Soldiers of Chaos

the soldiers of Chaos are the servants of the dark god Chaos, ruler of the Eternal Realms. They come from everywhere and all march to the rhythms of the skull drums. The most faithful followers are the skull gnomes, better known as the exiled for they were forced to live underground by their forest brothers. In addition the great servants of Chaos himself often go to war, know as the Elementals and the Kost. They are marching to war for no other reason then their war cry

portrays, "SKULLS FOR CHAOS!!!!".

Infantry

-Human cultist

Human cultists are the most basic soldiers Chaos has to offer. Numerous and suicidal, they are very easy to kill and replace.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	2	1	1	3	2	150	30

Type:infantry

Equipment:club

rules:FOR CHAOS!

Command points:1

Upgrades:may take another club(+1At) for 30pts, axes for 30pts, or great clubs for 60pts. May take banner for 10pts, warhorn for 5pts. May take light armor for 30pts.may take a champion for 5 pts.

-Skull gnomes

Skull gnomes are the most fanatical members at Chaos' disposal. Armed to the teeth and dangerously unhinged they are a hard foe to kill.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	3	2	1	1	3	4	140	20

Type:infantry

Equipment:sword, light armor.

rules:FOR CHAOS!

Command points:2

Upgrades:May take banner for 10pts, warhorn for 5pts. May take an axe for 20pts. May take a shield for 20pts.1 in every 3 skull gnome units can upgrade their banner to a Skull banner for 10pts. May take a champion for 5pts.

-Voids

Voids are the most common elemental ever. Individually weak they are more numerous then rats.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	2	1	1	4	4	240	20

Type:infantry

Equipment:claws

rules:FOR CHAOS!, protection(5+)

command points:3

Elite Core

-shadow elves

Shadow elves are the elves who have turned to worshiping Chaos. Deadly accurate and unforgiving they are merciless killers.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	2plus	3	2	1	1	5	4	210	10

Type:infantry

Equipment:sword, shadow armor, long bow

rules:stay in the shadows, protection(5+), cohort

command points:3

upgrades:may be given halberds for 20pts. May be given shadow bows for 30 pts

-Kost

The Kost are the elite Chaos' army,as well as his personal bodyguards. Deadly and remorseless there are few foes who can stand up to them for long.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	3plus	5	5	1	2	4	5	260	10

Type:infantry

Equipment:axe, shield, heavy armor

rules:FOR CHAOS!, protection(4+)

command points:4

Upgrades:May take banner for 10pts, warhorn for 5pts. May take a throwing axe for 30pts.

-Skull Scorpion riders

Skull Scorpion riders are the skull gnomes who are insane enough to tame and ride a Digger Scorpion. Deadly and tough, those insane individuals are highly rewarded,

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	5	5	2	2	4	6	180	6

Type:monster

Equipment:spear, digger scorpion, light armor.

rules:FOR CHAOS!, terror

command points:2

Upgrades:May take banner for 10pts, warhorn for 5pts. May take a champion for 5 pts.

Warmachines

-Skull launcher

The primary weapon of Chaos siege trains. While it may do very little physical damage the psychological damage is horrendous.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
2”	-	-	-	4	2	-	-	-	60	1

Type:warmachine

equipment:Skull launcher

crew:3 human cultist

rules:warmachine, cohort

command points:2

-Ballistic beast

An unholy warmachine crafted by the skull gnomes while underground. The mere sight of this thing is enough to make any unit flee.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	2plus	-	5	5	2	3	3	4	65	1

Type:monster

equipment:Ballista

crew:5 skull gnomes

rules:warmachine, cohort, GET BACK HERE!, FOR CHAOS!, terror

command points:4

-Skull barge

The principle transport of the skull gnomes. It is often considered a miracle that it can float.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	4	4	2	2	4	4	65	1

Type:ship

crew:5 skull gnomes

rules:ship, transport

upgrades:may take a ballista for 10pts.

Command points:4

Leaders

-The Over-Tyrant

The Over-Tyrant is the most powerful Kost ever created. Capable of Butchering whole armies it is the Fear of all mortals.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
6”	2plus	3plus	5	5	3	4	4	5	195	1

Type:monster

Equipment:axe, shield, heavy armor

rules:FOR CHAOS!, protection(2+), poisoned(2+),horror, automatons, unique, loner

command points:6

-Skull Lord

A skull lord is a skull gnome equivalent of a gnome mayor. The only difference is that the skull lord is completely insane.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	2plus	4plus	3	2	2	2	4	5	55	1

Type:infantry

Equipment:sword, light armor.

rules:FOR CHAOS!

Command points:4

Upgrades:may take a shield for 5pts, great axe for 10pts, or the army banner for 25pts. One Skull gnome may be mounted on a digger scorpion for 45pts and change his type to monster.

-Elementalist

An Elementalist is a human cult leader. Equally capable of killing with magic or axe they are as deadly as humans can get.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	3	3	2	2	3	4	60	1

Type:infantry

Equipment:sword, light armor.

rules:FOR CHAOS!,caster(blast, Chaos)

command points:4

Upgrades:May take an axe for 5pts, great axe for 10pts, or the army banner for 25pts. May take a shield for 5pts.

-Kost Lord

When a Kost has done very well it will be given the title of kost lord. Cruel and unforgiving, even by Kost standards, they can judge a foe's true value before they even meet.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	3plus	5	5	2	3	4	6	100	1

Type:infantry

Equipment:axe, shield, heavy armor

rules:FOR CHAOS!, protection(4+)

command points:5

Chaos magic and equipment

These are objects which are unique to the Soldiers of Chaos.

-Ranged

name	range	p	rules
Skull launcher	24”	1	Horror, radius(1”)
Shadow bows	18”	3	Move and shoot

-Rules

name	effect
FOR CHAOS	When the model charges it gains an additional d3 attacks in the first round of combat.
Stay in the shadows	The unit can't be targeted at ranges of over 8”
GET BACK HERE!	Roll a D6. 1-4,acts normally. 5-6,charges nearest enemy unit

-Weapons and other

name	rules
Skull banner	Unit causes terror
Digger scorpion	Increase movement to 4”, +2P, +3Ar, +1L, +1At, terror, change type to monster.

-Magic

name	range	effect	roll
Chaos	18”	roll a D6 and then select a unit : 1,void-unit gains D3 L. Can't bring total L over beginning number. 2,cyro-target unit can't move for D3 turns. 3,spark-2D6 P3 hits 4,aero-target unit gains the fly spc. rule for the next turn. 5,pyro-D6 P4 hits 6,kost-Remove casting model from the field.	5plus

-commands

name	cost	effect
CHAOS DEEM US WORTHY!!!	2(0 if the unit just won a close combat)	Roll a D6: 1-GLORY TO YOU MY CHOSEN!, the unit gains +1At,Po, and Re (max 8) 2-4FOR YOU I GIVE YOU..., the unit gains either 1Po, At, or Re(max 8) opposing player's choice. 5-...why?,nothing happens 6-SHUT UP!, the unit using this ability suffers 2D6 poD6 hits