When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .
Those Champions of Chaos who seek mastery over the magical arts are known as Chaos Sorcerers, and they are madmen and malcontents all. Chaos Sorcerers wield the wild energies of entropy itself, reshaping reality to better serve their whims and those of their dark masters. A word and a gesture from a Chaos Sorcerer can strip a man's flesh from his bones, force a lover to murder his beloved, or cause a regiment of soldiers to burst into flame. They are amongst the most awful and depraved of all servants of Chaos, for they long ago sold their souls in exchange for the heady elixir of pure power. Where many of the world's Wizards, such as those taught by the Colleges of Magic in Altdorf, glean their arcane skill from long years of painstaking research, a Chaos Sorcerer's understanding of the Winds of Magic is instant and innate. However, without the patience and wisdom that such study brings, a Chaos Sorcerer lacks due wariness and respect for the ultimate dangers of magic, and so begins an inexorable descent into deformity and madness. Many are the paths that lead to this ultimate fate, but most often, the Chaos Sorcerer seeks to expand his magical powers or harness more of the occult by simply bartering away another fraction of his soul, losing a little more of his humanity in the process. Before long, the aspirant feels his whole body and mind twist and alter, and as the gnawed remnants of his soul are finally devoured, he is plunged into the whirlpools of insanity, leaving behind nothing of the man who was.
This unit has the following mount options
|Chaos Dragon||Once noble rulers of the skies, now corrupt with change.|
|Chaos Steed||A coal-black charger, with Daemonic ichor for blood.|
|Barded Chaos Steed||Sculpted plates of thick, metal barding further protect these dark stallions.|
|Manticore||Berserk killers saturated with primal fury; the God of Murder incarnate.|
|Encourage||This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.|
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Armour is little defence against a skilled alchemist, under his command metal turns into an arcane lightning rod, attracting hostile magic.
The Wizard unleashes a hail of magical energy, transmuting his foes into Unliving golden statues.
|Gehenna's Golden Hounds||
Blowing on a glimmering golden whistle, the Wizard summons the spirit of Gehenna’s metal hounds to hunt down his prey.
The Alchemist conjures a gaudy cloak of shimmering scale to improve his allies’ defensive stance.
|Plague of Rust||
The enemy target's armour begins to rust, disappearing in clouds of tiny flakes and weakening his defensive abilities.
A spray of sizzling silver slivers rain from the sky to impale the caster's enemy.
|Transmutation of Lead||
The enemies’ weapons become heavy, cumbersome, and almost impossible to wield in battle.
|Cavalry & Chariots|
|Missile Cavalry & Chariots|
|Monsters & Beasts|
|Rare Monsters & Beasts|
|Artillery & War Machines|