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Bullet lzd spawning.pngBlessed Spawnings, also called Special Spawnings are elite units for the Lizardmen, similar to the Regiments of Renown of other factions.

Lizardmen received Regiments of Renown from the Prophet and the Warlock update onwards on 17 April 2019.

Overview[]

  • 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 Bullet lzd spawning.png 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 III unit
Icon treasury.png Cost (MP): 0 (900)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 200
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 100
Icon stat health.png Health: 107 (107 per model)
Morale character.png Leadership: 75
Icon stat attack.png Melee Attack: 29
Icon stat defence.png Melee Defence: 34
Icon stat charge bonus.png Charge Bonus: 16
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 34
Modifier icon armour piercing.png Armour-Piercing Damage: 18
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 3.7 s
Icon stat range.png Melee Reach: 2
Shielded units will block the following percentage of missile damage from the front Shield: 35%


Icon stat armour.png
Armor:
45%


  • Fatigue immune.png Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Melee infantry
Tier III unit
Icon treasury.png Cost (MP): 0 (900)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 200
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 100
Icon stat health.png Health: 107 (107 per model)
Morale character.png Leadership: 75
Icon stat attack.png Melee Attack: 24
Icon stat defence.png Melee Defence: 38
Icon stat charge bonus.png Charge Bonus: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 29
Modifier icon armour piercing.png Armour-Piercing Damage: 13
Icon explosive damage.png Bonus Mult. vs. Buildings: 0.75
Icon stat speed.png Melee Interval: 4.1 s
Icon stat range.png Melee Reach: 2
Modifier icon bonus vs large.png Bonus vs. Large: 16
Shielded units will block the following percentage of missile damage from the front Shield: 35%


Icon stat armour.png
Armor:
45%


  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Melee infantry
Tier IV unit
Icon treasury.png Cost (MP): 0 (1300)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 300
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 100
Icon stat health.png Health: 112 (112 per model)
Morale character.png Leadership: 85
Icon stat attack.png Melee Attack: 31
Icon stat defence.png Melee Defence: 38
Icon stat charge bonus.png Charge Bonus: 28
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 13
Modifier icon armour piercing.png Armour-Piercing Damage: 29
Icon explosive damage.png Bonus Mult. vs. Buildings: 0.75
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Melee Reach: 2
Modifier icon bonus vs large.png Bonus vs. Large: 16
Icon stat armour.png
Armor:
63.75%


  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Missile infantry
Tier II unit
Icon treasury.png Cost (MP): 0 (500)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 100
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 120
Icon stat health.png Health: 50 (50 per model)
Morale character.png Leadership: 50
Icon stat attack.png Melee Attack: 16
Icon stat defence.png Melee Defence: 14
Icon stat charge bonus.png Charge Bonus: 8
Icon stat ammo.png Reload Time: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 70
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 5
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Melee Reach: 1
Icon stat ranged damage.png Missile Damage: 6 (6 per volley)
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 2 (2 per volley)
Icon stat ranged damage.png Number of Projectiles: 1
Icon stat ranged damage.png Shots per volley: 1
Icon stat ammo.png Reload Time: 6
Icon stat range.png Range: 70
Icon stat armour.png
Armor:
22.5%


  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.
Missile infantry
Tier III unit
Icon treasury.png Cost (MP): 0 (700)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 163
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 90
Icon stat health.png Health: 57 (57 per model)
Morale character.png Leadership: 58
Icon stat attack.png Melee Attack: 20
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 20
Icon stat ammo.png Reload Time: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 40
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 5
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Melee Reach: 1
Icon stat ranged damage.png Missile Damage: 9 (9 per volley)
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 3 (3 per volley)
Icon stat ranged damage.png Number of Projectiles: 1
Icon stat ranged damage.png Shots per volley: 1
Icon stat ammo.png Reload Time: 6
Icon stat range.png Range: 80
Shielded units will block the following percentage of missile damage from the front Shield: 30%


Icon stat armour.png
Armor:
22.5%


  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.
  • Stalk.png Stalk: This unit can move hidden in any terrain.
Melee cavalry
Tier IV unit
Icon treasury.png Cost (MP): 0 (1100)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 250
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 48
Icon stat health.png Health: 137 (137 per model)
Morale character.png Leadership: 75
Icon stat attack.png Melee Attack: 26
Icon stat defence.png Melee Defence: 28
Icon stat charge bonus.png Charge Bonus: 32
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 14
Modifier icon armour piercing.png Armour-Piercing Damage: 34
Icon explosive damage.png Bonus Mult. vs. Buildings: 0.75
Icon stat speed.png Melee Interval: 4.2 s
Icon stat range.png Melee Reach: 2
Modifier icon bonus vs large.png Bonus vs. Large: 14
Shielded units will block the following percentage of missile damage from the front Shield: 30%


Icon stat armour.png
Armor:
67.5%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Melee cavalry
Tier IV unit
Icon treasury.png Cost (MP): 0 (1600)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 187
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 48
Icon stat health.png Health: 160 (160 per model)
Morale character.png Leadership: 85
Icon stat attack.png Melee Attack: 45
Icon stat defence.png Melee Defence: 31
Icon stat charge bonus.png Charge Bonus: 43
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 41
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 4.5 s
Icon stat range.png Melee Reach: 2
Icon stat armour.png
Armor:
78.51%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Flying missile cavalry
Tier III unit
Icon treasury.png Cost (MP): 0 (850)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 187
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 10
Icon stat health.png Health: 406 (406 per model)
Morale character.png Leadership: 55
Icon stat attack.png Melee Attack: 26
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 16
Icon stat ammo.png Reload Time: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 15
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 52
Modifier icon armour piercing.png Armour-Piercing Damage: 13
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Melee Reach: 2
Icon stat ranged damage.png Missile Damage: 11 (Expression error: Unexpected * operator. per volley)
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 4 (Expression error: Unexpected * operator. per volley)
Weapon damage.png Explosive Damage: 27
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 11
Icon stat ammo.png Reload Time: 7.2
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 80
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png
Armor:
11.25%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Mounted fire move.png Fire Whilst Moving: This unit can fire when mounted and moving.
Monstrous melee infantry
Tier IV unit
Icon treasury.png Cost (MP): 0 (1100)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 260
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 16
Icon stat health.png Health: 566 (566 per model)
Morale character.png Leadership: 70
Icon stat attack.png Melee Attack: 26
Icon stat defence.png Melee Defence: 26
Icon stat charge bonus.png Charge Bonus: 42
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 15
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 25
Modifier icon armour piercing.png Armour-Piercing Damage: 70
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 20
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 3.8 s
Icon stat range.png Melee Reach: 2
Icon stat armour.png
Armor:
75%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
Monster
Tier IV unit
Icon treasury.png Cost (MP): 0 (1700)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 400
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 1
Icon stat health.png Health: 8260 (8260 per model)
Morale character.png Leadership: 60
Icon stat attack.png Melee Attack: 41
Icon stat defence.png Melee Defence: 40
Icon stat charge bonus.png Charge Bonus: 50
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 50
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 15
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 105
Modifier icon armour piercing.png Armour-Piercing Damage: 315
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 3.6 s
Icon stat range.png Melee Reach: 7
Modifier icon bonus vs large.png Bonus vs. Large: 35
Icon stat armour.png
Armor:
71.25%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause Terror: This unit can Causes terror.pngcause terror, making its melee target rout for a short time. Units that have terror are immune to terror and Causes fear.pngfear themselves.
  • - ! - Rampage: When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Monster
Tier IV unit
Icon treasury.png Cost (MP): 0 (1550)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 388
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 5
Icon stat health.png Health: 10538 (10538 per model)
Morale character.png Leadership: 65
Icon stat attack.png Melee Attack: 30
Icon stat defence.png Melee Defence: 32
Icon stat charge bonus.png Charge Bonus: 70
Icon stat ammo.png Reload Time: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 0
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 120
Modifier icon armour piercing.png Armour-Piercing Damage: 300
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 18
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 3.5 s
Icon stat range.png Melee Reach: 10
Icon stat ranged damage.png Missile Damage: 100 (100 per volley)
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 300 (300 per volley)
Icon stat ranged damage.png Number of Projectiles: 1
Icon stat ranged damage.png Shots per volley: 1
Icon stat ammo.png Reload Time: 12
Icon stat range.png Range: 360
Icon stat armour.png
Armor:
86.67%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause Terror: This unit can Causes terror.pngcause terror, making its melee target rout for a short time. Units that have terror are immune to terror and Causes fear.pngfear themselves.
  • Fatigue immune.png Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
Monster
Tier IV unit
Icon treasury.png Cost (MP): 0 (1200)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 275
Icon stat mass.png Weight: Heavy
Icon growth.png Unit size: 4
Icon stat health.png Health: 8675 (8675 per model)
Morale character.png Leadership: 65
Icon stat attack.png Melee Attack: 22
Icon stat defence.png Melee Defence: 28
Icon stat charge bonus.png Charge Bonus: 34
Icon stat ammo.png Reload Time: 10
Resistance fire.png Fire Resistance: 0
Resistance magic.png Magic Resistance: 0
Resistance physical.png Physical Resistance: 0
Resistance missile.png Missile Resistance: 15
Icon stat armour.png Ward Save: 0
Icon stat damage.png Weapon Damage: 90
Modifier icon armour piercing.png Armour-Piercing Damage: 160
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 15
Icon explosive damage.png Bonus Mult. vs. Buildings: 1.25
Icon stat speed.png Melee Interval: 3.7 s
Icon stat range.png Melee Reach: 9
Icon stat ranged damage.png Missile Damage: 252 (252 per volley)
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 108 (108 per volley)
Icon stat ranged damage.png Number of Projectiles: 1
Icon stat ranged damage.png Shots per volley: 1
Icon stat ammo.png Reload Time: 16
Icon stat range.png Range: 240
Modifier icon magical.png Magical Attacks: Yes
Icon stat armour.png
Armor:
93.57%


  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Morale character.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause Terror: This unit can Causes terror.pngcause terror, making its melee target rout for a short time. Units that have terror are immune to terror and Causes fear.pngfear themselves.
  • Fatigue immune.png 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 Guards

3 Blessed Chameleon Skinks

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) 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.

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