Chaos Pact teams are a mix of evil and chaotic races. The Marauders while enthusiastic have to be coached to fill the different needs of the team while other races provide the muscle and fineness to support the Marauders. However due to the arrogance, stupidity, or animalistic nature of the team members, it is rare to see a well organized and effective Chaos Pact team. The Chaos All-Stars are the best example of how great this team can be with the right coach.
|QTY||Position||Cost||MA||ST||AG||PA||AV||Skills & Traits||Pri||Sec|
|0-1||Thrower||75k||6||3||3+||3+||9+||Animosity (all team-mates), Pass, Safe Pair of Hands||GMP||AS|
|0-1||Goblin||40k||6||2||3+||4+||8+||Animosity (all team-mates), Dodge, Right Stuff, Stunty||AM||GP|
|0-1||Orc||50k||5||3||3+||5+||10+||Animosity (all team-mates)||GM||AS|
|0-1||Skaven||50k||7||3||3+||4+||8+||Animosity (all team-mates)||GM||AS|
|0-1||Dark Elf||75k||6||3||2+||3+||9+||Animosity (all team-mates)||AGM||PS|
|0-3||3 Of 4:|
|0-1||Renegade Troll||115k||4||5||5+||5+||10+||Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate||S||AGM|
|0-1||Renegade Ogre||140k||5||5||4+||5+||10+||Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate||S||AGM|
|0-1||Renegade Minotaur||150k||5||5||4+||–||9+||Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury||S||AGM|
|0-1||Renegade Rat Ogre||150k||6||5||4+||–||9+||Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail||S||AGM|
|Special Rules||Favourd Of… (choose either): Undivided, Khorne, Nurgle, Slaanesh, Tzeentch|
Chaos Renegade Team Overview:
To see the team’s roster please get this pdf file: http://www.thenaf.net/files/NewTeams_LRB6.pdf
The first thing that will strike you when seeing the Chaos Pact roster is that they have the ability to take three different Big Guys and also a mixture of players from other teams. Having three ST5 players can give them a very strong line of players that can be hard for teams to get past, while the players from other races open up a few interesting development and tactical options. The other great benefit of Chaos Pact teams is the skill access of the Marauders as they can pick from most of the skill groups on normal rolls and add agility skills on doubles. The last great benefit is that apart from the Big Guys the rest of the team has mutation access on normal rolls.
Chaos Pact teams look very good on paper then from that respect and in practice you will soon see their shortcomings. Firstly the Big Guys are unreliable and having three of them will really make this apparent as a problem. The players from the other races have the Animosity skill which can make moving the ball around a problem if they decide they would rather hang onto the ball themselves. The team also starts with no blocking or ball handling skills making them reliant on rerolls early on. Team rerolls for Chaos Pact are also expensive which exaggerates the reliability problem of the lack of core starting skills.
I don’t recommend Chaos Pact as a starting team for a beginner player. The Big Guys are expensive and unreliable which may mean not having enough rerolls. This will make the team rather frustrating and tricky to play. If you don’t mind that though and fancy a challenge then a team with these players and skill access can be a lot of fun and offers some interesting player development options.
Chaos Renegade Team Strengths:
- Three Big Guys
- Great Skill Access
- Lots of Development Options
Chaos Renegade Team Weaknesses:
- Unreliable Players
- Expensive Rerolls
- Lack Core Starting Skills