HQ:
The Red Devil:
WS:3 BS:- S:10 T:7 Wo:5 I:4 A:3 Ld:10 Sv:2+/4+ Pts:250
Type: Infantry
Wargear: The Great Knife
Special Rules: Feel No Pain, Slow and Purposeful, You Shall Not Tread This Way…, Fearless, Independent Character, Eternal Warrior
You Shall Not Tread This Way…:
If his foes were to sleep, their minds would go insane with visions of a red pyramid stalking them through endless corridors of madness.
All enemy models within line of sight of the Red Devil suffer -2 to their Leadership
The Great Knife:
The Red Devil wields a large, sharpened blade of unknown material. Believed by his foes to be a Daemon weapon, this blade can slice through ceramite armor as though it were bare flesh.
The Great Knife grants the Red Devil 10 + 2D6 for vehicle penetration. It also counts as a Power Weapon, and causes Instant Death.
I've already made some notes on this, so refer back to that.
********************************************************************************************
Khorne Sorcerer
WS:4 BS:4 S:4(5) T:4 Wo:3 I:4 A:2(3) Ld:10 Sv:3+ Pts:140
Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Khorne
Special Rules: Fearless, Independent Character, Psyker, BLOOD FOR THE BLOOD GOD!
BLOOD FOR THE BLOOD GOD!:
When the Khorne Sorcerer joins any non-Daemon unit with the Mark of Khorne, the unit’s strength gets increased by +2, instead of the regular +1 given by Mark of Khorne.
Big fluff problem here, khorne=anti-sorcerer. Either replace khorne with tzeentch and change blood for the blood god special rule, or get red of unit all together.
********************************************************************************************
Nurgle Sorcerer
WS:4 BS:4 S:4 T:4(5) Wo:3 I:4 A:2(3) Ld:10 Sv:3+ Pts:140
Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Nurgle
Special Rules: Fearless, Independent Character, Psyker, FORWARD FOR FATHER NURGLE!
FORWARD FOR FATHER NURGLE!:
When the Nurgle Sorcerer joins any non-Daemon unit with the Mark of Nurgle, the unit’s toughness gets increased by +2, instead of the regular +1 given by Mark of Nurgle.
don't know if any chaos god other than Tzeentch has sorcerers, if so then ok. I would have thought a T +2 would be a bit too powerful, the +1 would be suffice.
Elite:
Burrowers:
WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:8
Type: Infantry
Squad Size: 10-20
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
Special Rules: Feel No Pain, Fearless, Join Us! (see “Zombies”), Killing Shot (see “Zombies”), “They’re Beneath Us!”
“They’re Beneath Us!”:
Men scramble about as undead torsos burst out of the ground, grabbing and biting, before emerging onto the surface to finish off their prey.
Burrowers always arrive in reserve. Place a Large Blast Template over any enemy model and roll to scatter. After the roll has been made, if at least one enemy model is partially under the template, the unit takes X hits at strength 3. X equals the numbers of models in the Burrower horde. As well, the rule “Join Us!” takes effect. Proceed to place all models within the blast template. The Burrowers may not move, shoot, or assault during the phase they entered play.
What happens after this? is that unit in combat?
Hunters:
WS:5 BS:- S:5 T:4 Wo:2 I:3 A:3 Ld:8 Sv:2+ Pts:30
Type: Beast
Squad Size: 3-6
Wargear: Slavering Jaws and Rotted Limbs, The Hunter’s Prey
Special Rules: Fearless, Inhuman Strength
Inhuman Strength:
So powerful are these creatures that if focused on one target, may crush them utterly with one fell swipe.
All attacks dealt by Hunters in close combat count as attacks from Power Weapons. Furthermore, the Hunters may sacrifice their speedy attacks to crush one’s skull beneath it fangs, or deliver a fatal claw to the head. This is an optional attack that allows the Hunter squad to sacrifice their 3 attacks, in order to deliver a single S8 Power Weapon attack in close combat.
Power weapons double the users strength, so that means if they have counts as power weapons, their strength is 10, making the inhuman strength role obsolete. Think about it, why would you choose 1 attack at S8 over 3 attacks at S10? You wouldn't

I would say do not have the counts-as power weapons, but make them rending attacks.
The Hunter’s Prey:
Hunters prowl undetected around enemy lines, leaping onto bunkers and dashing through forests, searching for their victim…
Hunters arrive from reserve within a secretly nominated piece of difficult terrain. As such, they are not affected by mishap, and if they are to scatter off the difficult terrain, or within 1” of an enemy model, reduce the scatter distance. If there is no room for them to enter play, they are removed as casualties. Hunters must attempt to assault the enemy HQ that was nominated as “the prey”. When/if “the prey” has been killed, the Hunters revert to instinctive behavior and may be used as willed by the owning player. In addition, due to their brutal efficiency, only one squad of Hunters may be taken per battle.
Not sure I like this rule. What if there is no difficult terrain? I would say infiltrate or scout would be better, and allow them to enter play from any table edge. If you want to include the HQ rule, the rule could say "Hunters have a natural sight that identifies the enemy leader. Hunters must always move as quickly towards and assault a HQ unit if there is one on the table. They have the infiltrate rule and may enter from the closest table edge to the enemy HQ." Something like that?
Troops:
Zombies
WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:5
Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
Special Rules: Feel No Pain, Fearless, Join Us!, Killing Blow
Join Us!:
After every round of close combat, every enemy defeated in battle must take a Toughness Test. If failed, that model joins the assaulting squad in question, and will share the same mark. Note that this only applies to models that are considered Infantry.
Killing Shot:
Zombies are vile creatures that, unlike normal men, cannot be felled by mortal wounds. Instead, one must sever the head from the torso to fully kill these creatures.
Every attack, whether in close combat or shooting, directed towards this unit counts as Rending.
Decrease the T to 3, I to 2, and Ld to 5. Gives them a more zombie-feel, and makes it fairer for 5 points a model. There should be a limit on how many models can be turned in the 'join us!' special rule, otherwise you could have a horde of 50 running around. Just would be stupid lol
Like the rending rule.
I would say add in another Troops choice as well. 1 Troop choice sucks arse :laugh:
Fast Attack:
Runners:
WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:6+ Pts:12
Type: Infantry
Squad Size: 5-10
Wargear: Slashing Jaws and Rending Limbs, Mark of Khorne
Special Rules: Fearless, Join Us! (see “Zombies”),Killing Shot (see “Zombies”), Meeeeeat!
Meeeeeat!:
As deadly as they are swift, these fiends sacrifice resilience in order to move quickly and cover greater ground, for the thought of gorging upon flesh is unbearable.
Leapers may assault up to 12” as detailed in the “Beast” universal rule.
Sacrificing resilience would give them a 2 or T, not a T which equals space marine armour

Although i do see what you have done with toughness. I would say decrease T to 3, but increase the special rule so they can have fleet of foot or furious charge, something like that.
I would say you need some long range. I know this could be difficult with a zombie army, but you could say have a unit that is a combination on merged flesh and weapon, so like a zombie-turret combination. This is Chaos after all!