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===Rare Units=== *'''Chaos Spawn:''' Spawn are terribad. Like, really sucky. Even less reliably than Trolls, combined with their low stats for a monster and their slow movement (7" at average, can't march or charge) makes them a joke. You should buy these for only two reasons at best: conversions using the crapload of tentacles found on the sprue, using them to drag your converted Chaos Warshrines. *'''Scyla Anfingrimm:''' What's worse than a Chaos Spawn? The answer: one that costs nearly twice as much while being only marginally better, and you can only use one of it in your army. Piss off. *'''Hellcannon:''' The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. Needs to take a LD test at the beginning of your turn; if you fail the cannon will drive itself 3d6 closer to the enemy, so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, good against feeble humans and greenskins. When it misfires though bad shit goes down, from explosions to murdering its crew and mindraping every wizard on the table (hilarious if you don't have any, but your enemy has plenty). Temperamental at best, and with a notable price tag, the Hellcannon should only be taken by the more daring of generals. *'''Dragon Ogre Shaggoth:''' The big brother of the Dragon Ogres, the Shaggoth will fuck shit up. 5 attacks at S6 murders everything it runs into. Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T5, 4+ save and no way to regain wounds), it is the magnetic pole for shooting. Get this guy in combat fast and keep him there, otherwise he'll be headbutting cannonballs from turn 1. He is rather pricey though, so have a plan before you field this guy. *'''Giant:''' Giants have a ton of special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry, due to most of the Giant's attack being effective against only one model. The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. They're sublime fire magnets though, and it'd be a shame to have your 200+ points model taken out by a pair of cannons. As of the new book, the Mark of Nurgle actually increases his toughness to 6, making it the ideal choice. *'''Slaughterbrute:''' The slaughterbrute is a powerful monster with very decent attacks, strength and toughness. While it may at first seem to suck at close combat with a pathetic weapon skill of 3, you can boost its killing ability by binding it to your chaos lord (which involves jamming a lot of sanctified blades into its back). Doing so is borderline mandatory, as it uses your chaos lord's weapon skill and leadership so long as he is alive, producing results like a weapon skill 8 leadership 9 monster. This reeks of awesome, and certainly makes sure the slaughterbrute will live up to its name. *'''Mutalith Vortex Beast:''' the mutalith vortex beast has a bound spell which forces your target unit to take d6 toughness tests, and if they fail they suffer a wound with no armour saves. you then roll on a chart to see what happens to the unit. a good choice, best used to support your main assault.
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