Professional Documents
Culture Documents
TURN ORDER
Event I
Event II
Event III
Event IV
Event V
Event VI
Rallying
Unit
Peasants
Yeomen
Knights
Creatures
Charts for
Ranged and Melee
Combat Attacks
are found on the
back interior cover.
Creature
Mounted
Knights
Foot
Knights
Mounted
Yeomen
Foot
Yeomen
Peasants
-1
Peasants
-1
No
Check
No
Check
Ranged Attacks
Spells & Fire
1
3
0
0
1
2
1
1
2
3
^ Roll must meet or exceed to pass ^
3
5
Result
The Creature withdraws one full move to its rear. It will remain
there until rallied. It will fight anyone who attacks it.
The Creature Flees. It withdraws one full move to its rear. It will
continue to move in that direction until it has moved off the table.
It will attack ANY units or figures that block its way.
The Creature goes Berserk. It turns in a random direcion, see the
Random Movement Table (9:8), then moves up to its full distance
towards the nearest unit it faces (in 180 degree arc), and attacks.
It will continue to move in this fashion every turn, even if engaged
in combat, until destroyed. The creature cannot be rallied.
MORALE MODIFIERS
Situation
(The Unit Checking Morale is)
is being attacked in the Flank
is being attacked in the Rear
has lost 50% or more Troops
has lost 50% or more Vitality
Attached Leader has been killed
this turn
Army Commander has been killed
this turn
is attacking an enemy in the Flank
is attacking an enemy in the Rear
outnumbers total of all combat
opponent(s) in contact.
*Each Cavalry count as 2 each.
*Individuals use their remaining
Vitality to calculate.
has a friendly unit also engaged in
the combat
has a Leader attached
RANDOM MOVEMENT
D6
1-2
3
4
5
6
Result
Moves to its rear
Moves to its right
Moves to its left
Moves forward
Stands in place.
+1 Melee Modifier.
Mod
-1
-2
-2
-2
-1
-1
+1
+2
+1
+1
+1
A DIVISION OF
Dedicated to the founders, sculptors, artists, associates, and staff of Ral Partha Enterprises, too many
to name, living and gone, who together created something bigger than the sum of its parts, and that lives
on in spirit here at Iron Wind Metals.
And to all of the fans of Ral Partha miniatures, old and new, who helped bring this project to life.
Additional Material by:
Name
(w/a) book . page
C. Brad Gorby (a) 4.4, 5.20
Cynthia Kirk (a) 3.19, 3.24,
3.30-31, 5.15-16, 6.15, 6.53
The references to Rues, Trills, Hecatrons, Jyllarans, Malkoshians, Falmearians, Warriors of Sutherkrein, and The Black Prince
were developed off of original concepts that were created by Jeff Martin, as part of his Falmurth setting. Used with Permission.
The Daeshiru and Doom-Thumpers were created by Richard Kerr.
1st Edition Published as Chaos Wars, Rules According to Ral for Fantasy Battles
Copyright 1987 Ral Partha. All rights reserved.
2nd Edition Published as Chaos Wars: Classic Rules, Edition 2.0
Copyright 2015 Iron Wind Metals. All rights reserved.
28:5 Restrictions
30:2 Types
30:6 Mounts
31:4 Monsters
31:2 Dragons
31:3 Giants
(page 17)
33:3 Engines
33:4 Others
Please Note:
The subjects listed on this page are found in the additional documents, also released as
part of the: CHAOS WARS: CLASSIC RULES, EDITION 2.0
Only books 1 and 2 are required to play a game. Books 3 and up are all supplemental.
BOOK 4 CONTENTS
LEGENDARY SCENARIOS
BOOK 5 CONTENTS
PERSONALITIES
BOOK 6 CONTENTS
SAMPLE ARMIES
BOOK 7 CONTENTS
ARMY BUILDING TOOLS
www.RalPartha.com
5
28:3
Troop
Points
180
300
500
750
Fantasy Points
Low Fantasy
High Fantasy
Games
Games
18
54
30
90
50
150
75
225
POINTS COSTS .
Cavalry
Armor
Value
2
Humans
-1 to roll
Infantry
Armor
Value
1
12"
no modifier
10"
+1 to roll
Infantry
Move
Cavalry
Move
Combat
Modifier
Peasant
8"
12"
Yeoman
8"
Knight
6"
All
Others
1
Movement
Combat Modifier
Standard Mount
Examples
10" or 12"
+1
Large Mount
10" or 12"
+2
8"
+3
Giant Mount
8"
+4
Aerial Mount
16"
+1
14"
+2
12"
+3
Vitality
Magic
3
4
5
6
4
4
4
0
1
1
1
0
0
0
Armor
Value
3
3
3
4
2
3
4
Fantasy
Points Cost
2
3
4
5
3
4
5
Available to:
All Peasants
All Yeomen
Centaur, Elf, Fae, Halfling Knights
All Peasants
All Yeomen
Centaur, Elf, Fae, Halfling Knights
All Peasants
All Yeomen
Dwarf Knights
All Peasants
All Yeomen
Common Bows
& Slings
12"
Longbows
18"
Crossbows
14"
1.5
Arbalests
(Steel Crossbows)
18"
Arquebus (Musket)
12"
All Yeomen
Blunderbuss
All Yeomen
All Dwarves
Throwing Axes,
Knives, Stars, Blow
Darts, Javelins
8"
0.5
All Peasants
All Yeomen
Special Rules
None
Available to:
All Troops
All Troops
Dwarves Only
Centaurs Only
Demons Only
Available to 1 out of 1-2 units.
Fae Only
No restrictions on availability.
Beastmen & Lizardmen Only
Available to 1 out of 1-3 units.
Undead Only
Available to 1 out of 1-3 units.
Special Rules
See section 3:9.5
See section 3:9.6
Gains +1 Armor Value
Fearsome (2:7.5)
+1 per figure
Flight (3:7:15)
+1 per figure
Flight (3:7:15)
+2 per figure
Flight (3:7:15)
+2 per figure
Skill Upgrade:
Rangers
Holy Warriors
Fanatics
Berserkers
Fighter-Mages
Marksmen
Scouts
Raiders
Ambushers
Adventurers
Bodyguard
Assassins
Brigands
Hunters
Swashbucklers
Sailors
Familiars
Human Infantry
1 Troop Point
1 Troop Point
1 Troop Point
2 Troop Points
1 Fantasy Point
1 Troop Point
1 Troop Point
1 Troop Point
3 Troop Points
2 Troop Points
2 Troop Points
2 Troop Points
2 Troop Points
1 Troop Point
1 Troop Point
1 Troop Point
1 Troop Point
Human Cavalry
2 Troop Points
1 Troop Point
2 Troop Points
3 Troop Points
1 Fantasy Point
2 Troop Points
2 Troop Points
2 Troop Points
4 Troop Points
3 Troop Points
n/a
n/a
3 Troop Points
3 Troop Points
2 Troop Points
n/a
n/a
POINTS COSTS .
30:3.3 CHAMPIONS
Ground Mounted
Move
Move
Rank 1
8"
12"
Melee
Prowess
2
Range
Prowess
2
0.5
Armor
Value
3
Rank 2
8"
12"
16"
Rank 3
8"
12"
16"
1.5
Rank 4
8"
12"
16"
Rank 5
8"
12"
16"
10
10
2.5
10
10
Flying
Mount
16"
Vitality
Magic
Orc/Goblin
Mounted
Move
12"
12"
12"
12"
12"
Flying
Mount
16"
16"
16"
16"
16"
Melee
Prowess
1
2
3
4
5
Range
Prowess
1
2
3
4
5
30:3.5 WIZARDS
Ground
Move
Rank 1
8"
Rank 2
8"
Rank 3
8"
Rank 4
8"
Rank 5
8"
Mounted
Move
12"
12"
12"
12"
12"
Flying
Mount
16"
16"
16"
16"
16"
Melee
Prowess
0.5
1
1.5
2
2.5
Range
Prowess
0.5
1
1.5
2
2.5
Vitality
Magic
1
2
3
4
5
2
4
6
8
10
Vitality
Magic
1
2
3
4
5
3
6
9
12
15
Vitality
Magic
1
2
3
4
5
3
6
9
12
15
Armor
Value
3
3
3
3
3
Armor
Value
2
2
2
2
2
Armo
r
Value
2
2
2
2
2
Orc/Goblin
Orc/Goblin
Undead/Demon
All Other
5
10
15
20
25
5
10
15
20
25
4
8
12
16
20
Army Commander
Restrictions
General
None
Colonel
None
Captain
Army Standard Bearer
Beastmaster
None
24
Artist Unknown
Leadership Title
11
Examples
Movement
Combat Modifier
Standard Mount
2 per rank
10" or 12"
+1
Large Mount
3 per rank
10" or 12"
+2
4 per rank
8"
+3
Giant Mount
5 per rank
8"
+4
Aerial Mount
3 per rank
16"
+1
4 per rank
14"
+2
5 per rank
12"
+3
a) Characters pay a points cost for the Mount that is multiplied by the Characters Rank.
Example: For a Rank 1 Character, a Very Large Mount costs 3 Troop Points.
For a Rank 4 Character, the same mount would cost 12 Troop Points.
b) Additional details found in section (4:15.4)
30:6.5 PALANQUINS
STAT MODIFIERS
Ground Move
Melee Prowess
Vitality
Armor
Palanquin
6"
+4
+4
+1
a) A Character not riding a mount may instead be placed atop a Palanquin.
b) Additional details found in section (4:15.6)
12
The Adventurer
The Cleric
The Assassin
Although he is permitted to
wear armor, the cleric must not
use edged weapons or shed blood.
He must rely on his mystic and
religious symbol instead, and in
the beginning, these seem slight
protection against the evils of the
world.
As he moves through successful
adventures and advances in
power, the cleric improves his
knowledge and wisdom, learns
new spells, and these give him
strength. Ultimately he may
achieve the level of a High Priest
and become a fighter to be
reckoned with.
The Druid
The Fighter-Mage
He moves in the
cavernous deep places of
the earth, shunning the toobright, too-open world
above, collecting the
weapons and armor that
Dwarves can forge better
than anyone else.
Soon, as his destiny calls
him out into the open
world, he shows the
inhabitants there the traits
his Dwarven heritage have
given him: strength,
determination, and crusty
battle-hardness.
13
Melee
Prowess
3
6
9
12
15
Range
Prowess
n/a
n/a
n/a
n/a
n/a
Melee
Prowess
3
6
9
12
15
Range
Prowess
n/a
n/a
n/a
n/a
n/a
Melee
Prowess
3
6
9
12
15
Range
Prowess
1
2
3
4
5
Vitality
Magic
2
4
6
10
16
n/a
n/a
n/a
n/a
n/a
Vitality
Magic
2
4
6
10
16
n/a
n/a
n/a
n/a
n/a
Vitality
Magic
2
4
6
10
16
2
4
6
8
10
Armor
Value
3
3
4
4
4
Approx
Model Size
1"
2"
3"
4"
5"
Cost in
Fantasy Points
2
3
6
9
11
Armor
Value
3
3
4
4
4
Approx
Model Size
1"
2"
3"
4"
5"
Cost in
Fantasy Points
3
5
9
13
16
Armor
Value
3
3
4
4
4
Approx
Model Size
1"
2"
3"
4"
5"
Cost in
Fantasy Points
4
9
14
20
27
14
Howdah
Vitality
+1
Fantasy Points
2
Range
Prowess
0
1
2
3
4
Vitality
Magic
2
4
6
8
10
0
1
2
3
4
Armor
Value
2
2
3
3
3
Approx
Model Size
1.5"
2"
2.5"
3"
3.5"
Fantasy
Points Cost
1
3
5
7
9
Approx
Model Size
1.5"
2"
2.5"
3"
3.5"
Fantasy
Points Cost
3
7
11
15
19
Cost to
Upgrade Armor [+1]
+1
+2
+3
+4
+5
Cost to Upgrade
Armor [+1]
+1
+2
+3
+4
+5
31:3.9 MOUNTS
A giant may be mounted on a
monster from section (31:4).
Appropriate Fantasy Points must
be paid.
31:3.10 UPGRADES:
Giants may be upgraded to have
an Elemental Aspect.
Each unit may only have one upgrade.
See (31:5).
Even inland, warriors of the world must battle the horrors of the
deep. Kraken, Sea Drakes, and Giant Leviathans are all regular features
in the armies of the Atlanteans, Sea Elves, and other sea-faring races.
Under the protective enchantments of Water Mages, these monsters are
no longer confined to bodies of water. When they charge, the magic
emanating from their bodies causes the very ground around them to
liquify, and they swim without effort, through the mix of muddy water
towards their next victim.
15
Ground
Move
Flying
Move
Melee
Prowess
Ranged
Prowess
Vitality
Magic
Armor
Value
Fantasy
Points
Special
Rules
6"
10"
n/a
Demon, Greater
6"
12"
n/a
n/a
Demonic
Gargoyle
6"
10"
n/a
Demonic
Giant Bee
4"
10"
n/a
4"
10"
n/a
Griffin
8"
12"
n/a
Hippogriff
8"
14"
n/a
Jabberwock
6"
10"
n/a
Manticore
8"
12"
Pegasus
10"
16"
n/a
Phoenix
6"
12"
15
n/a
16
16
Fire Aspect
8"
14"
14
13
Undead
Undead Dragon
6"
12"
12
20
24
Undead
War Dragon
6"
12"
15
16
10
22
Dragon Fire
War Eagle
8"
16"
n/a
8"
14"
n/a
8"
10"
n/a
Flying
Move
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
Melee
Prowess
5
1
3
3
1
2
6
2
4
6
7
15
2
Armor
Value
2
2
3
2
2
3
3
2
3
3
3
4
2
Fantasy
Points
3
1
3
2
2
6
8
2
5
4
5
11
2
Regenerate
16
Ground
Move
10"
8"
6"
6"
10"
12"
6"
8"
8"
8"
4"
6"
8"
Ranged
Prowess
n/a
n/a
n/a
n/a
3
n/a
3
3
n/a
n/a
n/a
n/a
n/a
Vitality
Magic
3
2
3
3
2
4
8
2
4
6
7
16
4
1
0
1
1
0
2
3
0
6
1
1
1
0
Special Rules
Dragon Fire
Demonic
Demonic
Regenerate, Aquatic
Regenerate
Regenerate
Flying
Move
Melee
Prowess
Ranged
Prowess
Vitality
Magic
Armor
Value
Fantasy
Points
Kraken
Leviathan
Lion
Mastodon
Mechanical Beast
10"
6"
8"
8"
6"
n/a
n/a
n/a
n/a
n/a
3
15
1
15
6
n/a
n/a
n/a
2
n/a
4
16
2
15
6
3
1
0
0
1
3
4
2
4
4
3
12
1
12
4
Mechanical Giant
10"
n/a
10
Mechanical Knight
6"
n/a
n/a
10"
n/a
n/a
Minotaur, Common
Minotaur, Giant
Nightmare
Rat, Giant
Rat Swarm
Salamander
Scorpion, Giant
Scorpion Man
Sea Drake
Sentinel (Living Statue)
Skeletal Sabretooth
Skeletal Giant
Spider, Giant
Throne of Bone
Thunder Lizard
Thunder Lizard, Giant
Treeman
Troll Hound
Unicorn
War Elephant
Weretiger
Werewolf
10"
8"
10"
12"
10"
9"
10"
10"
6"
6"
8"
8"
12"
8"
8"
7"
8"
10"
14"
8"
10"
10"
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
3
9
3
3
3
3
5
5
9
3
4
6
3
12
4
16
10
5
6
8
3
2
n/a
2
n/a
n/a
n/a
6
n/a
n/a
n/a
n/a
n/a
2
n/a
n/a
n/a
n/a
4
n/a
n/a
n/a
n/a
n/a
3
9
4
3
6
4
2
7
6
3
3
12
2
13
4
16
10
3
4
6
5
4
0
2
3
0
0
1
0
0
1
1
1
2
0
18
0
0
4
1
3
0
1
1
2
4
3
2
2
4
4
4
4
3
2
3
2
3
4
4
3
2
2
3
3
2
2
14
3
3
4
6
2
7
6
2
3
8
2
30
4
12
9
3
4
5
4
3
Special Rules
Aquatic
Aquatic
Relentless
Relentless
Relentless,
Flaming Pitch
Relentless
Relentless,
+1 Melee Mod
Undead
Dragon Fire
Aquatic
Undead
Undead
Undead
Throne of Bone
Amphibious
Amphibious
Forest Walker
Regenerate
Fearsome
Fearsome
17
Flying
Move
n/a
n/a
n/a
10"
16"
12"
Melee
Prowess
3
8
15
3
6
15
Ranged
Prowess
n/a
n/a
n/a
n/a
n/a
n/a
Vitality
Magic
3
6
16
3
4
16
1
0
0
1
0
0
Armor
Value
2
3
4
2
3
4
Fantasy
Points Cost
2
5
11
3
5
16
Upgrade
Fire
Aspect
Ice
Aspect
Water
Aspect
Air
Aspect
Earth / Life
Aspect
Stone / Metal
Aspect
18
Examples
Red Dragon
Fire Giant
Fire Dragon
Fire Trolls
Ice Dragon
Frost Giant
Frost Dragon
Snow Trolls
Blue Dragon
Storm Giant
Sea Dragon
Sea Trolls
Cloud Giant
Green Dragon
Troll Giant
Forest Dragon
Swamp Trolls
Black Dragon
Stone Giant
Brass Dragon
Stone Trolls
Undead
Aspect
Skeletal Giant
Demonic
Aspect
Demonic Dragon
Pit Fiends
Special Rules
Cost
+1 Melee Modifier against Ice and Earth Aspects.
Immune to fire-based attacks.
3 Fantasy Points
Unit gains +6 Ranged Prowess, and all ranged
per Unit.
attacks treated as Dragon Fire attacks (2:7.4).
+1 Melee Modifier against Fire and Water Aspects.
Immune to Armor Reduction Modifiers.
3 Fantasy Points
Frost Aura: Creatures and characters within 6 of per 1-3 miniatures
the unit suffers -1 to Melee Prowess Value
+1 Melee Modifier against Fire and Earth Aspects.
1 Fantasy Point
Gains special rule 'Aquatic' (2:7.2).
per miniature
Immune to water or storm based damage.
The Creature may cast spells as a Rank 2 Wizard.
Gains the special rule Incorporeal (2:7.9).
6 Fantasy Points
Per miniature
1 Fantasy Point
per every 1-3
vitality
2 Fantasy Points
per miniature
1 Fantasy Point
per every 1-3
vitality
1 Fantasy Point
per every 1-2
vitality
Ground
Move
6"
6"
7"
8"
8"
10"
8"
Flying
Move
10"
10"
n/a
n/a
n/a
n/a
n/a
Melee
Prowess
4
4
5
4
4
3
4
Range
Prowess
n/a
4
n/a
n/a
n/a
1
n/a
Vitality
Magic
4
4
3
4
4
5
4
1
1
n/a
n/a
1
1
n/a
Armor
Value
3
3
4
3
3
3
3
Fantasy Points
Cost Each
4
4
3
3
3
4
3
Special Rules
Flight. Demonic
Flight
Fearsome
Amphibious
Forest Walker
Regenerate
Melee
Prowess
3
3
4
3
3
9
9
3
2
4
8
6
Ranged
Prowess
n/a
n/a
n/a
n/a
n/a
n/a
n/a
2
n/a
n/a
n/a
n/a
Vitality
Magic
3
3
5
3
4
6
6
4
4
4
6
4
1
1
0
0
3
n/a
n/a
0
0
1
0
0
Armor
Value
3
2
2
2
3
4
4
2
2
3
3
3
Fantasy Points
Cost Each
3
3
4
3
3
6
9
4
3
4
5
5
Special Rules
Flight
Flight
Flight
Aquatic
Flight
Flight
Amphibious
Flight
WasteLands Raiders
19
Ballista
Catapult
Cannon
Volley Gun
Flame Cannon
Mortar / Rockets
Swivel Gun
Move
Melee
Prowess
Range
Prowess
Range
Distance
Line of Sight?
Target's
Armor Value
Vitality
Magic
Armor
Fantasy
Points
4*
4*
4*
4*
4*
4*
4*
2
2
2
2
2
2
2
2
4
5
D6+2
2D6
6
1
30
36
48
18
12
36
18
Required
Not Required
Required
Required
Required
Not Required
Required
-1
-2
-2
-1
***
***
-1
8**
8**
8**
6**
6**
6**
1
n/a
n/a
n/a
n/a
n/a
n/a
n/a
3
3
3
3
3
3
2
4
8
10
6
8
8
1
Light Chariot
Common Chariot
Heavy Chariot
War Wagon
Steam Engine
Ornithopter
Blimp
Boat
War Ship
Ground
Move
12"
10"
8"
6"
8"
n/a
n/a
8**
6**
Flying
Move
n/a
n/a
n/a
n/a
n/a
12"
10"
n/a
n/a
Melee
Prowess
4
6
10
4
10
3
2
2
4
Ranged
Prowess
3
2
1
4+*
4+*
4
4+*
0
*
Vitality
Magic
2
3
5
8
10
4
8
4
8
0
0
0
0
0
0
0
0
0
Armor
Value
2
3
4
3
4
3
3
3
4
Fantasy
Points Cost
2
4
6
7
9
3
8
2
6
33:3.1 Additional Rules for Engines found in section (7:3). Additional Rules for Boats and War Ships found in section (11:0).
20
Alignment
10"
n/a
2*
Neutral
6"
n/a
6**
10
Forces of Light
6"
n/a
4**
Forces of Darkness
8"
12"
18
1*
15
14
Forces of Light
6"
12"
28
1*
17
24
Forces of Darkness
Flying
Move
n/a
n/a
Melee
Prowess
2
6
Ranged
Prowess
n/a
n/a
Vitality
Magic
8
10
2
2
Armor
Value
3
3
Fantasy Points
Cost
5
7
21
34:1
Race
*B
Type
Inf / Cav
*C
*D
Upgrades:
Move
*E
Armor
*F
*H
Points (F)
*I
Points (T)
*J
How to fill out the Troop Stat Line + Calculate Points Cost
*A: Quantity: This reflects the number of figures in a unit. One unit in the army may be built below full strength. Otherwise, the
following Quantities should be used:
Infantry: "12"
Cavalry: "6"
*B: Race: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Halflings", "Fae", "Humans", "Lizardmen",
"Troglodytes", "Orcs", "Goblins", "Hobgoblins", "Half-Orcs", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids".
See (3:7).
*C: Type: Choose from "Peasants", "Yeomen", or "Knights". See (29:2).
*D: Inf / Cav: Choose "Infantry" or "Cavalry". See (29:3).
*E: Movement: Use the Movement Rate Chart found in section (23:6) to determine this value.
*F: Armor: Use the Troop Type Chart found in section (29:2) to determine this. Note: Some upgrades may change this value.
*G: Base Combat Modifier: Use the Troop Type Chart found in section (29:2), and Melee Weapon Upgrades chart found in
section (27:5.1) if you purchase a weapons upgrade for the unit. The appropriate Melee Modifiers are cumulative. Use the total
modifier number here, representing the Troop Type and Melee Equipment.
*H: Upgrades: List all Melee Weapon Upgrades (29:4.1), Ranged Weapon Upgrades (29:4.2), Other Upgrades (29:4.3), Skill
Upgrades (29:5), and any other pertinent information that may assist you during the game.
*I: Points (F): FANTASY POINTS TOTAL: Place the sum of all FANTASY points here that were needed to purchase all aspects of the
unit.
Note: Very few Fantasy points will be spent on Troops. Usually this will be due to a purchased upgrade, and that upgrade will
indicate that FANTASY points are to be paid.
*J: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed to purchase all aspects of the
unit. Calculate the following:
(Cost of the Troop Type [section 29:2])
(Cost of Cavalry Mounts [section 29:3] if used)
(Cost of Equipment Upgrades [section 26:4] if used)
+ (Cost of Skill Upgrades [section 29:5] if used)
Total Points for the Unit
x (Qty Troops)
x (Qty Troops)
x (Qty Troops)
x (Qty Troops)
Race
Human
Type
Yeomen
Inf / Cav
Cavalry
Move
8"
Armor
2
Points (F)
0
Points (T)
48
22
x
x
x
x
x
(Qty Troops)
(Qty Troops)
(Qty Troops)
(Qty Troops)
(Qty Troops)
Human Yeomen:
Standard Mounts:
Holy Warriors:
Swords:
Longbows:
Total =
2 x 6 = 12
2 x 6 = 12
1x6=6
1x6=6
2 x 6 = 12
48
Qty
Race
Type
Rank
*A
*B
*C
*D
Notes:
Inf /
Cav
*E
Ground
Move
*F
Flying
Move
*G
Melee
Prowess
*H
Range
Prowess
*I
Vitality
Magic
*J
*K
Armor
Value
*L
Points
F
T
*N *O
*M
How to fill out the Fantasy Points Stat Line + Calculate Points Cost
*A: Quantity:
This reflects the number of figures in a unit. One of the following Quantities should be used:
Characters, Creatures, War Machines: "1" Titanic Infantry: "2" to "6" Titanic Cavalry: "2" or "3"
*B: Race:
[For Characters]: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Halflings", "Fae", "Humans",
"Lizardmen", "Troglodytes", "Orcs", "Goblins", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids"
[For Creatures, War Machines, Titans]: use "Creature", "Machine", or "Titans"
*C: Type:
[For Characters]: Choose from "Champion", "Priest", "Wizard", "Necromancer", or "Demonologist". See (30:0).
[For Dragons]: Choose from "Land Dragon", "Lesser Dragon", "True Dragon". See (31:2).
[For Giants]: Common Giant", "Warrior Giant". See (31:3).
[For Monsters]: Use the name of the Monster. See (31:4).
[For Titans]: Use the name of the Titan Type. See (32:0).
[For War Machines]: Use the name of the machine. See (33:0).
*D: Rank:
[For Characters (30:0), Dragons (31:2), and Giants (31:3)]: use the Rank you are purchasing.
[For Monsters (31:4), Titans (32:0), and War Machines (33:0)]: use "n/a"
*E: Inf / Cav:
[For Characters (30:6), Giants (31:3), and Titans (32:0)], choose from: "Infantry" or "Cavalry".
[For Dragons, Monsters, and War Machines] use: "n/a".
*F: Movement: Use the Ground Movement Rate (or simply Movement Rate) found in the appropriate section:
[Characters]: See section (30:0)
[Giants]: See section (31:3)
[Titans]: See section (32:0)
[Dragons]: See section (31:2)
[Monsters]: See section (31:4)
[War Machines]: See section (33:0)
*G: Flying Movement:
[For Dragons (31:2), Monsters (31:4), and Titans (32:0)]: Use the Flying Movement Rate (same sections as above).
[For Characters]: If they will be riding a Flying mount, use the value found in section (30:3) under "Flying Mount".
If the character will not be on a flying mount, use "n/a".
[For units without Flight]: use "n/a".
*H: Melee Prowess:
This information can be found in the appropriate sections to determine the values:
*I: Ranged Prowess:
[Characters]: See section (30:3)
[Monsters]: See section (31:4)
*J: Vitality:
<
[Dragons]: See section (31:2)
[Titans]: See section (32:0)
*K: Magic:
[Giants]: See section (31:3)
[War Machines]: See section (33:0)
*L: Armor Value:
*M: Notes: Some units have special rules which may you may wish to include here. Some, like several Engines, have
upgrades that are specific to them. If theses upgrades are to be used, include them here.
23
Race
Type
Rank
Inf
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Human
Champion
Cav
12"
n/a
Points
F
T
4
6
Notes: Colonel
= 4 Fantasy Points
= 2 Troop Points
= 4 Troop Points
Example of a Dragon:
Qty
Race
Type
Rank
Inf
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Creature
Lesser
Dragon
n/a
6"
12"
n/a
n/a
Points
F
T
9
Notes: n/a
Reviewing how the Points Total was determined:
Cost of a Lesser Dragon shown in section (30:2)
= 9 Fantasy Points
Example of a Giant:
Qty
Race
Creature
Type
Common
Giant
Notes: n/a
Rank
Inf
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Inf
8"
n/a
24
= 3 Fantasy Points
Points
F
T
3
Race
Type
Creature
Rank
Unicorn
Notes: n/a
n/a
Inf
Cav
n/a
Ground
Move
14"
Flying
Move
n/a
Melee
Prowess
6
Range
Prowess
n/a
Vitality
Magic
Armor
Value
2
Points
F
T
4
= 4 Fantasy Points
Race
Type
Rank
Inf
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Titans
Ogres
n/a
Inf
8"
n/a
n/a
n/a
Points
F
T
18
Notes: n/a
Reviewing how the Points Total was determined:
Cost of a Titanic Infantry shown in section (32:0) x Qty
3 Fantasy Points Each Ogre x Qty of 6
= 18 Fantasy Points
Race
Machine
Inf
Ground
Flying
Melee
Range
Vitality Magic
Cav
Move
Move
Prowess
Prowess
Cannon n/a
n/a
4*
n/a
2
5
8**
n/a
Notes: May not Shoot and Move in the same turn. Suffers double damage in combat.
Range: 48. Line of Sight Required. Target's Armor -2 modifier.
Type
Rank
Armor
Value
3
Points
F T
10 0
Armor
Value
Points
F
T
= 10 Fantasy Points
14
30
25
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
48
1 Unit of Spearmen
Qty
Race
12
Human
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Type
Inf / Cav Move Armor Base Combat Modifier
Peasant Inf
8"
1
-1
Upgrades: Common Bows (Range: 12").
Points (F)
0
Points (T)
24 (each)
2 Units of Archers
Qty
Race
12
Human
Type
Yeoman
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
36
Inf / Cav
Cav
Move
12"
Armor
3
Points (F)
0
Points (T)
24
180 Troop Points
Race
Human
Paladin
Qty
Race
1
Human
Mercenary
Qty
Race
1
Human
Mage
Qty
Race
1
Human
Cleric
Qty
Race
1
Human
26
Type
Rank
Inf
Ground
Flying
Melee
Range
Vitality Magic
Cav
Move
Move
Prowess
Prowess
Champion
4
Inf
8"
n/a
8
8
4
2
Notes: Army Commander. (First Rank was Free) +3 Fantasy Points to upgrade to Rank 4.
Armor
Value
3
Points
F T
3 0
Type
Champion
Rank
2
I/C
Inf
Move
8"
Flying
n/a
M Prow
4
R Prow
4
Vitality
2
Magic
1
Armor
3
F
2
T
0
Type
Champion
Rank
1
I/C
Inf
Move
8"
Flying
n/a
M Prow
2
R Prow
2
Vitality
1
Magic
0.5
Armor
3
F
1
T
0
Type
Wizard
Rank
2
I/C
Inf
Move
8"
Flying
n/a
M Prow
1
R Prow
1
Vitality
2
Magic
6
Armor
2
F
6
T
0
Type
Priest
Rank
3
I/C
Inf
Move
8"
Flying
n/a
M Prow
3
R Prow
3
Vitality
3
Magic
6
Armor
3
F
6
T
0
Race
Giant
Dragon
Qty
Race
1
Creature
Winged Panther
Qty
Race
1
Creature
Type
Rank I/C Move Flying M Prow
Common
3
Inf
8"
n/a
6
Upgrade +1 Armor Value (already on Stat Line).
R Prow
2
Vitality
6
Magic
2
Armor
4
F
8
T
0
Type
Lesser
Dragon
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
n/a
6"
12"
n/a
n/a
Type
Winged
Panther
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
n/a
n/a
8"
10"
n/a
n/a
Armor
3
F
8
T
0
Armor
3
F
9
T
0
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
Catapult
n/a
n/a
4*
n/a
2
4
8**
0
Notes:
Artillery may not Move after shooting in the same turn (*).
All Artillery suffer double damage in melee combat (**).
Ranged Attack distance is 36". Reduces the Target's Armor Value by 2.
Type
Ogre
Rank
n/a
I/C
Inf
Move
8"
Flying
n/a
M Prow
4
R Prow
n/a
Vitality
4
Magic
n/a
FOREST DRAGONS
A creature of the forest,
scurrying between the
massive trunks and
camouflaging itself beneath
the forest canopy.
Even a creature as mighty
as a dragon can be
transformed by too many
years spent in the twilight of
the forest. Nevertheless, the
Forest Dragons low-slung
body and gait take nothing
away from its badger-like
toughness and power in a
fight.
Unit of 3 Ogres
Qty
Race
3
Titan
27
Points (F)
0
Points (T)
36 (ea)
Inf / Cav
Inf
Points (F)
0
Points (T)
24
Points (T)
30
Points (F)
0
Points (T)
42
Inf / Cav
Inf
Points (F)
0
Points (T)
48
Points (T)
48
Inf / Cav
Cav
Points (T)
24
Move
8"
Move
6"
Move
12"
Armor
2
Armor
3
Armor
3
Points (F)
0
Avalon Warlord
Armor
Value
3
Points
F T
3 0
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Wizard
4
Inf
8"
n/a
2
2
4
Upgrades: Captain to _____________________ (Declare one unit prior to the game).
Magic
12
Armor
2
F
12
T
2
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Priest
2
Inf
8"
n/a
2
2
2
Upgrades: Captain to _____________________ (Declare one unit prior to the game).
Avalon Hero on Armored Unicorn
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Human Champion
3
Cav
12"
n/a
6
6
4
Upgrades: Captain of Knight Cavalry. Upgrade to Large Mount (+2 Melee Modifier).
Avalon Hero
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Human Champion
2
Inf
12"
n/a
4
4
2
Upgrades: Captain to _____________________ (Declare one unit prior to the game).
Magic
4
Armor
3
F
4
T
2
Magic
1.5
Armor
3
F
3
T
5
Magic
1
Armor
3
F
2
T
2
Qty
Race
Human
Avalon Mage
Qty
Race
1
Human
Avalon Cleric
Qty
Race
1
Human
28
Inf /
Ground
Flying
Melee
Range
Cav
Move
Move
Prowess
Prowess
Champion
4
Inf
8"
n/a
8
8
Upgrades: Army Commander (one free per army).
Upgrade Rank 1 to Rank 3. (1st rank free for one Character).
Type
Rank
Vitality
Magic
Race
Type
Rank
Inf /
Cav
Cav
Ground
Move
8"
Flying
Move
14"
Melee
Prowess
3
Range
Prowess
n/a
Vitality
3
Titan
Hippogriff n/a
3
Unit of 3 Pegasus Knights
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
3
Titan
Pegasus
n/a
Cav
10"
16"
2
n/a
4
Unit of 6 Ogres
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
6
Titan
Ogre
n/a
Inf
8"
n/a
4
n/a
4
Unicorn
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Creature
Unicorn
n/a
n/a
14"
n/a
6
n/a
4
Giant
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Giant
Common
3
Inf
8"
n/a
6
2
6
Upgrade +1 Armor Value (already on Stat Line).
Catapult
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Machine Catapult
n/a
n/a
4*
n/a
2
4
8**
Notes:
Artillery may not Move after shooting in the same turn (*).
All Artillery suffer double damage in melee combat (**).
Ranged Attack distance is 36". Reduces the Target's Armor Value by 2.
Cannon
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
1
Machine
Cannon
n/a
n/a
4*
n/a
5
4
8**
Notes:
Artillery may not Move after shooting in the same turn (*).
All Artillery suffer double damage in melee combat (**).
Ranged Attack distance is 48". Reduces the Target's Armor Value by 2.
Armor
Value
2
Points
F T
9 0
Magic
0
Armor
2
F
9
T
0
Magic
n/a
Armor
3
F
18
T
0
Magic
3
Armor
2
F
4
T
0
Magic
2
Armor
4
F
8
T
0
Magic
0
Armor
3
F
8
T
0
Magic
0
Armor
3
F
10
T
0
Magic
29
CONTRIBUTORS
The following people have donated time, talent, and energy to make the return of the Chaos Wars successful.
ARTISTS
Chad Thorson
Loren Muzzy
Cynthia Kirk
Contributed Artwork for:
book. page.
Goblin Archer
b.3 p.19
Orc Command
b.3 p.24
Starburst Shield & Clerics Shield
b.3 p.30 & b.5 p.15
Round Elfin Shield
b.3 p.31 & b.5 p.16
Elite Elfin Shield
b.3 p.31 & b.5 p.16
Elf Swordsman
b.6 p.15
Orc Shaman
b.6 p.53
Commission and Contact info at:
Email:
vanyell1967@gmail.com
Phone:
740-253-1691
Facebook:
facebook.com/vanystuff
Twitter:
twitter.com/vanyell1967
Gennifer Bone
Contributed Artwork for:
book. page.
Orc Encounter Steam Cannon
b.2 p.19
Elf Study
b.3 p.17
Elf Warlord
b.3 p.20
Commission and Contact info at:
Email:
genniferbone@hotmail.com
Website:
onwingsofink.blogspot.com/
Patreon:
patreon.com/ladyredfingers?ty=h
Bill Stolpin
Contributed Artwork for:
book. page.
Dwarf Steam Cannon
b.4 p.28
Fire Breathing Salamander
b.6 p.21
Commission and Contact info at:
Email:
Bill@Stolpinart.com
Website:
StolpinArt.com
James Shaw
Rob Dean
Jim Dupps
Ross Rodman
Norm Dean
Rich Smethurst
MINIATURE PAINTERS
Jeff Moore
Mark Iddings
Wes Hempfield
Jamie Long
Brad Cashdollar
30
Cail Hill
Tom Sheaffer
James Shaw
Kam Aronhalt
Ed White
Luke Trimble
Mike Hernandez
Ross Rodman
Greg Jones
Chad Thorson
Joe Elverson
Corey Lenigar
Mikael Igge Holmberg
Justin Chandler
NOTESx
YOUR EXPERIENCE
We hope you enjoy playing these introductory Fantasy Rules. Whether you are an experienced gamer or a beginner, these rules
were designed as a simple, straight-forward gaming system. Experienced players should find these rules ideal for a quick evening
game. The newcomer to miniatures gaming should find our rules easy to understand, yet challenging to play. No matter what your
gaming experience, as you master the rules, we encourage you to invent your own rule variations, create new spells, and discover
new monsters. As you come up with new ideas, we invite you to share them on the forums at www.RalPartha.com.
THIS DOCUMENT
In addition to providing you with the Classic CHAOS WARS rules, this document is also a celebration of everything that has come
before. After much consideration, we chose to attempt to find and use as much classic Ral Partha artwork as possible. We wanted
to share with you, everything that brought us to where we are today. This document contains most of the artwork from past blister
cards, bag headers, boxes, catalogs, and magazine advertisements, generated from Ral Parthas art department. We have attemted
to include all of the artwork, stories, scenarios, and ephemera that have made Ral Partha miniatures a staple of the hobby industry.
It is with respect and rememberence of the past, that we move forward together into the future.
WEBSITE
WWW.RALPARTHA.COM
New Scenarios
Campaign Settings
Alternate Spell Lists
Interviews
Forum
Advanced Rules
31
AN INVITATION
FROM IRON WIND METALS
Having successfully funded our kickstarter to produce Wave 1 of the Chaos Wars miniature
releases, Iron Wind Metals is in full swing preparing to send out rewards to our backers, and
preparing the reformatted Classic Rules and new Advanced Rules for Chaos Wars.
As members of the gaming community ourselves, IWM leadership has always appreciated the
elaborate story backgrounds, wonderfully painted miniatures, fan generated artwork, and special rules and campaigns that gamers
have created for many gaming systems.
Many of these efforts go unpublicized and many fans never get a chance to enjoy them. We intend to change that.
We are inviting active MINIATURE PAINTERS, ARTISTS, WRITERS, PHOTOGRAPHERS, and potential DEMO TEAM members to work
with us to create the authorized lore of the Chaos Wars.
We cant pay you for your work but will give you credit in the publication, exposure to the marketplace, and published work to
build your portfolio. Here is how it works:
MINIATURE PAINTERS
IWM holds the production rights to the vast majority of the classic Ral Partha fantasy ranges. This gives us a portfolio of
miniatures sculpted over 25 years by some of the best sculptors in the business. Currently, IWM is producing over 1200 miniatures
that are compatible with Chaos Wars. Our plan is to expand the range by re-mastering and releasing an additional 1800 classic Ral
Partha sculpts, so that 3000 different miniatures are available, in a variety of sculpting styles, scales, and themes.
We are offering skilled painters the opportunity to paint a 12 figure unit of infantry or a 6 figure unit of cavalry which we will use
in demo games, and feature in advertising, and on packaging. You will be compensated with an additional set of the unpainted
figures. We will also credit you for your work wherever it is used or pictured.
IWM will offer the best painters the opportunity to paint additional miniatures, including monsters, dragons, and new releases.
ARTISTS & DESIGNERS
We have several major projects that will feature artwork in the coming years: Advanced Rules, additional RPG modules, Skirmish
rules, and several Campaign books.
All of the written Chaos Wars materials (plus scenarios and background stories) will be available on our website as a free
download. We will be regularly plugging the availability of these downloads in our electronic and physical advertising, with inserts
inside our sets of miniatures. Printed copies will also be available. As a miniatures company, we want to get the Chaos Wars rules
and stories into the hands of as many gamers as possible. We believe that your artwork (and contact information) will end up in the
hands of thousands of gamers and industry professionals.
When the artwork is used by IWM, a clear and visible caption will be included in the document, stating the title of the piece
(Determined jointly by IWM and the artist), artists name, and whatever contact info the artist desires. If the artwork is on the
front or back cover, the caption will be placed on the interior front or back cover, respectively. The artist will have permission to use
the Chaos Wars logo, and the branding: [Title], of Ral Parthas Chaos Wars whenever the artist sells prints or the original artwork
for this specific piece of art, and may use the image of the artwork for self-promotion such as in a gallery or on a website. Additional
details will be worked out between the artist and IWM.
PHOTOGRAPHERS
Photographers are invited to help us create a vast array of images for our catalogs, advertising, and future rules and campaign
sets. All Photography work will be credited.
WRITERS
The world of the Chaos Wars is a fantasy setting where a Greater Demon has torn holes in reality, allowing forces from various
places, times, and realities to spill into the world. This is a large canvass to work on, and allows for many interpretations of new and
classic fantasy concepts. Once the basic guidelines of the Chaos Wars world are available, writers are invited to create storylines and
background for specific armies within the Chaos Wars world. The only requirement is that the writing must remain within the
guidelines. Submissions will be reviewed, and if published electronically or in print, the writer will be credited. We will especially be
32
As a longtime proponent of tabletop fantasy battles, this project is very exciting to me personally. For years, I had hoped for a
game that would allow players versatility and range in their choices of what they field on a tabletop, and access to a more enriching
and fulfilling experience. The classic rules for Chaos Wars come a long way towards this. With the Advanced Rules, we intend to go
even further towards making the best game possible.
This is your opportunity to participate in that effort, and create a game that we all can enjoy for many years to come. If you are
interested in participating in this project in any way, please contact me directly.
Thank you for your time and consideration.
Sincerely,
Jacob Fathbruckner
Partner, Iron Wind Metals
Chaos Wars Sales & Product Development
Jacob@RalPartha.com
33
As these books are made available, they will be available for free download at:
www.RalPartha.com
34
Troop Attacks
Modified Roll Divided by Armor Value
Target's Armor
Modified
Roll
1
2
3
4
1
1
1
0
0
2
2
1
1
1
3
3
2
1
1
<
4
4
2
1
1 Number
5
5
3
2
1
of
hits on
6
6
3
2
2
target
7
7
4
2
2
<
8
8
4
3
2
9
9
5
3
2
10
10 5
3
3
Rule Name
Modifier
-1
-1
-1
-1
-1
-1
-2
+1
+1
Modifiers
-1
0
+1
+1
+2
+3
+4
-1
-1
+1
+2
+1
-2
-1
-1
-1
Details
Amphibious
May move across rivers, ponds, and larger bodies of water at half speed. Movement through swamps or marshes occurs at normal rates.
Aquatic
Moves thru all water-based terrain (rivers, ponds, larger bodies of water, streams, marshes, swamps) without penalty, and increases their
movement by +2" when doing so. Suffers -1 when on solid ground.
Demonic
Dragon Fire
Ranged attack used primarily by Dragons. Range distance is 12+ the Dragons Rank. The attack does not apply any modifiers due to the targets
Armor Value, when rolling to cause damage. Non-Dragons with this rule count as having a Rank of 0.
Fearsome
Opponents in Melee with this unit suffers a -1 modifier to their Morale Check rolls. Units which have this rule are immune to this modifier.
Forest Walker
Suffers no penalties for being in a woods, forest, swamp. Gains the Regenerate ability when in contact with a woods, forest, stream, pond,
marsh, river, or lake.
Flaming Pitch
Relentless
Super-Natural
Armor
When flying, Infantry Troops move 10, Winged Cavalry Troops and Characters move 16.
When not flying, Troops suffer -1 movement. Additional rules for Flyers found in section (10:0).
The unit gains +2 Movement, are unaffected by terrain, and immune to non-enchanted missile fire (not immune to magic spells and dragon fire).
They may move through friendly and enemy models without penalty, and have a magic resistance of D3, rolled each time the unit is magically
attacked. When in magical light, enemies gain a +1 Melee Modifier against the unit.
On any turn in which the unit is not; in combat, in magical light, or attacked by missile fire (magic or ranged), it will regain one point of Vitality.
Causalities caused by enchanted weapons, magical spells or dragon fire cannot be regained in this way.
Does not Check Morale, unless in Melee Combat against a Priest, or unit with a Priest attached.
Gains +1 Armor value against all non-enchanted, non-magical attacks. Note: all Creatures have magical attacks. Maximum Armor Value is
always 4.
Tough Hide
Modifies Armor Value by +1, due to their thick hide or scaly skin. Max Armor Value is always 4.
Undead
Flight
Incorporeal
Regeneration
35
Book Two
SKU: CWC-202
36