Disciples of Tzeentch – Chaos Spawn of Tzeentch

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•DISCIPLES OF TZEENTCH WARSCROLL•
Chaos Spawn of Tzeentch
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.
•DISCIPLES OF TZEENTCH WARSCROLL•
Chaos Spawn of Tzeentch
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 60
Base size: 50mm
Can be reinforced: No

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Deployment Phase
A TWISTED FATE: For some, their destiny is to become a mewling abomination – they just do not know it yet.

Declare: This unit must be deployed using this ability

Effect: Set up this unit in reserve masked by illusion. It has now been deployed.
KEYWORDSDEPLOY

Passive
WAVES OF MUTATION: There is no limit to Tzeentch’s appetite for change.

Effect: Each time this unit or the replacement of this unit is destroyed, set up a replacement unit in reserve masked by illusion. Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times.

KEYWORDS
BEAST
CHAOS, DISCIPLES OF TZEENTCH
Errata
Chaos Spawn of Tzeentch
Change the effect of ‘Waves of Mutation’ to:
‘Each time this unit or the replacement of this unit is destroyed, set up a replacement unit in reserve masked by illusion. Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times.’
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'

The BEAST keyword is used in the following Disciples of Tzeentch warscrolls:

© Vyacheslav Maltsev 2013-2026