Chaos Chaos Spawn

Utterly devolved in both body and mind by the corrupting power of pure anarchy, the hideous creatures known as Chaos Spawn lurch into battle, lashing out with whip like tendrils and scything talons in a maddened frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations1"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None
Base size: 50mm
Notes: Single. Battleline in a Gavespawn armу

A Beasts of Chaos Chaos Spawn is armed with Freakish Mutations.

Writhing Tentacles: The bodies of these creatures are ever in flux, making them wildly unpredictable.
If you roll a double when determining the number of attacks made by Freakish Mutations, add 1 to hit rolls and wound rolls for attacks made by this unit until the end of that phase.

Propagator of Devolution: Chaos Spawn will mindlessly follow their beastherd into battle, striking in fits of rage, anguish and seething hatred.
This unit can run and still charge later in the turn.

KEYWORDS
CHAOS, BEASTS OF CHAOS, CHAOS SPAWN
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

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Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
© Vyacheslav Maltsev 2013-2024