This Chaos Sorcerer employs dark and nefarious magics to tear through both body and mind.
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 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.
|Smoke & Mirrors||
A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
|Melkoth's Mystifying Miasma||
The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
The supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
|Pit of Shades||
The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
|The Enfeebling Foe||
When cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
|The Penumbral Pendulum||
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
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