Left Panel
menu
HomeHome / Total War: WARHAMMER II / Shadowgor Warherd / Units / Chaos Spawn
Chaos Spawn Shadowgor WarherdShadowgor Warherd Melee Infantry

Chaos Spawn

An eldritch horror, the mad thrashing of its unnatural limbs sends all to their doom.

Some amongst the Children of Chaos are bestowed with an abundance of the Dark Ones' gifts, becoming creatures whose bodily forms epitomise nightmare and unreason. Such creatures might once have been great Chieftains who called upon the favour of the Dark Gods one time too many. They might have been Bray-Shamans who drew too deep of the power of Chaos, their forms blasted beyond recognition by the raw power of Magic. It may even have been one who strayed too close to Morghur, Master of Skulls, whose aura of transmogrification changes all. In some cases, the creature might simply have been born that way, in all likelihood slaughtering its beast-mother in the process. When the warherd goes to battle, the Chaos spawn come shambling from their lairs. The Beastmen have no control over a Spawn's actions, and it will behave in a largely unpredictable manner. The Spawn will move towards the enemy and crash flailing into its ranks; teeth, claws, and tentacles tearing men limb from limb in a shower of blood and ruination before it is finally put out of its misery.

Chaos Spawn

Unit Name

Chaos Spawn

Main Unit Key

wh_dlc03_bst_mon_chaos_spawn_0

Land Unit Key

wh_dlc03_bst_mon_chaos_spawn_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Infantry

Naval Unit Group

Monstrous Infantry

Soldiers

16

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

900

Recruitment Cost

900

Upkeep Cost

225

Melee Attack

36

Weapon Strength (Weapon Damage)

130

├ Melee Weapon

wh_dlc03_bst_claws_chaos_spawn

├ Melee Damage Base

90

├ Melee Damage Ap

40

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

28

├ Base Defence

28

├ Shield

none

└ Shield Defence

0

Armour

10

├ Armour

wh2_main_body_10

├ Armour Defence

10

└ Shield Armour

0

Health

548

├ Man Entity

wh_main_monster_chaos_spawn_blood

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

540

Leadership (Base Morale)

100

Abilities

No Ability

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Requires Buildings
Chaos Spawn Lv. 0 Pits of Horror
Pits of Horror
(wh_dlc03_horde_beastmen_creatures_3)
Level 2