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.
Unit Name Chaos Spawn |
Main Unit Key wh_dlc03_bst_mon_chaos_spawn_0 |
Land Unit Key wh_dlc03_bst_mon_chaos_spawn_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1000 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 16 |
8768 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hc2_chaos_spawn |
├ Man Entity wh_main_monster_chaos_spawn_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 540 |
1500 |
└ Man Mass 1500.0000 |
10 |
├ Armour wh2_main_body_10 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 100 |
42 |
└ Man Speed 42 |
Melee Attack 36 |
28 |
140 |
├ Melee Weapon wh_dlc03_bst_claws_chaos_spawn |
├ Base Weapon Damage 100 |
├ Armour-Piercing Weapon Damage 40 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
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 effects a large area. - 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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |