Total War: WARHAMMER Wiki

Blessed Spawnings, also called Special Spawnings are elite units for the Lizardmen, similar to the Regiments of Renown of other factions.

Overview[]

  • Blessed spawning mission

    A mission for a Blessed Spawning.

    Blessed Spawning units are elite and have higher stats than regular versions of the unit.
  • Blessed Spawnings are not available in multiplayer, only campaign.
  • There is an orange symbol on their unit card rather than grey (normal units) or purple (Regiments of Renown).
  • Blessed Spawnings only become available to recruit after completing random missions.
  • Multiples of the same Blessed Spawning can be recruited. For instance, a player might complete a mission which allows them to recruit 3x Blessed Saurus Warriors (Shields).
  • If they are available, Blessed Spawnings can be recruited immediately for no cost by selecting an army/lord and clicking on the button.
  • However, Blessed Spawnings have an increased upkeep cost compared to a regular unit.
  • If a Blessed Spawning unit is destroyed in battle or disbanded, it is permanently gone.

List of Blessed Spawning units[]

Unit Category Recruitment General Melee Ranged Shield Armor Traits
Melee infantry
Tier Unit Tier unit
Cost (MP): 0 (900)
Turns: 1
Upkeep: 225
Weight: Heavy
This unit is affected by "Bonus vs Infantry" Size: 100
Health: 115 (115 per model)
Leadership: 75
Speed: 31
Melee Attack: 29
Melee Defence: 34
Charge Bonus: 16
Weapon Strength: 52
Base Damage: 34
Armour-Piercing Damage: 18
Melee Interval: 3.7 s
Melee Reach: 2
Bonus vs. Buildings: +0.75%
Shielded units will block the following percentage of missile damage from the front Shield: 35%


Armor: 60
(45% reduction)


  • Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Melee infantry
Tier Unit Tier unit
Cost (MP): 0 (900)
Turns: 1
Upkeep: 225
Weight: Heavy
This unit is affected by "Bonus vs Infantry" Size: 100
Health: 115 (115 per model)
Leadership: 75
Speed: 31
Melee Attack: 24
Melee Defence: 38
Charge Bonus: 10
Weapon Strength: 42
Base Damage: 29
Armour-Piercing Damage: 13
Melee Interval: 4.1 s
Melee Reach: 2
Bonus vs. Large: 16
Bonus vs. Buildings: +0.5%
Shielded units will block the following percentage of missile damage from the front Shield: 35%


Armor: 60
(45% reduction)


  • Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Melee infantry
Tier Unit Tier unit
Cost (MP): 0 (1300)
Turns: 2
Upkeep: 325
Weight: Heavy
This unit is affected by "Bonus vs Infantry" Size: 100
Health: 120 (120 per model)
Leadership: 85
Speed: 31
Melee Attack: 31
Melee Defence: 38
Charge Bonus: 28
Weapon Strength: 42
Base Damage: 29
Armour-Piercing Damage: 13
Melee Interval: 4 s
Melee Reach: 2
Bonus vs. Large: 16
Bonus vs. Buildings: +0.5%
Armor: 85
(63.75% reduction)


  • Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Missile infantry
Tier Unit Tier unit
Cost (MP): 0 (500)
Turns: 1
Upkeep: 125
Weight: Heavy
This unit is affected by "Bonus vs Infantry" Size: 120
Health: 58 (58 per model)
Leadership: 50
Speed: 48
Melee Attack: 16
Melee Defence: 14
Charge Bonus: 8
Weapon Strength: 25
Base Damage: 20
Armour-Piercing Damage: 5
Melee Interval: 4.3 s
Melee Reach: 1
Bonus vs. Buildings: +0.75%
Missile Strength: 13
Base Missile Damage: 6 (6 per volley)
Armour-Piercing Missile Damage: 2 (2 per volley)
Number of Projectiles: 1
Shots per volley: 1
Bonus vs. Buildings: +0.25%
Reload Time: 6 s
Ammunition: 26
Range: 70
Poison!: Yes
Armor: 30
(22.5% reduction)


  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving: This unit can fire while on the move.
Missile infantry
Tier Unit Tier unit
Cost (MP): 0 (700)
Turns: 1
Upkeep: 175
Weight: Heavy
This unit is affected by "Bonus vs Infantry" Size: 90
Health: 65 (65 per model)
Leadership: 58
Speed: 48
Melee Attack: 20
Melee Defence: 22
Charge Bonus: 20
Weapon Strength: 25
Base Damage: 20
Armour-Piercing Damage: 5
Melee Interval: 4.3 s
Melee Reach: 1
Bonus vs. Buildings: +0.75%
Poison!: Yes
Missile Strength: 20
Base Missile Damage: 9 (9 per volley)
Armour-Piercing Missile Damage: 3 (3 per volley)
Number of Projectiles: 1
Shots per volley: 1
Bonus vs. Buildings: +0.25%
Reload Time: 6 s
Ammunition: 26
Range: 80
Poison!: Yes
Shielded units will block the following percentage of missile damage from the front Shield: 30%


Armor: 30
(22.5% reduction)


  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Fire Whilst Moving: This unit can fire while on the move.
  • Stalk: This unit can move hidden in any terrain.
Melee cavalry
Tier Unit Tier unit
Cost (MP): 0 (1100)
Turns: 2
Upkeep: 275
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 48
Health: 153 (153 per model)
Leadership: 75
Speed: 80
Melee Attack: 26
Melee Defence: 28
Charge Bonus: 32
Weapon Strength: 48
Base Damage: 14
Armour-Piercing Damage: 34
Melee Interval: 4.2 s
Melee Reach: 2
Bonus vs. Large: 14
Bonus vs. Buildings: +0.5%
Shielded units will block the following percentage of missile damage from the front Shield: 30%


Armor: 90
(67.5% reduction)


  • 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.
Melee cavalry
Tier Unit Tier unit
Cost (MP): 0 (1600)
Turns: 2
Upkeep: 400
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 48
Health: 176 (176 per model)
Leadership: 85
Speed: 78
Melee Attack: 45
Melee Defence: 31
Charge Bonus: 43
Weapon Strength: 60
Base Damage: 19
Armour-Piercing Damage: 41
Melee Interval: 4.5 s
Melee Reach: 2
Bonus vs. Buildings: +1%
Armor: 105
(78.51% reduction)


  • 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.
Flying missile cavalry
Tier Unit Tier unit
Cost (MP): 0 (850)
Turns: 1
Upkeep: 213
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 10
Health: 422 (422 per model)
Leadership: 55
Speed: 110
Melee Attack: 26
Melee Defence: 22
Charge Bonus: 16
Weapon Strength: 65
Base Damage: 52
Armour-Piercing Damage: 13
Melee Interval: 4 s
Melee Reach: 2
Bonus vs. Buildings: +1.25%
Missile Strength: 66
Base Missile Damage: 11 (11 per volley)
Armour-Piercing Missile Damage: 4 (4 per volley)
Explosive Damage: 27
Explosive Armour-Piercing Damage: 11
Number of Projectiles: 1
Shots per volley: 1
Bonus vs. Buildings: +0.25%
Reload Time: 8 s
Ammunition: 22
Range: 80
Flaming Attacks: Yes
Armor: 15
(11.25% reduction)


  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Fire Whilst Moving: This unit can fire while on the move.
Monstrous melee infantry
Tier Unit Tier unit
Cost (MP): 0 (1100)
Turns: 2
Upkeep: 275
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 16
Health: 574 (574 per model)
Leadership: 70
Speed: 46
Melee Attack: 30
Melee Defence: 32
Charge Bonus: 42
Weapon Strength: 100
Base Damage: 30
Armour-Piercing Damage: 70
Melee Interval: 3.8 s
Melee Reach: 2
Bonus vs. Infantry: 15
Armor: 100
(75% reduction)


  • 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.
Monster
Tier Unit Tier unit
Cost (MP): 0 (1650)
Turns: 2
Upkeep: 425
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 1
Health: 8268 (8268 per model)
Leadership: 60
Speed: 90
Melee Attack: 45
Melee Defence: 40
Charge Bonus: 50
Weapon Strength: 420
Base Damage: 105
Armour-Piercing Damage: 315
Melee Interval: 3.6 s
Melee Reach: 7
Bonus vs. Large: 35
Armor: 95
(71.25% reduction)


  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Rampage: A Rampaging unit is uncontrollable and will attack the nearest enemy unit.
    When there are no enemy units nearby, a Rampaging unit will move around randomly instead.
Monster
Tier Unit Tier unit
Cost (MP): 0 (1500)
Turns: 2
Upkeep: 388
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 1
Health: 10586 (10586 per model)
Leadership: 65
Speed: 50
Melee Attack: 30
Melee Defence: 32
Charge Bonus: 70
Weapon Strength: 420
Base Damage: 120
Armour-Piercing Damage: 300
Melee Interval: 3.5 s
Melee Reach: 10
Bonus vs. Infantry: 18
Missile Strength: 333
Base Missile Damage: 100 (100 per volley)
Armour-Piercing Missile Damage: 300 (300 per volley)
Number of Projectiles: 1
Shots per volley: 1
Bonus vs. Buildings: +50%
Reload Time: 12 s
Ammunition: 22
Range: 360
Poison!: Yes
Armor: 120
(86.67% reduction)


  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
Monster
Tier Unit Tier unit
Cost (MP): 0 (1200)
Turns: 2
Upkeep: 300
Weight: Heavy
This unit is affected by "Bonus vs Large" Size: 1
Health: 8715 (8715 per model)
Leadership: 65
Speed: 40
Melee Attack: 22
Melee Defence: 28
Charge Bonus: 34
Ammunition: 20
Weapon Strength: 250
Base Damage: 90
Armour-Piercing Damage: 160
Melee Interval: 3.7 s
Melee Reach: 9
Bonus vs. Infantry: 15
Missile Strength: 363
Base Missile Damage: 252 (252 per volley)
Armour-Piercing Missile Damage: 108 (108 per volley)
Explosive Damage: 154
Explosive Armour-Piercing Damage: 66
Number of Projectiles: 1
Shots per volley: 1
Bonus vs. Buildings: +100%
Reload Time: 16 s
Range: 240
Magical Attacks: Yes
Flaming Attacks: Yes
Blinded!: Yes
Armor: 140
(93.57% reduction)


  • Causes Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.

Blessed Spawning quests[]

Name Objective Reward (only one unit awarded per quest) Description
The Burning Skies of Inhamex Kill 1500 enemies in battle (15 turns) or

Kill 500 enemies in battle (15 turns)

1 Blessed Carnosaur

1 Blessed Saurus Warriors (Shields)

2 Blessed Terradon Riders (Fireleech Bolas)

The Old One who even Slann of the Second Spawning dare not name aloud is angry! The skies burn with his wrath; he must be appeased quickly, and in doing so he may issue a sacred spawning, whose reptiles will be special indeed...
Sotek's Chosen Win 2 battles (20 turns)

Win 3 battles (20 turns)

2 Blessed Kroxigors

3 Blessed Temple Guard

3 Blessed Chameleon Skinks

2 Blessed Temple Guard

The snakes migrate in great numbers, a sure sign that Sotek demands action from one of his chosen priests. If they are worthy then their cohort will be blessed with a sacred spawning.
The Predator's Sky Carry out a successful assassination attempt (wound or kill) against the following character: (Lord) (10 turns) 1 Blessed Carnosaur The signs are in the sky; a sacred spawning is imminent, but first Caxuatn, the Predator, must have his prey.
Messenger of the Gods Raze of sack the following number of settlements: 2-3 (20 turns) 4-6 Blessed Saurus Spears (Shields)

2 Blessed Cold One Spear-Riders

3 Blessed Skink Skirmishers

The Messenger, Uxmac, will bring word of the Old Ones. The cohorts must be prepared, and if they are, a sacred spawning will be awarded.
Call of Huanchi Ambush and defeat 1 army (15 turns) 3 Blessed Saurus Spears (Shields) This sign of the Jaguar God has been observed in both the ground and in the sky. Huanchi is on the prowl and so the cohorts must act. A sacred spawning should come forth should the prey be caught.
Sacrifice to Chotec Capture 300 battle captives (20 turns) 3 Blessed Saurus Warriors (Shields) The Solar God is an angry deity - he demands the sacrifice of those who seek to destroy what his servants have built. He will grant a sacred spawning once the tally has been taken.
Portent of Tzcalli Capture 500 battle captives (14 turns) 4 Blessed Skink Skirmishers The Lord of Strength, the Old One, Tzcalli, does not perceive this portent solely as raw vigour, but recognises economic strength as well. The storms that rage over the gold mines are a sure sign that he requires the cohorts to build their wealth. Should the gold be accrued, a sacred spawning will surely follow.

Strategy[]

Although the Blessed Spawning quests mention "Capture" a certain amount of captives, you don't need to either play as Tehenhauin (Mark Sacrifices) or Eat Captives (as other factions). You can fulfill this mission immediately if you win a battle.

No matter what you do to the post-battle captives, they will be added to the Blessed Spawning quests' tally.