2000 Pts - Chaos Army No Name

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
* Exalted Chaos Champion 1 4 7 3 5/7 4 2 7 4/5 8 2+ 1 1 229
Usage Conflict; Mark of Khorne; Frenzy (even if Immune to Pyschology); +1 Dispel Dice; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; General; Units within 12" may use General's Leadership; Great Weapon; Strikes last in HtH unless charging; Chaos Armour
  Enchanted Shield 5+ Sv; May be taken with other magic armor [10]
  Collar of Khorne Magic Resistance(2) [25]
  Juggernaut of Khorne 1 7 5 5 5 3 2 2 8 4+ 5+ 3 [55]
Daemonic; 4+ Armour Save
* Chaos Warriors of Blood 14 4 5 3 4/6 4 1 5 1/2 8 4+ 1 1 330
Usage Conflict; Mark of Khorne; Frenzy (even if Immune to Pyschology); +1 Dispel Dice; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Great Weapon; Strikes last in HtH unless charging; Heavy Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Champion 1 4 5 3 4/6 4 1 5 2/3 8 4+ 1 [12]
* Chaos Warriors of Blood 14 4 5 3 4/6 4 1 5 1/2 8 4+ 1 1 330
Usage Conflict; Mark of Khorne; Frenzy (even if Immune to Pyschology); +1 Dispel Dice; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Great Weapon; Strikes last in HtH unless charging; Heavy Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Champion 1 4 5 3 4/6 4 1 5 2/3 8 4+ 1 [12]
Marauders 24 4 4 3 3 3 1 4 1 7 5+ 1 200
Light Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Chieftain 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
Marauders 24 4 4 3 3 3 1 4 1 7 5+ 1 200
Light Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Chieftain 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
Chaos Warhounds 5 7 4 3 3 1 3 1 5 2 30
Ambush
Chaos Warhounds 5 7 4 3 3 1 3 1 5 2 30
Ambush
Beast Herd (Gors) 11 5 4 3 3 4 1 3 1/2 6 1 141
Raiders, Ambush, Unruly; 2ndWeapon; +1A if on foot; Musician; +1CR if tied; +1 Ld in rally attempts.
  Foe-Render 1 5 4 3 4 4 1 3 2/3 7 1 [20]
  Ungors 8 5 3 3 3 3 1 3 1 6 1 [32]
Missile Shield (remove before Gors vs shooting hits); Spear; 2 ranks in HtH if static
Bloodletters 14 4 5 5 3 1 4 1/2 8 6+ 5+ 1 275
Daemonic; Frenzy; Magic Resistance (1); Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Light Armour; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Bloodhowler 1 4 5 5 3 1 4 2/3 8 6+ 5+ 1 [14]
Flesh Hounds of Khorne 5 7 5 4 3 1 4 1/2 8 5+ 2 80
Daemonic; Fast Cavalry; Magic Resistance (2); Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.
Flesh Hounds of Khorne 5 7 5 4 3 1 4 1/2 8 5+ 2 80
Daemonic; Fast Cavalry; Magic Resistance (2); Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.
Bloodbeast of Khorne 1 2D6 3 5 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
Total Army Cost: 2000 Pts.
Notes:
Casting Pool: 2
Dispel Pool: 5
Models in Army: 138



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