Take the Warp test immediately after the warpstone is used but before the spell is cast. Roll a D6. If the score is more than the number of pieces of warpstone consumed the test is passed and the sorcerer is unharmed. If the score is the same as or less than the number of pieces of warpstone consumed the test is failed and the energy of the warpstone mutates the Skaven sorcerer into a Chaos Spawn.
The Spawn is a foul blob-like creature that sprouts tentacles, horns, pincers, eye-stalks and extra heads and limbs in a random manner. The Spawn is insane and almost mindless, and hauls its twisted body about in confusion, destroying anything it touches.
As soon as the Sorcerer turns into Chaos Spawn it makes a random move 2D6". Use the Scatter dice to determine which direction it takes. From then on the Spawn moves 2D6" in a random direction in its own movement phase. This is compulsory movement and so takes place before Other troops are moved.
A Chaos Spawn will move straight over anything in its way, striking troops with its claws or covering them with corrosive slime. These attacks are worked out as the Chaos Spawn moves over its victims in the movement phase and so form an exception to the normal turn sequence.
Each model moved over is automatically hit once at a Strength of 4 as shown on the profile below. Work out these hits as soon as the Spawn has moved.
In the close combat phase the Spawn does not attack, but any models in base contact with it can strike blows against it as normal. No combat results are applied and any casualties inflicted do not count towards working out a combat the troops may also be involved in.
Neither the Spawn nor the troops it is fighting are obliged to stand and fight in subsequent movement phases. Indeed, the Spawn must move as already described, and might well move right through any unit it is already touching. In the case of a unit fighting a Spawn, the unit can move away from, or even over the Spawn without taking further hits from it.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Spawn | 2D6" | 1 | 0 | 4 | 4 | 1 | 1 | 1 | * |
Movement. The Spawn moves 2D6" in a random direction in its movement phase.
Combat. The Spawn does not attack in hand-to-hand fighting as such, but inflicts 1 wound on each model it touches as it moves. Work out these hits in the move phase.
Leadership. Spawn are insane creatures and are unaffected by psychology rules. They never take Break tests. They will automatically pass any Leadership-based test they are required to take.