2D6" 5 5+ 1 Tzeentch Chaos Spawn are, if anything, even more horrifically mutated than others of their kind. Altered at the whim of the Change God, they tear their prey limb from limb with their freakish array of claws, tentacles and hooked appendages. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Freakish Mutations [Crit (2 Hits), Companion] | |||||||
| Freakish Mutations Crit (2 Hits), Companion | 2D6 | 5+ | 4+ | - | 1 | ||
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
KEYWORDS | BEAST |
| CHAOS, DISCIPLES OF TZEENTCH |
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
The BEAST keyword is used in the following Disciples of Tzeentch warscrolls: