2000 Pts - Chaos Army ANIL-B

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
* Chaos Lord 1 4 8 3 5/6 5 3 8 5 9 3+ 4+ 4 2 1 506
Usage Conflict; Mark of Tzeentch; Becomes Lvl 4 Tzeentch Mage (+4 casting dice, +2 Dispel Dice, 4 Tzeentch spells); General; Units within 12" may use General's Leadership; Lore of Tzeentch; Flail; +2S in 1st rnd of HtH; Chaos Armour; Shield
  Helm of Many Eyes Always strike first; Stupidity [25]
  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]
  Sword of Might +1St [20]
  #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]
  Daemonic Mount 1 8 4 5 5 3 3 2 8 5+ 3 [50]
Daemonic
Exalted Daemon 1 6 7 5 5 3 7 4 8 5+ 3 275
Daemonic; Terror; Fly; Mark of Chaos Undivided; May re-roll failed Psychology tests
  Blade of the Ether No Armour Saves [45]
* Aspiring Chaos Champion 1 4 6 3 5/6 4 2 6 3 8 1+ 2 1 1 326
Usage Conflict; May not be General if any other type of character (other than Sorcerer) present; Mark of Tzeentch; Becomes Lvl 2 Tzeentch Mage (+2 casting dice, +1 Dispel Dice, 2 Tzeentch spells); Lore of Tzeentch; Halberd; Chaos Armour; Shield
  Golden Eye of Tzeentch 3+ Ward vs all normal and magical missiles for bearer and mount; Tzeentch-marked only [30]
  #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
Chosen Chaos Knights 4 4 5 3 5 4 1 5 2 8 1+ 2 300
Mark of Chaos Undivided; May re-roll failed Psychology tests; Barding; Chosen Unit; Chaos Armour (4+ Save); +1 Attack (in profile); Shield; Standard; +1CR; Musician; +1CR if tied. +1 Ld in rally attempts.
  War Banner +1 to Combat Resolution [25]
  Champion 1 4 5 3 5 4 1 5 3 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
Firewyrm of Tzeentch 1 2D6 3 4 5 3 2 D6+1 10 3 75
Compulsary Movement (declare direction before rolling, move in straight line); Random # of attacks per turn; Unbreakable; Fear
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 2 5 4/5 5 1 8 [0]
Halberd; Heavy Armour
Chaos Warriors of Tzeentch 12 4 5 3 4 4 1 5 1 8 4+ 1 1 245
Mark of Tzeentch; +1 Power Dice; Not if fleeing; Heavy Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Champion 1 4 5 3 4 4 1 5 2 8 4+ 1 [12]
Option Footnotes:
  Full Spell List
  Tz0 - Red Fire of Alteration Cast 5+; LOS; Rng 30"; Magic Missile; D6 St (D6) hits
  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.
  Tz2 - Yellow Fire of Transform Cast 6+; RiP; Sorcerer, Mount and Unit gain 5+ Ward Save (replaces Daemonic aura)
  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)
  Tz4 - Blue Fire of Metamorphos Cast 9+; Rng 12"; LOS; Magic Missile; 2d6 St(D6+1) hits
  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)
  Tz6 - Violet Fire of Tzeentch Cast 12+; Rng 6"; Target: Character; Pass Ld test or die (no saves)
Total Army Cost: 1996 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: 5
Models in Army: 34


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 967 1033 48%
Core (>=3unit) 4 n/a 855 1145 42%
Special (<=4unit) 1 3 99 1901 4%
Rare (<=2unit) 1 1 75 1925 3%
Magic Item Summary 7 n/a 200 n/a 10%

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