Thousand Sons – Chaos Spawn
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Chaos Spawn

NoNAME  M WS BS S T W A Ld Sv Base
23
Chaos Spawn (base: 50mm)
1‑5
23
Chaos Spawn
7" 4+ - 5 5 4 2D3 9 5+ 50mm
If this unit contains 2 models, it has Power Rating 2. If this unit contains 3 models, it has Power Rating 3. If this unit contains 4 models, it has Power Rating 4. If this unit contains 5 models, it has Power Rating 5. Every model is equipped with: hideous mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Fearsome (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Mutated Beyond Reason: The first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below:

D3Result
1Razor Claws: Until the end of the phase, the Armour Penetration characteristic of hideous mutations models in this unit are equipped with is changed to -4.
2Grasping Pseudopods: Until the end of the phase, models in this unit have an Attacks characteristic of 3D3.
3Toxic Haemorrhage: Until the end of the phase, each time a model in this unit makes an attack, you can re-roll the wound roll.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS,
KEYWORDS: BEAST, CHAOS SPAWN

Datasheet-related Stratagems

FATED MUTATION1CP
Thousand Sons – Battle Tactic Stratagem

Many minions of Tzeentch possess horrific mutations, which change and fluctuate at random times. The faithful see such an event as proof that Tzeentch’s eye is upon them.

Use this Stratagem in the Fight phase, when a THOUSAND SONS CHAOS SPAWN unit from your army is selected to fight. Until the end of the phase, instead of rolling for that unit’s Mutated Beyond Reason ability, you can select the result. Until the end of the phase, each time you determine the number of Attacks a model in that unit can make, add 1 to the result.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

This datasheet has Fast Attack Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

The THOUSAND SONS and CHAOS SPAWN keywords are used in the following Thousand Sons datasheets:

Fast Attack
© Vyacheslav Maltsev 2013-2022