Chaos Marauders of Khorne 49 287.0
Will of Chaos;; Mark of Khorne; Frenzy; Frenzy; Immune to
Psychology. Frenzy ends when unit loses combat.; Great Weapon;
+2S, Always strikes last in combat, Two-handed; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
Chaos Warhounds 5 30.0
Will of Chaos;
Sorcerer Lord of Tzeentch 1 375.0
Will of Chaos; Eye of the Gods; Mark of Tzeentch; 6+ Ward Save
(Can be Combined with other WSv), +1 to Cast attempts; General;
Units within 12" may use General's Leadership; Magic Level 4;
Has 4 spells.; Chaos Armour
Charmed Shield Max 1+ armour save allowed [5.0]
Talisman of Preservation Bearer gains 4+ ward save [45.0]
Infernal Puppet may modify a miscast from any wizard up to +/- D3 [35.0]
Chaos Warriors of Khorne 18 369.0
Will of Chaos; Mark of Khorne; Frenzy; Frenzy; Immune to
Psychology. Frenzy ends when unit loses combat.; Option
Qualifier; Halberd; +1 Str; Chaos Armour; Shield; Max 1+ armour
save allowed; Standard; +1CR; Musician; +1CR if tied; +1 Ld in
rally attempts.
Standard of Disciple +1 on leadership, but can not use the generals leadership. [15.0]
Hellcannon 1 205.0
Unbreakable (as long as Cannon still alive); Large Target;
Monster - Thunder Stomp; Cause Terror; Rampage: Start of each
turn that it is not in combat take a LD test, if failed subject
to Random Movement (3D6) towards closest enemy, Fires as Stone
Thrower str 5, 10 under hole: Units hit by template take a Panic
test at -1 LD; Special Misfire Chart; If crew killed roll on
Monster Reaction chart.
Hellcannon Crew 3 [0.0]
Heavy Armour; Max 1+ save
Chaos Knights 5 230.0
Fear; Will of Chaos;; No Mark; Barding; Ensorcelled Weapons;
Magical weapon, +1 Str; Chaos Armour; Shield; Standard; +1CR;
Musician; +1CR if tied. +1 Ld in rally attempts.
Total Army Cost: 1496.0