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Not to be confused with the Warhost of the Apocalypse Warriors of Chaos unit: Chaos Spawn (Warriors of Chaos)
An eldritch horror, the mad thrashing of its unnatural limbs sends all to their doom.

Chaos Spawn are a Beastmen Beastmen monstrous infantry unit introduced in Total War: Warhammer with Call of the Beastmen.

Recruitment[ | ]

Summon[ | ]

Description[ | ]

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.

Attributes[ | ]

  • Wh3 dlc20 chs spawn Monstrous Infantry
  • 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 Icon moraleleadership loss and will never rout.
  • No Forest Penalty: Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Strategy[ | ]

In comparison to the various other types of Chaos Spawn these ones apply poison at the cost of less overall damage, and have the Woodsman passive. Poison is a great ability and makes these spawn generally better combatants than their counterparts. These units are also more useful on the Beastmen roster for being unbreakable. Beastmen armies frequently break and return to the battlefield, but having some units that are guaranteed to fight to the end is very helpful. Use these creatures as shock troopers behind your front line or to engage high value enemies like other monsters or characters.

In campaign, Chaos Spawn also benefit from being on a shared capacity increase with Giants (they are the strongest units with a shared capacity increase), have an additional ancillary that further increases their capacity (spawn wrangler), and benefit from the special yellow line upgrades of Bray Shaman lords (typically the players most common non-legendary lords), meaning that they are sure to be impactful in campaign. They share red line upgrades with other monsters, so it can be efficient to have a monster army with a chaos spawn main line under Bray Shaman lords, just be wary of anti-large foes.

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