Chaos Spawn

Model NameMTSvWLdOC
Chaos Spawn
50mm
8"54+ 5++47+1
Keywords:
, Thousand Sons, Chaos, Chaos Spawn, Beast, Mutant, Tzeentch
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Hideous mutations
MeleeD6+245-12

Abilities

Regenerating Monstrosities:At the start of each player’s Command phase, one model in this unit regains up to 3 lost wounds.

Wargear Options

Wargear Abilities

Unit Composition

2 Chaos Spawn
Every model is equipped with: hideous mutations.

Costs

2 models - 65pts

Leader

Led By

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP SULPHUROUS VEIL
Detachment: Changehost of Deceit
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
2CP DECEPTIVE GLAMOUR
Detachment: Changehost of Deceit
WHEN: Start of the Fight phase.

TARGET: One Thousand Sons unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks.
1CP ENDURING ANIMUS
Detachment: Fateseekers
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP ARCANE FOCUS
Detachment: Grand Coven
WHEN: Your Shooting phase, just after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual).

TARGET: That THOUSAND SONS model.

EFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
1CP PSYCHIC DOMINION
Detachment: Grand Coven
WHEN: Any phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
1CP WRATH OF THE DOOMED
Detachment: Hexwarp Thrallband
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP TOUCHED BY TZEENTCH
Detachment: Warpmeld Pact
WHEN: Start of your Movement phase.

TARGET: One Tzeentch Mutant unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
1CP DERANGED FEROCITY
Detachment: Warpmeld Pact
WHEN: Fight phase, just after a Tzeentch Mutant unit from your army is selected to fight.

TARGET: That TZEENTCH MUTANT unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
1CP TWISTED MIRAGE
Detachment: Warpmeld Pact
WHEN: Reinforcements step of your Movement phase.

TARGET: One Tzeentch Mutant unit from your army that is arriving from Strategic Reserves this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a Monster unit. In either case, until the end of the turn, it is not eligible to declare a charge.