2000 Pts - Chaos Army ANIL-A

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Exalted Chaos Sorcerer 1 4 5 3 4 4 3 5 2 8 3+ 4+ 4 2 2 394
Mark of Chaos Undivided; May re-roll failed Psychology tests; General; Units within 12" may use General's Leadership; Lore of Fire; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Barding
  Gaze of the Gods 4+ Ward Save; if model fleeing at start of Chaos Magic phase, character turned into Chaos Spawn with same number of Wos [30]
    Spawn of Chaos 0 2D6 3 4 5 3 2 D6+1 10 3 [0]
Compulsary Movement (declare direction before rolling, move in straight line); Random # of attacks per turn; Unbreakable; Fear
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
  Trollhide Armour Counts as Heavy Armour. Bearer can Regenerate lost wounds on a 6 (instead of the usual 4+) [20]
  #1: Fire Ball 5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore [0]
  #2: Flaming Sword of Rhuin 5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. [0]
  #3: Burning Head 8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. [0]
  #4: Fiery Blast 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. [0]
  #5: Conflagration of Doom 11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. [0]
  #6: Wall of Fire 12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. [0]
  Chaos Steed 1 8/7 3 4 3 1 3 1 5 [0]
Exalted Chaos Champion 1 4 7 3 5 4 2 7 4 8 1+ 2 1 1 357
Mark of Tzeentch; Becomes Lvl 2 Tzeentch Mage (+2 casting dice, +1 Dispel Dice, 2 Tzeentch spells); Lore of Tzeentch; Chaos Armour; Shield
  Golden Eye of Tzeentch 3+ Ward vs all normal and magical missiles for bearer and mount; Tzeentch-marked only [30]
  Spell Familiar Knows 1 more spell than normal [15]
  #Tz0 - Red Fire of Alteration Cast 5+; LOS; Rng 30"; Magic Missile; D6 St (D6) hits [0]
  #Tz1 - Orange Fire o Transition Cast 6+; RiP; Sorcerer (only - not mount) may re-roll all failed rolls to hit, to wound, and all saves. [0]
  #Tz2 - Yellow Fire of Transform Cast 6+; RiP; Sorcerer, Mount and Unit gain 5+ Ward Save (replaces Daemonic aura) [0]
  #Tz3 - Green Fire of Mutation Cast 9+; Rng 24"; Unit attacks self; 1A per model in unit as if regular combat (no charging bonuses); mounts and characters unaffected as are units immune to psychology (incl all fleeing units) [0]
  #Tz4 - Blue Fire of Metamorphos Cast 9+; Rng 12"; LOS; Magic Missile; 2d6 St(D6+1) hits [0]
  #Tz5 - Indigo Fire of Change Cast 11+; Rng 18"; All models in unit take St2 hit; Any kills turned into horrors which count as charging unit (form into identically wide unit) [0]
  #Tz6 - Violet Fire of Tzeentch Cast 12+; Rng 6"; Target: Character; Pass Ld test or die (no saves) [0]
  Chaos Chariot of Tzeentch 1 5 5 4 D6+1 3+ 1 4 [140]
Mark of Tzeentch; +1 Power Dice; Not if fleeing
    Chaos Steed 2 7 3 4 3 1 [0]
    Chaos Warrior Crew 1 5 4/5 5 1 8 [0]
Halberd; Heavy Armour
Exalted Daemon 1 6 7 5 5 3/4 7 4 8 5+ 2 1 3 400
Daemonic; Terror; Fly; Mark of Nurgle; Exalted Daemon has +1 Wo (in profile); Magic Level 2; +2 die to casting pool & +1 to dispel pool; may use 3 dice to cast; 2 spells known; Lore of Nurgle
  Diabolic Splendour Daemon & Unit has regular Ward Save rather than Daemonic Aura [20]
  Stream of Corruption Shooting attack; Breath Weapon; S3 hits w/ -2 Ar Sv [30]
  #Nu1 - Magnificent Buboes Cast 6+; LOS; Rng 18"; Any 1 model; Take To test or lose 1 Wo (no saves) [0]
  #Nu2 - Favoured Poxes Cast 7+; Rng 18"; May be cast into combat; RiP; Unit's WS, BS, St, & Ld -1 (min 1) [0]
  #Nu3 - Effulgent Boils Cast 8+; LOS; Rng 24"; D6 S4 hits (no Ar Sv) [0]
  #Nu4 - Glistening Scabs Cast 9+; LOS; Rng 18"; Target: Character (can be in unit); To -1 for rest of game (min 1) [0]
  #Nu5 - Glorious Afflictions Cast 10+; RiP; Any Unit not in CC; Unit's Mv halved (round up). For mounted unit, mount's Mv halved. For flyers, use ground Mv only (no halving). [0]
  #Nu6 - Pestilence Cast 11+; LOS; Rng 24"; At start of each player's Magic phase, unit takes D6 S3 hits (no ArSvs); NOT RiP but may be dispelled [0]
Chaos Chariot 1 5 5 4 D6+1 3+ 4 120
Mark of Chaos Undivided; May re-roll failed Psychology tests
  Chaos Steed 2 7 3 4 3 1 [0]
  Chaos Warrior Crew 2 5 4/5 5 1 8 [0]
Halberd; Heavy Armour
Chosen Chaos Knights of Khorne 4 4 5 3 5 4 1 5 2/3 8 1+ 1 2 370
Mark of Khorne; Frenzy (even if Immune to Pyschology); +1 Dispel Dice; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Barding; Chosen Unit; Chaos Armour (4+ Save); +1 Attack (in profile); Shield; Standard; +1CR; Musician; +1CR if tied. +1 Ld in rally attempts.
  Banner of Rage Bearer & Unit may re-roll failed Break Tests and will never lose Frenzy [50]
  Champion 1 4 5 3 5 4 1 5 3/4 8 1+ 2 [20]
  Chaos Steed 5 8/7 3 4 3 1 3 1 5 [0]
Chaos Warhounds 5 7 4 3 3 1 3 1 5 2 30
Ambush
Screamers of Tzeentch 3 1 3 4 4 2 4 2 8 5+ 1 99
Daemonic; Slashing Attack (1S3 hit per Screamer for overflying enemy rather than charge); Flying Unit
Mounted Daemonettes 5 5 4 4 3 1 5 2 8 6+ 5+ 2 150
Daemonic; Aura of Slaanesh (enemy unit in BtB -1 Ld (min 2));Tongue Attack (mounts have poisoned attacks);Swift Steed (Fast Cavalry and mounts Always Strike First)
  Mount 5 10 3 3 3 1 5 1 8 [0]
Nurglings 2 4 3 3 3 4 2 4 8 5+ 3 80
Daemonic; Cloud of Flies (-1 to be hit)
Total Army Cost: 2000 Pts.
Notes:
If your General is Marked, no other Chaos God's Marks are allowed in army
If your General is Chaos Undivided, then Marks may be mixed as long as there is at least one marked unit for each character mark (other than Chaos Undivided) - Spawn do not count. For example in a Chaos Undivided army you must have 1 Khorne-marked unit if you want 1 or more characters to have the Mark of Khorne
Daemon Rules: Daemonic Attacks are Magical; Daemonic Aura: 5+ Ward Save vs NONmagical attacks (also vs magical attacks in the Daemonic Legion list); Immune to Psychology; Cause Fear; Instability Test: Instead of Break Test - calculate CR, roll dice, if greater than Daemon's Ld value - unit destroyed, if greater than Ld-CR value, suffer difference in Wos (no saves)
Mortal, Daemonic and Beast characters can only join units of the same race (ie, no mortal characters joining beast units, etc)

Casting Pool: 11
Dispel Pool: 7
Models in Army: 27


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 1011 989 50%
Core (>=3unit) 3 n/a 660 1340 33%
Special (<=4unit) 3 1 329 1671 16%
Rare (<=2unit) 0 2 0 2000 0%
Magic Item Summary 9 n/a 245 n/a 12%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.