You are on page 1of 36

BOOK TWO

CLASSIC RULES 2.0


Book 2: Building Army Rosters

CHAOS WARS: CLASSIC RULES

GAME REFERENCE SHEET

TURN ORDER
Event I
Event II
Event III
Event IV
Event V
Event VI

Rally without a Leader

Initiative and Personal Challenges


Spell Casting
Ranged Attacks
Movement
Melee Combat
Rally

Rallying
Unit
Peasants
Yeomen
Knights
Creatures

D6 Roll must meet or


exceed this number to Rally
5+
4+
3+
4+

Troops Making Ranged Attacks


Roll 1D6: (D6 Roll +/- Ranged Modifiers) / Targets Armor Value

Charts for
Ranged and Melee
Combat Attacks
are found on the
back interior cover.

Individuals Making Ranged Attacks


Roll Number of D6s equal to Ranged Prowess:
Result needed to hit: (D6 Roll +/- Ranged Modifiers +/- Armor Modifier) = 5+

Troops Making Melee Attacks


Roll 1D6: (D6 Roll +/- Melee Modifiers) / Targets Armor Value

Individuals Making Melee Attacks


Roll Number of D6s equal to Melee Prowess:
Result needed to hit: (D6 Roll +/- Melee Modifiers +/- Armor Modifier) = 5+

MORALE CHECK CHART


Unit Taking the Morale Check
Cause of Check
Creatures
Mounted
Knights
Foot Knights
Mounted
Yeomen
Foot Yeomen

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

CREATURE MORALE FAILURE TABLE


D6 Roll
1 to 4
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

CHAOS WARS: CLASSIC RULES

A DIVISION OF

10488 Chester Road Cincinnati, OH 45215


www.IronWindMetals.com
www.RalPartha.com
CHAOS WARS: CLASSIC RULES, EDITION 2.0 BOOK TWO
The original Chaos Wars rules set was conceived and written by:
Bob Charrette
Rich Smethurst
Marc Rubin
Chuck Crain
Second Edition rules edited and expanded by:
Jacob Fathbruckner
Primary Artwork by:
Bill Neff
Inspired by the sculpting of:
Tom Meier, Dennis Mize, Julie Guthrie, Bob Charrette,
C. Brad Gorby, Richard Kerr, Dave Summers, Sandra Garrity, Bob Olley, Chris Atkin, George Freeman, Ann Gallup,
Chris Fitzpatrick, Jeff Wilhelm, Jim Johnson, Drew Williams, Geoff Valley, John Winters, Nick Bibby, Tim Prow, Jeff Grace,
Steve Saunders, Brady Bugge, Ken Kersey, Robert Kyde, Phil Lewis, Behrle Hubboch, Bobby Jackson, and many more.

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

Dean Morrissey (a) 6.5


Loren Muzzy (a) 3.4, 3.13, 3.17, 6.29
Bill Stolpin (a) 4.28, 6.21
Chad Thorson (a) 1.10-11, 3.27,
3.29-33, 5.12, 5.14-18, 6.9, 6.10, 6.15

Gennifer Bone (a) 2.21, 3.17, 3.20


Dale Kemper (w) 5.13, 5.25
Tom Meier (a) 1.40, 1.65, 2.15, 2.22, 2.24, 6.41
Doug Mize (a) 4.5
Mike Noe (w) 3.30, 3.33, 5.12, 5.15, 5.18
Mark Rogers (a) 2.4, 2.27, 5.5
Bill Sutherland & Richard Kerr (a) 1.12
Sue Tilvers (a) 5.19
Michael Weaver (a) 1.58, 2.21

Fred Fields (a) 2.10, 2.13, 3.28, 6.4


Richard Kerr (w) 4.40-45
Thomas Miller (a) 2.4, 6.11, 6.45
Melissa Morello (a) 1.52, 4.10, 4.33, 4.39
Frank Neeley (a) 2.5, 2.10
Penni Rubin & Bill Neff (a) 1.3, 1.28, 1.65
Tony [Last Unknown] (a) 1.39, 1.55, 2.19, 4.36
Unattributed (a) 1.9, 1.18, 1.19, 1.26, 1.30, 1.32, 1.38,
1.48, 1.51, 1.54, 2.7, 2.11, 2.18, 2.25, 3.6, 4.7, 4.17, 4.24,
4.34, 4.42, 5.04, 5.11, 5.12, 6.8, 6.35, 6.39, 6.44, 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.

This material may be reproduced for non-commercial use only.


Reproduction of this material for commercial use is prohibited.
Ral Partha and Chaos Wars are trademarks of Iron Wind Metals.

CHAOS WARS: CLASSIC RULES

BOOK 2 TABLE OF CONTENTS


Art by Mark Rogers

BUILDING AN ARMY ROSTER


28:0 Building Your Army Roster (page 6)
28:1 Points System

28:4 Army Commander

28:2 Type of Game

28:5 Restrictions

28:3 Suggested Army Sizes & Points

29:0 Troops (pages 7 9)


29:1 How to Calculate

29:4 Equipment Upgrades

29:2 Troop Points Costs

29:5 Skill Upgrades

29:3 Cavalry Upgrades

30:0 Characters (pages 9 11)


30:1 Basics

30:4 Leadership Titles

30:2 Types

30:5 Equipment Upgrades

30:3 Character Costs

30:6 Mounts

31:0 Creatures (pages 12 16)


31:1 The Basics

31:4 Monsters

31:2 Dragons

31:5 Creature Upgrades

31:3 Giants

32:0 Titanic Units

(page 17)

32:1 Titanic Infantry Rules

32:3 Titanic Cavalry Rules

32:2 Titanic Infantry Options

32:4 Titanic Cavalry Options

33:0 War Machines (pages 18 19)


33:1 Types
33:2 Artillery

33:3 Engines
33:4 Others

34:0 Filling Out an Army Roster (pages 22 25)


34:1.1 Troop Instructions
34:1.2 Troop Points Example

34:1.3 Fantasy Instructions


34:1.4 Fantasy Pts Example

35:0 Sample Army Rosters (pages 26 29)


35:1.4 Beginner War Mach.

35:1.2 Beginner Characters

35:1.5 Beginner Titans

35:1.3 Beginner Creatures

35:2.1 Human Sample Army

= Suggested for Intermediate and Experienced players only.

Art by: Thomas Miller

35:1.1 Beginner Army Troops

CHAOS WARS: CLASSIC RULES

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 1 TABLE OF CONTENTS


GAME CONCEPTS
1:0 Introduction
2:0 The Basics
3:0 Troops
4:0 Individual Characters
5:0 Individual Creatures
6:0 Titans
7:0 War Machines
8:0 Battlefield & Terrain
9:0 Morale
10:0 Flying Units

BOOK 3 TABLE OF CONTENTS


ANCIENT RIVALRY
CAMPAIGN ROSTERS & SCENARIOS

BOOK 4 CONTENTS
LEGENDARY SCENARIOS

BOOK 5 CONTENTS
PERSONALITIES

11:0 Water-Bound Vessels

PLAYING THE GAME


12:0 Pregame
13:0 The Game Turn
14:0 Event IA - Initiative
15:0 Event IB - Personal Challenges
16:0 Event II - Spell Casting
22:0 Event III - Ranged Attacks
23:0 Event IV Movement
24:0 Event V - Melee Combat
25:0 Event VI Rally
26:0 Ending the Game & Determining Victors
27:0 Surviving the Chaos Wars

BOOK 6 CONTENTS
SAMPLE ARMIES

BOOK 7 CONTENTS
ARMY BUILDING TOOLS

Reminder: Everything found here


is also available online as free
downloads at:

www.RalPartha.com
5

BUILDING AN ARMY ROSTER


28:0 BUILDING

YOUR ARMY ROSTER .

28:1 POINTS SYSTEM


28:1.1 Players should agree beforehand on the number of
fantasy points to be allowed.
28:1.2 Infantry and Cavalry units are purchased for your
roster using Troop Points
28:1.3 Creatures, War Machines, Titans, and Characters are
purchased using Fantasy Points

28:2 TYPE OF GAME


28:2.1 There are generally two types of games.
28:2.2 Low Fantasy Games have some fantasy creatures
and characters, but they are unique pieces, very
special, and outnumbered by the units of Troops.
28:2.3 High Fantasy Games have many fantasy creatures
and characters. There may be as many or more
fantasy creatures in the army, as there are units of
Troops.
28:2.4 Players should agree beforehand on if they will be
playing a Low Fantasy or High Fantasy game.

28:3

SUGGESTED ARMY SIZES & POINTS

28:3.1 The following is a suggested point system for creating


unique armies.
Game
Size
Small
Average
Large
Epic
28:3.2
28:3.3
28:3.4
28:3.4
28:3.5

Troop
Points
180
300
500
750

CHAOS WARS: CLASSIC RULES

Fantasy Points
Low Fantasy
High Fantasy
Games
Games
18
54
30
90
50
150
75
225

Point costs for Troops are found in section (29:0)


Point costs for Characters are found in section (30:0)
Point costs for Creatures are found in section (31:0)
Point costs for Titans are found in section (32:0)
Point costs for War Machines are in section (33:0)

28:4 ARMY COMMANDER


28:4.1 Each army receives one Rank 1 Champion, which may
be mounted on a standard Cavalry Mount, with the
Army Commander leadership title, for free (no points
cost).
28:4.2 This character has the Leadership Ability for an Army
Commander.
28:4.3 If desired, the Army Commanders rank may be
increased by spending the appropriate number of
fantasy points equal to the upgrade.

28:5 LIST BUILDING RESTRICTIONS


28:5.1 No more than 80% of the Troops in an army may be
Knights.
28:5.2 No more than 50% of the Troops in an army may be
equipped with Ranged Weapons.
28:5.3 Infantry units must be purchased in quantities of 12
figures, no more and no less (unless rules state
otherwise).
28:5.4 Cavalry units must be purchased in quantities of 6
figures, no more and no less (unless rules state
otherwise).
28:5.5 If the unit purchases an upgrade (Equipment or Skill
Upgrades), the points must be paid for all figures in
the unit.
28:5.6 No more than 50% of Fantasy Points should be spent
on Spell Casters (unless opponent agrees otherwise).
28:5.7 A player may build one partial unit per army, with
remaining unused troop points, after all full units have
been purchased.
28:5.8 Since the partial unit will have less than the normal
number of figures, for all die rolls, treat the unit as
though it were a full unit which had suffered casualties
equal to the number of missing figures.

CHAOS WARS: CLASSIC RULES


29:0 TROOP

BUILDING AN ARMY ROSTER

POINTS COSTS .

29:1.1 The cost of a unit of Troops is determined by


calculating 4 different sets of points costs, and
multiplying the total by number of figures in the unit.
29:1.2 How to calculate Troop Points Cost for a Unit:
Base Cost for Troop Type and Race x (number of figures)
Cost of Cavalry Mounts (optional) x (number of figures)
Cost of Skill Upgrades (optional)
x (number of figures)
+ Cost of Add.Equipment (optional) x (number of figures)
Total Points Per Unit
29:2 TROOP TYPE COSTS - BY RACE
Troop
Types

Troop Points - Cost Per Figure


Orcs, Goblins,
Undead,
Halflings, Fae
Demons,
1
2

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

29:3 COST OF CAVALRY MOUNTS


29:3.1 Mounts for Troops may be purchased with either Troop or Fantasy points.
29:3.2 Details on mounts are found in section (3:8).
29:3.3 PURCHASING A MOUNT WITH TROOP POINTS
Mount Type
Points Cost Each

Movement

Combat Modifier

Standard Mount

Horse, Wolf, Pony, Small Lizards

Examples

10" or 12"

+1

Large Mount

Bison, Camel, Hexatrix, Lizard, Unicorn

10" or 12"

+2

Very Large Mount

Rhino, Giant Boar, Heavy Lizard

8"

+3

Giant Mount

Elephant, Land Dragon, Kraken

8"

+4

Aerial Mount

Pegasus, Giant Insect

16"

+1

Large Aerial Mount

Young Wyvern, Young Griffin, Pteranodon

14"

+2

Very Large Aerial Mount

Young Dragon, Griffin, Hippogriff

12"

+3

29:3.4 PURCHASING A MOUNT WITH FANTASY POINTS


Ground
Flying
Melee
Ranged
MOUNT TYPE
Move
Move Prowess Prowess
Standard Mount
12"
n/a
2
n/a
Large Mount
12"
n/a
3
n/a
Very Large Mount
8"
n/a
4
n/a
Giant Mount
8"
n/a
5
n/a
Aerial Mount
10"
16"
2
n/a
Large Aerial Mount
8"
14"
4
n/a
Very Large Aerial Mount
6"
12"
4
n/a

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

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

TROOP POINTS COSTS . Continued


29:4 COST OF EQUIPMENT UPGRADES
Each unit may have a maximum of one Melee Weapon Upgrade and one Ranged Weapon Upgrade.
Models MUST be equipped appropriately to be given Weapon Upgrades (within reason).
29:4.1 MELEE WEAPON UPGRADES
All units are purchased with undefined weapons.
If desired, you may pay Troop Points to give them a specific weapon upgrade.
Cost Per
Weapon
Available to:
Special Rules
Figure
Mixed Weapons /
free
All Troops
None. Everyone starts with this unless an Upgrade is purchased.
Undefined Weapons
Infantry Spears
0.5
All Infantry
On the turn it receives a charge, the unit adds +1 to the Melee Roll.
Axes, Flails, Clubs,
1
All Troops
Reduces target's Armor Value by 1.
Maces, Hammers
Swords
1
All Troops
Adds +1 to the Melee Roll.
Pair of Hand Weapons
3
Infantry Only
Adds +D3 to the Melee Roll.
Polearms
1.5
Infantry Only
Adds +1 to the Melee Roll. Reduces target's Armor Value by 1.
Infantry Yeomen
Great Weapons
2
Reduces target's Armor Value by 2.
All Knights
Maximum movement for the unit is 6" (unless other restrictions reduce
it further). On the first turn of melee combat, the unit with pikes will
Infantry Yeomen
Pike
2.5
attack first, and the opponent removed casualties before striking back.
Infantry Knights
Any cavalry, chariot, or creature of any kind in combat with the unit
suffers -1 to their Morale Check when in combat against pikemen.
When charging, on the first turn of Melee Combat, the spear reduces
Cavalry Spears
1
Cavalry Only
the target's armor value by 1.
When charging, on the first turn of Melee Combat, the lance reduces
Lance
2
Cavalry Only
the target's armor value by 2.
29:4.2 RANGED WEAPON UPGRADES
Cost Per
Weapon
Range
Figure

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

Receives a +1 modifier to Ranged Attack rolls.


Reduces the Target's Armor Value by 1.
Unit may not move after firing.
Reduces Target's Armor Value by 2.
Unit may not move after firing.
Gains +1 modifier to Ranged Attack rolls.
Reduces the Target's Armor Value by 1.
Unit may not move after firing.
The unit makes a ranged attack as if it it were a
Creature. Treat the number of troops alive in the
unit as the Ranged Prowess value. A roll of 5 or 6
causes 1 hit. Armor does modify the roll.
User suffers -1 on Ranged Attack Rolls. User may
move at full speed after using this weapon.

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

TROOP POINTS COSTS . Continued


29:4.3 OTHER UPGRADES
Upgrade
Unit Standard
Unit Musician
Dwarven Armor
Daeshiru
Demonic Wings
Fairy Wings
Bestial Wings
Incorporeal Form

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.

Cost in Troop Points


+4 per unit
+4 Per unit
+1 per figure
+1 per figure

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

See section (3:7:14)

29:5 COST OF SKILL UPGRADES


29:5.1 A unit of Troops may purchase one Skill Upgrade.
29:5.2 Details can be found in section (3:10).
29:5.3 Each unit may have a maximum of one Skill Upgrade.
29:5.4 If a player wishes to have more than one unit with the same Skill Upgrade, the points cost to upgrade the second unit
will be doubled.
29:5.5 Some subtypes of Humans do not pay the double points for having multiple units with the same Skill Upgrade.
See (3:7.9) for details.

Cost Per Troop (by Race and Foot or Mounted)

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

All Other Infantry


2 Troop Points
2 Troop Points
2 Troop Points
3 Troop Points
1 Fantasy Point
2 Troop Points
2 Troop Points
2 Troop Points
4 Troop Points
3 Troop Points
3 Troop Points
3 Troop Points
3 Troop Points
2 Troop Points
2 Troop Points
2 Troop Points
2 Troop Points

All Other Cavalry


3 Troop Points
2 Troop Points
3 Troop Points
4 Troop Points
1 Fantasy Point
3 Troop Points
3 Troop Points
3 Troop Points
5 Troop Points
4 Troop Points
n/a
n/a
4 Troop Points
3 Troop Points
3 Troop Points
n/a
n/a

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER


30:0 CHARACTER

POINTS COSTS .

30:1.1 All kinds of Role-Playing type figures may be


used as individual characters, adding
leadership and fantasy flair to the game as
they take the field.
30:1.2 All Characters are paid for with Fantasy Points.

Art by: Fred Fields

30:2 TYPES OF CHARACTERS


30:2.1 Characters fall into 4 types.
30:2.2 Warlords, Heroes, Paladins, Kings, Hunters,
Mercenaries, Sergeants, Captains, Thieves,
Bards, Highwaymen, Assassins, Sappers,
Beastmasters, and Engineers can all be
fielded using the character type Champions.
See (30:3.3).
30:2.3 Clerics, Druids, Zealots, Monks, Priests,
Cultists, Witch Hunters, and Inquisitors
can all be fielded using the character type
Priests. See (30:3.4).
30:2.4 Sorcerers, Sorceresses, Mages, Wizards,
Alchemists, and Shamen can all be fielded
using the character type Wizards.
See (30:3.5).
30:2.5 Witches, Necromancers, and any Sorcerers
using magic to raise the dead or control
demons can all be fielded using the character
type Necromancers/Demonologists.
See (30:3.6).

30:3.3 CHAMPIONS
Ground Mounted
Move
Move
Rank 1
8"
12"

Melee
Prowess
2

Range
Prowess
2

Cost in Fantasy Points


Undead/Demon
All Other
2
1

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"

Art by: Frank Neeley

30:3 INDIVIDUAL CHARACTER COSTS


30:3.1 Each type of Character is available to be purchased under 5
different ranks. The higher the Rank number, the more
powerful the Character.
30:3.2 Depending on the race of the character, different points
must be paid (to compensate for the race-specific rules
that it benefits from).

Vitality

Magic

Orc/Goblin

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

CHARACTER POINTS COSTS . Continued


30:3.4 PRIESTS
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
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

30:3.6 NECROMANCERS & DEMONOLOGISTS


Groun
Mounte
Flying
Melee
Range
d
d Move
Mount Prowess Prowess
Move
Rank 1
8"
12"
16"
0.5
0.5
Rank 2
8"
12"
16"
1
1
Rank 3
8"
12"
16"
1.5
1.5
Rank 4
8"
12"
16"
2
2
Rank 5
8"
12"
16"
2.5
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

Cost in Fantasy Points


Undead/Demon
All Other
3
n/a
2
6
n/a
4
9
n/a
6
12
n/a
8
15
n/a
10

Orc/Goblin

Cost in Fantasy Points


Undead/Demon
All Other
4
4
3
8
8
6
12
12
9
16
16
12
20
20
15

Orc/Goblin

Cost in Fantasy Points


Orc/Goblin

Undead/Demon

All Other

5
10
15
20
25

5
10
15
20
25

4
8
12
16
20

30:4 LEADERSHIP TITLES & POINTS COSTS


30:4.1 A character may be given Leadership abilities.
30:4.2 This costs troop points unless the character already has specific leadership abilities designated.
30:4.3 Additional details found in section (4:12).

Army Commander

Restrictions

Troop Points Cost

Max 1 per army

General

None

Colonel

None

Captain
Army Standard Bearer
Beastmaster

None

Max 1 per army


Free. May combine
with another title

24

Artist Unknown

Leadership Title

30:5 EQUIPMENT UPGRADES


30:5.1 Characters may purchase Weapon Upgrades with Troop Points. You may use Fantasy Points if you wish, but it is unadvised.
30:5.2 Characters pay more points for upgrades than troops do.
30:5.3 A Character may purchase one Melee Weapon Upgrade (29:4.1). To purchase the Upgrade, the player pays the points cost
multiplied by the Characters Melee Prowess. Pay: (Upgrade Points Cost) x (Characters Melee Prowess)
30:5.4 A Character may purchase one Ranged Weapon Upgrade (29:4.2). To purchase the Upgrade, the player pays the points cost
multiplied by the Characters Ranged Prowess. Pay: (Upgrade Points Cost) x (Characters Ranged Prowess)

11

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER


30:6

CHARACTER POINTS COSTS: MOUNTS .

30:6.1 Characters may purchase a mount with either troop points,


using the chart Purchasing a Mount with Troop Points
(section 30:6.3)
or with fantasy points using the charts
Purchasing a Mount with Fantasy Points (section 30:6.4),
Dragons (section 31:2), or Monsters (31:4).
30:6.2 Centaurs and Winged Humanoids may not ride mounts.

30:6.3 PURCHASING A MOUNT WITH TROOP POINTS


Mount Type
Points Cost Per Rank

Examples

Movement

Combat Modifier

Standard Mount

2 per rank

Horse, Wolf, Pony, Small Lizards

10" or 12"

+1

Large Mount

3 per rank

Bison, Camel, Hexatrix, Lizard, Unicorn

10" or 12"

+2

Very Large Mount

4 per rank

Rhino, Giant Boar, Heavy Lizard

8"

+3

Giant Mount

5 per rank

Elephant, Land Dragon, Kraken

8"

+4

Aerial Mount

3 per rank

Pegasus, Giant Insect

16"

+1

Large Aerial Mount

4 per rank

Young Wyvern, Young Griffin, Pteranodon

14"

+2

Very Large Aerial Mount

5 per rank

Young Dragon, Griffin, Hippogriff

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)

30:6.4 PURCHASING A MOUNT WITH FANTASY POINTS


Ground Flying
Melee
Ranged
Armor
Fantasy
MOUNT TYPE
Vitality
Magic
Move
Move Prowess Prowess
Value
Points Cost
Standard Mount
12"
n/a
2
n/a
3
0
3
2
Large Mount
12"
n/a
3
n/a
4
1
3
3
Very Large Mount
8"
n/a
4
n/a
5
1
3
4
Giant Mount
8"
n/a
5
n/a
6
1
4
5
Aerial Mount
10"
16"
2
n/a
4
0
2
3
Large Aerial Mount
8"
14"
4
n/a
4
0
3
4
Very Large Aerial Mount
6"
12"
4
n/a
4
0
4
5
Additional details found in section (4:15.5)
Mounts for Characters may also be purchased with Fantasy Points from the Dragons (section 31:2), or Monsters (31:4),
or Engines (33:2.1).

30:6.5 PALANQUINS
STAT MODIFIERS

Ground Move

Melee Prowess

Vitality

Armor

Fantasy Points Cost

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

The young adventurer is starting out,


leaving hearth and home behind. He
possesses only an axe, shield, a short
tunic of mail, and an iron
determination with which to issue his
challenge to the world.
The adventurers challenge has been
answered more than a few times. His
axe is larger now, as is his strength to
wield it; and he has managed to
acquire little more in the way of armor.
Where there was once trepidation
and inexperience, now there is grim
self-confidence and awesome fighting
power. The Adventurer now wields a
massive, ornate axe and wears massive
ornate armor; he is the master of his
profession and few foes will now dare
to contest him.

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.

In the beginning, hes just like any


other young man of ambition looking
to get ahead in the world. Except that
he doesnt have quite the physical
strength to be a fighter, nor does he
possess the intellect necessary to
master the intricacies of magic use. He
finds that there is wealth to be gained
nevertheless by sticking a knife in the
appropriate back.
From his furtive, lean beginnings, the
assassin moves up in his trade, until
ultimately he is a master assassin the
best of the cutthroats, a deadly and
expensive weapon, to be used against
only the highest-placed and most
influential targets.

The Druid

The Dwarf Fighter

The Fighter-Mage

As he begins his adventuring


career, hes little more than a simple
cleric, with plain staff, robes, and not
very many spells at his command.
Later, as the trials of the world have
tested and tempered him, the
Druids strength and wealth have
increased.
Ultimately, when he has survived
the worst the world can throw at
him, the transformation of the
simple cleric into a terrifying Druid
mage is complete. Many talismans
of magic power hang from his belt,
and the light of fanaticism burns in
his eyes; he is the master of his
profession.

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.

A rare combination of skills a fighter who is


also a magic user. As the young fighter leave
the serenity of their home and embarks upon
the strenuous double career. Clothing and
weapons are simple and the search for wealth
and experience is just beginning.
In time, successful adventures and profitable
encounters permit the young fighter to acquire
a better sword and stronger armor. The
talismans he carries are ancient and powerful.
Ultimately, fortune smiles upon the oncehumble fighter, as his sumptuous clothing and
top-quality weapons and armor attest. He has
become the master of this difficult profession,
exuding an aura of physical and magical
strength.

13

Art by: Fred Fields

CHAOS WARS: CLASSIC RULES

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER


31:0

INDIVIDUAL CREATURES POINTS COSTS.

31:1.1 The fantastic creatures of popular myth and quests


can be employed in support of your forces.
31:1.2 There are 3 categories of Individual Creatures:
Dragons, Giants, and Monsters.
31:1.3 All creatures are paid for with Fantasy Points.
31:2 COSTS OF DRAGONS
31:2.1 More information on Dragons is found in section (5:5).
31:2.2 Approx Model Size shown below is to assist you in
determining what stat line best serves your model.
Size is measured from the figures nose to its haunches.
Do not include the tail. Some adjustment, as agreed
upon by all players, is allowed to account for exceptionally
skinny or bulky dragons.
31:2.3 The following 3 charts show the different Dragons available.
31:2.4 Each type of Dragon is available to be purchased under 5 different
ranks. The higher the Rank number, the more powerful the Dragon.
31:2.4 The Magic value on the Dragons stat line is defensive only as with champions.
31:2.5 LAND DRAGONS
Move on Flying
Foot
Move
Rank 1
8"
n/a
Rank 2
8"
n/a
Rank 3
6"
n/a
Rank 4
6"
n/a
Rank 5
6"
n/a

Melee
Prowess
3
6
9
12
15

Range
Prowess
n/a
n/a
n/a
n/a
n/a

31:2.6 LESSER DRAGONS


Move on Flying
Foot
Move
Rank 1
8"
16"
Rank 2
8"
16"
Rank 3
6"
12"
Rank 4
6"
12"
Rank 5
6"
12"

Melee
Prowess
3
6
9
12
15

Range
Prowess
n/a
n/a
n/a
n/a
n/a

31:2.7 TRUE DRAGONS


Move on Flying
Foot
Move
Rank 1
8"
16"
Rank 2
8"
16"
Rank 3
6"
12"
Rank 4
6"
12"
Rank 5
6"
12"

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

31:2.8 DRAGON UPGRADES: ELEMENTAL ASPECTS


Dragons may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).
31:2.9 HOWDAHS
a) A Rank 4 or 5 Dragon may have a Howdah placed on its back (or slung under its
torso). The Howdah gives the Dragon +1 Vitality, and allows for 1 Artillery Piece
and a Crew to be added. See sections (33:3.3) & (33:3.4) for details.

14

Howdah

Vitality
+1

Fantasy Points
2

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

INDIVIDUAL CREATURES POINTS COSTS. Continued


31:3 COSTS OF GIANTS
31:3.1 More information on Giants is found in section (5:6).
31:3.2 The following 2 charts show the different Giants available.
31:3.3 Each type of Giant is available to be purchased under 5 different ranks.
The higher the Rank number, the more powerful the Giant.
31:3.4 Approx Model Size shown below is to assist you in determining what stat line
best serves your model. Size is measured by height of the Giant. Some adjustment,
as agreed upon by all players, is allowed to account for exceptionally skinny or bulky giants.
31:3.5 Magic on the Giants stat line is defensive only as with Champions.
31:3.6 You may choose to increase the Giants Armor Value by +1.
The charts below show how many Fantasy Points are to be paid for the upgrade.
31:3.7 COMMON GIANTS
Move on
Melee
Foot
Prowess
Rank 1
8"
2
Rank 2
8"
4
Rank 3
8"
6
Rank 4
8"
8
Rank 5
8"
10

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

31:3.8 WARRIOR GIANTS


Move on
Melee
Range
Armor
Vitality Magic
Foot
Prowess
Prowess
Value
Rank 1
8"
3
0
3
0
2
Rank 2
8"
6
1
6
1
2
Rank 3
8"
9
2
9
2
3
Rank 4
8"
12
3
12
3
3
Rank 5
8"
15
4
15
4
3
Note: Warrior Giants takes Morale Checks and Rally as a Foot Knight.

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

Art by: Tom Meier

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).

Fear the Denizens of the Seas


Giants
They stride across fields and
seas. They guard lonely
mountain tops, and raid villages
for food and prisoners; which at
times may be the same thing.

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

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

INDIVIDUAL CREATURES POINTS COSTS . Continued


31:4 COSTS OF MONSTERS
31:4.1 There are many different types of monsters available, listed here.
31:4.2 Additional information can be found in section (5:7).
31:4.3 If the monster you are looking for cannot be found here, please
take a look at the Generic Monster stats (see 31:4.6), to
see if one of these stat lines would be appropriate for you to field your monster.

31:4.3 FLYING MONSTERS


All of these have the
Flight special rule.

Ground
Move

Flying
Move

Melee
Prowess

Ranged
Prowess

Vitality

Magic

Armor
Value

Fantasy
Points

Special
Rules

Chimera (with wings)

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

Giant Plague Fly

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

Skeletal Greater Demon

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

Winged Lizard (Pteranodon)

8"

14"

n/a

Winged Panther / Winged Lion

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

31:4.4 NON-FLYING MONSTERS


MONSTERS
Bandersnatch
Bear
Behemoth
Chimera (no wings)
Cockatrice
Demon Guard
Elemental
Gorgon
Grendel (Mutant Troll)
Hecatron
Hydra
Hydra, Giant
Jub-jub Bird

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

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

INDIVIDUAL CREATURES POINTS COSTS . Continued


31:4.4 NON-FLYING MONSTERS (CONTINUED)
Ground
Move

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

Mech. Knight on Horse

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

Throne of Bone - Special Rules


Operates as a Necromancer.
The Throne of Bone may release up to 4 units of 12
Skeletal Yeomen, which then operate as independent
units. Each time this is done, the Throne's
Movement, Magic, Melee Prowess, and Vitality stats
are reduced by 2. Also operates under the 'Undead'
Special Rule.

17

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER


x

INDIVIDUAL CREATURES POINTS COSTS . Continued

31:4.6 GENERIC MONSTERS


Ground
Move
Small Ground Monster
6"
Medium Ground Monster
8"
Large Ground Monster
6"
Small Flying Monster
6"
Medium Flying Monster
8"
Large Flying Monster
6"

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

31:4.7 GENERIC MONSTER UPGRADES: ELEMENTAL ASPECTS


Generic Monsters may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).

31:5 CREATURE UPGRADES: ELEMENTAL ASPECTS


31:5.1 Dragons, Giants, Generic Monsters, and all Titanic Infantry may be upgraded to have an Elemental Aspect. Each unit may
only have one upgrade.

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

Celestial Dragon Silver Dragon


Golden Dragon

Cloud Giant

Green Dragon

Troll Giant

Forest Dragon

Swamp Trolls

Black Dragon

Stone Giant

Brass Dragon

Stone Trolls

Undead
Aspect

Undead Dragon Zombie Dragon


Skeletal Trolls

Skeletal Giant

Demonic
Aspect

Demonic Dragon

Pit Fiends

Posessed Giant Great Demons

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

Gains special rules 'Forest Walker' (2:7.6) &


Amphibious (2:7.1).
+1 Morale Modifier (unless against fire-based
attacks).

1 Fantasy Point
per every 1-3
vitality

Suffers -2 to all movement.


Gains +1 Armor Value and +1 Vitality.

2 Fantasy Points
per miniature

Suffers -2 to all movement.


Gains special rule 'Undead' (2:7.14).

1 Fantasy Point
per every 1-3
vitality

Gains special rule 'Demonic' (2:7.3).

1 Fantasy Point
per every 1-2
vitality

CHAOS WARS: CLASSIC RULES


32:0

BUILDING AN ARMY ROSTER

TITANS POINTS COSTS .

32:1 TITANIC INFANTRY


32:1.1 Titanic Infantry may be fielded in sets of 2 to 6, as desired. All must be the same type of Monster.
32:1.2 Additional details on Titanic Infantry found in section (6:1)
32:2 TITANIC INFANTRY OPTIONS
TITANIC INFANTRY
Greater Demons
Winged Titans
Minotaurs
Ogres
Titans (Lizard, Sea, Etc)
Tree Creatures
Trolls

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

32:3 TITANIC CAVALRY


32:3.1 Titanic Cavalry must be fielded in sets of 2 to 3. All must be the same type of Monster.
32:3.2 Additional details on Titanic Cavalry found in section (6:2)
32:4 TITANIC CAVALRY OPTIONS
TITANIC CAVALRY Ground Flying
Move
Move
Behemoth
6"
n/a
Chimera
6"
10"
Griffin
8"
12"
Hippogriff
8"
14"
Kraken
10"
n/a
Land Dragon
6"
n/a
Young War Dragon
6"
12"
Manticore
8"
12"
Pegasus
10"
16"
Thunder Lizard
8"
n/a
War Elephant
8"
n/a
Winged Lizard
8"
14"

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

32:5 TITANIC UPGRADES: ELEMENTAL ASPECTS


Titanic Infantry may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).

Beyond the caravan paths of the


southern kingdoms, lies a world of
powerful warring raiders who, through
their knowledge of the natural sciences,
have developed a subservient class of
lizard-people.
The submissive reptiles are the lesser
warriors, outriders, and even the means of
transportation for the nomadic marauders
that prey upon the caravans of the south.
Such is the desert world of the
WasteLands Raiders.

Art by: Tony [Last Name Unknown]

WasteLands Raiders

19

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER


33:0

WAR MACHINE POINTS COSTS .

33:1 TYPES OF WAR MACHINES


33:1.1 There are 3 types of War Machines: Artillery, Engines, and Other.
33:1.2 All War Machines are paid for with Fantasy Points.

33:2 ARTILLERY OPTIONS

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

33:2.1 Artillery details found in section (7:2).


33:3 ENGINES

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).

33:3.2 CHARIOT & WAR WAGON UPGRADE OPTIONS


a) Scythed Wheels, increasing the Melee prowess by +2. The cost is 1 Fantasy Point.
b) Each Chariot or War Wagon comes with 2 standard sized Draft Creatures (Horses, wolves, etc). Additional Draft Creatures may be
purchased at the cost of 1 Fantasy Point Each. Each additional creature increases Melee Prowess by +2, and Vitality by +1.
c) The standard draft creatures pulling the engine may be replaced with any Monsters. Add the full cost of every monster that is
added to the engine. The engine's stat line will have its Melee Prowess and Vitality increased by the value of the Monster's
Melee Prowess and Vitality. The engine now uses the movement of the monsters. If the monsters have Flight, the chariot now
does as well. All other stat values remain the same. Treat the entire model (chariot, crew, monsters) as one Complete unit.
When it is reduced to 0 vitality, the entire model is removed. See (31:4) for info on Monsters.
d) Light Chariots may be purchased and fielded in units of up to 8 Chariots each, operating as Tians do.

33:3.3 LARGE ENGINE UPGRADES: ARTILLERY


a) The War Wagon, Steam Engine, Blimp, War Ship, or Howdah may each have up to 1 Artillery piece, or 4 Swivel Guns attached
to their hulls.
b) The cost of the artillery piece is reduced to half price.
c) Additional details found in section (7:3.5)

20

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

33:3.4 LARGE ENGINE UPGRADES: ADDITIONAL CREW


a) The War Wagon, Steam Engine, Blimp, War Ship, or Howdah may each
have up to 1 unit of (12) Yeomen Infantry riding inside or atop the engine.
b) The crew count as Infantry.
c) The cost of the Yeomen, and any Upgrades that the troops take,
must be purchased with Troop Points.
d) The unit may upgrade Melee and/or Ranged Weapons.
e) You pay only 1/2 price for the crew (full price for weapon upgrades)
f) Be sure to list any crew on your Troop Army Roster, for later reference.
g) Additional details found in section (7:3.6)

Art by: Gennifer Bone

WAR MACHINE POINTS COSTS . Continued

Orc War Machine

33:3.5 FAMOUS ENGINES


Ground Flying Melee Ranged
Armor
Fantasy
Vitality Magic
Move Move Prowess Prowess
Value Points Cost

Alignment

Elven War Chariot

10"

n/a

2*

Neutral

Dwarf Steam Cannon

6"

n/a

6**

10

Forces of Light

Orc War Machine

6"

n/a

4**

Forces of Darkness

Griffin Chariot of the Wind Lords

8"

12"

18

1*

15

14

Forces of Light

Black Prince's Chariot of Fear

6"

12"

28

1*

17

24

Forces of Darkness

Bear Chariot of the Ice Lands


8"
n/a
9
2*
9
1
4
7
Neutral
* Range distance is 12.
** Range distance is 36. Target suffers -1 to Armor Value against this Ranged Attack.
***Chariot of Fear has Army Commander abilities, and follows rules as a Demon, at no additional cost.
33:4 OTHER WAR MACHINES
Ground
Move
War Altar, Carried
6"
War Altar, Wheeled
10"

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

33:4.1 WAR ALTAR UPGRADES


a) A Wheeled War Altar may add steeds and upgrade to monsters if desired, just as an Engine can. See (33:3.2)
b) If desired, one Character may ride atop the War Altar
c) Additional details found in section (7:4)

Before the giants were hunted into obscurity and


mankind spread his foul plagues of ignorance, an elder race
of avian men bred giant griffins in the manner of horses, and
rode the wind as firm earth.
From their sky-borne chariots and on the backs of their
giant war griffins, the Windlords fought a war of
desperate survival with the dark hordes of chaos and their
Gremlin warriors. These winged champions continued the
eternal fight, shaping the destiny of their primordial world.

Art by: Michael Weaver

Griffin Chariot of the Wind Lords

21

34:1

Art by: Tom Meier

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

FILLING OUT AN ARMY ROSTER: TROOPS .

34:1 TROOP POINTS OUTLINE


34:1.1 These steps should guide you thru filling out your own Army Roster.
Qty.
*A

Race
*B

Type
Inf / Cav
*C
*D
Upgrades:

Move
*E

Armor
*F
*H

Base Combat Modifier


*G

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)

34:1.2 TROOP POINTS EXAMPLE


Qty
12

Race
Human

Type
Yeomen

Inf / Cav
Cavalry

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
48

Upgrades: Longbow, Sword, Holy Warriors

(Cost of Troop Type)


(Cost of Cavalry Mounts)
(Cost of Skill Upgrades)
(Cost of Equipment Upgrades)
+ (Cost of Equipment Upgrades)
Total Points for the Unit

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

Art by: Tom Meier

Reviewing how the Point Total was determined:

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

FILLING OUT AN ARMY ROSTER: FANTASY .

34:1.3 FANTASY POINTS OUTLINE


These steps should guide you thru filling out your own Army Roster.

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

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

FILLING OUT AN ARMY ROSTER: FANTASY Continued


*N: Points (F): Place the sum of all Fantasy points here that were needed to purchase all aspects of the unit.
[Characters]:
Cost of the Character based upon Type & Rank [section 30:3]
[Dragons]:
Cost of the Character based upon Type & Rank [section 31:2]
[Giants]:
Cost of the Character based upon Type & Rank [section 31:3]
[Monsters]:
Cost of the specific Monster [section 31:4]
[Titans]:
(Cost of the specific Titan [section 32:0]) x (number of Titans)
[War Machines]:
Cost of the specific War Machine [section 33:0]
*O: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed to purchase all aspects
of the unit.
Note: Very few TROOP points will be spent on Fantasy Units. Usually this will be due to a purchased upgrade, and that
upgrade will indicate that TROOP points are to be paid.
[For Characters]: Leadership Titles cost Troop Points. See (30:4).
[For Engines]: Some Large Engines may purchase additional crew, costing Troop Points. See (33:3.4)

34:1.4 FANTASY POINTS EXAMPLES


Example of a Character:
Qty

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

Reviewing how the Points Total was determined:


Cost of the Character based upon Type & Rank (30:3.3)
Cost of a Standard Mount (30:6)
Cost of the Leadership Title: Colonel (30:4)

Art by: Tom Meier

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

Reviewing how the Points Total was determined:


Cost of a Common Giant shown in section (30:3)

24

= 3 Fantasy Points

Points
F
T
3

CHAOS WARS: CLASSIC RULES

BUILDING AN ARMY ROSTER

FILLING OUT AN ARMY ROSTER: FANTASY Continued


Example of a Monster:
Qty

Race

Type

Creature

Rank

Unicorn
Notes: n/a

n/a

Inf
Cav
n/a

Ground
Move
14"

Flying
Move
n/a

Reviewing how the Points Total was determined:


Cost of a Monster shown in section (31:4)

Melee
Prowess
6

Range
Prowess
n/a

Vitality

Magic

Armor
Value
2

Points
F
T
4

= 4 Fantasy Points

Example of a Titanic Infantry:


Qty

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

Example of a War Machine:


Qty

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

Reviewing how the Points Total was determined:


Cost of a Cannon shown in section (33:0)

Armor
Value
3

Points
F T
10 0

Armor
Value

Points
F
T

= 10 Fantasy Points

Example of War Machine with Upgrades Added To It.


Inf
Ground
Flying
Melee
Range
Qty
Race
Type
Rank
Vitality Magic
Cav
Move
Move
Prowess
Prowess
Steam
1
Machine
n/a
n/a
8"
n/a
10
4+*
10
0
Engine
Notes: Attaching a Cannon. (5 Fantasy Points).
Adding a unit of Yeoman Crew (12 Troop Points). With Crossbows (18 Troop Points)
Crew added to the 'Troop' Army Roster for reference.

14

30

Reviewing how the Points Total was determined:


Cost of the Steam Engine shown in section (33:3)
= 9 Fantasy Points
Info on adding an artillery piece (and price reduction) found in section (33:3.3)
Cost of a Cannon shown in section (33:2)
= 5 Fantasy Points (10 points x 1/2)
Info on adding additional crew (and price reduction) found in section (33:3.4)
Cost of Yeomen Crew shown in section (29:2)
= 12 Troop Points (24 points x 1/2)
Cost of adding Crossbows shown in section (29:5.2)
= 18 Troop Points

25

CHAOS WARS: CLASSIC RULES

SAMPLE ARMY ROSTERS


35:0

SAMPLE ARMY ROSTERS .

35:1.1 BEGINNER ARMY TROOPS


We recommend beginners try playing without the Characters at first
1 Unit of Foot Knights
Qty
Race
Type
12
Human
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
48

1 Unit of Spearmen
Qty
Race
12
Human

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

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

1 Unit of Cavalry Knights


Qty
Race
Type
6
Human
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
36

1 Unit of Cavalry Men-at-Arms


Qty
Race
Type
6
Human
Yeoman

Inf / Cav
Cav

Move
12"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
24
180 Troop Points

35:1.2 BEGINNER ARMY CHARACTERS


After you have some experience with just the troops, add the Characters to the troops for a better feel of the whole game.
Warlord
Qty

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

CHAOS WARS: CLASSIC RULES

SAMPLE ARMY ROSTERS

35:1.3 BEGINNER ARMY CREATURES


After you have some experience with just the Troops and Characters, try adding these Creatures to your force.
Giant
Qty
1

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

35:1.4 BEGINNER ARMY WAR MACHINES


Catapult
Qty
Race
1
Machine

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.

35:1.5 BEGINNER ARMY TITANS

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.

Art by: Mark Rogers

Unit of 3 Ogres
Qty
Race
3
Titan

27

CHAOS WARS: CLASSIC RULES

SAMPLE ARMY ROSTERS


35:2.1 MEN OF AVALON ARMY (HUMAN)x
Totals: 300 Troop Points. 90 Fantasy Points.
2 Units of Militia Archers
Qty. Race
Type
12
Human Peasant
Upgrades:
Men-at-Arms Swordsmen
Qty. Race
Type
12
Human Yeoman
Men-at-Arms Spearmen
Qty. Race
Type
12
Human Yeoman
Upgrades:
Men-at-Arms Halberdiers
Qty. Race
Type
12
Human Yeoman
Upgrades:
Armored Foot Knights
Qty. Race
Type
12
Human
Knight
Knight Cavalry
Qty. Race
Type
6
Human
Knight
Upgrades:
Men-at-Arms Cavalry
Qty. Race
Type
6
Human Yeoman

Inf / Cav Move Armor Base Combat Modifier


Inf
8"
1
-1
Long Bows (Range: 18, +1 Ranged Modifier).

Points (F)
0

Points (T)
36 (ea)

Inf / Cav
Inf

Points (F)
0

Points (T)
24

Inf / Cav Move Armor Base Combat Modifier Points (F)


Inf
8"
2
0
0
Spears (When receiving a charge, +1 Melee Modifier).

Points (T)
30

Inf / Cav Move Armor Base Combat Modifier


Inf
8"
2
+1
Polearms (+1 Melee Modifier, already on stat line.
Reduces target's Armor Value by 1).

Points (F)
0

Points (T)
42

Inf / Cav
Inf

Points (F)
0

Points (T)
48

Inf / Cav Move Armor Base Combat Modifier Points (F)


Cav
10"
4
+2
0
Lances (When charging, target's Armor Value is at -2).

Points (T)
48

Inf / Cav
Cav

Points (T)
24

Move
8"

Move
6"

Move
12"

Armor
2

Armor
3

Armor
3

Base Combat Modifier


0

Base Combat Modifier


+1

Base Combat Modifier


+1

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

CHAOS WARS: CLASSIC RULES


35:2.1 MEN

SAMPLE ARMY ROSTERS

OF AVALON ARMY (HUMAN) x Continued

Unit of 3 Hippogriff Knights


Qty

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

CHAOS WARS: CLASSIC RULES


99:1

CONTRIBUTORS

The following people have donated time, talent, and energy to make the return of the Chaos Wars successful.

ARTISTS
Chad Thorson

Loren Muzzy

Contributed Artwork for:


book. page.
Beastmen Troops
b.1 p.10
Fae, Gnome, and Halfling Troops
b.1 p.11
Orcs Encounter - Dwarven Tunnels
b.3 p.27
Elf Warlord Dartheren Mythos
b.3 p.29 & b.5 p.14
Elf Warlord Hemsle the Hunter
b.3 p.30 & b.5 p.15
Elf Warlord Wentle the Trapper
b.3 p.31 & b.5 p.16
Orc Warlord Gaxken Lukcokvich
b.3 p.32 & b.5 p.17
Orc Warlord Garrik
b.3 p.33 & b.5 p.18
Personalities The Doom Bunny
b.5 p.12
Orcs Encounter - Wraith
b.6 p.9
Orcs Encounter - Skeletal Sabretooth b.6 p.9
Orcs Encounter - Dwarven Statues
b.6 p.10
Elfin War Chariot
b.6 p.15
Commission and Contact info at:
Black and White Illustrator
Email:
chad.thorson@yahoo.com
Website:
MaximumRockRolePlaying.blogspot.com/

Contributed Artwork for:


book. page.
Goblin Archer
b.3 p.4
Orc Shaman
b.3 p.13
Hooded Goblin Archer
b.3 p.17
Bugbears
b.6 p.29
Commission and Contact info at:
Email:
arlingtongraves@gmail.com
Facebook:
FaceBook.com/Loren.the.Black

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

EDITORS, PLAYTESTERS, DEMO TEAM MEMBERS


Wes Hempfield
Mark Graham
Jeff Berry

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

CHAOS WARS: CLASSIC RULES


99:2

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

Visit our website:

WWW.RALPARTHA.COM

Regularly Released New Material


Sample Army Rosters
Army Building Tools
New Special Characters
Previews of Upcoming Releases
Skirmish Rules

New Scenarios
Campaign Settings
Alternate Spell Lists
Interviews
Forum
Advanced Rules

where you will find:


Background Information
More Artwork
Experimental Rules
Concept Sketches
Unreleased Minis

CONCEPTS FOR THE ADVANCED RULES


We have a lot of weird and fun stuff planned for the Advanced Rules. As much as the classic rules are for introductory or quick
and fun games, the advanced rules will be a setting that allows players perform complex maneuvers, field lots of spell and weapon
options, for a immersive experience.

Troops can be fielded in groups of 12-51 Infantry or


6-27 Cavalry.
Features a Command Event where the player may
Move, Shoot, Cast Spells, etc. in an order of their
choosing.
Features progressive Morale levels, where Morale
diminishes, and troops weaken, before they break.
Combat is resolved by rolling 1 (or more) D6 per
figure engaged in combat, applying some
situational modifiers, and rolling against the target's
Combat Ability, Armor Value, and Defense.
Allows players to field any type of model they wish,
under both generalized and many specific unit
entries, with appropriate points costs.
Options for troops to be equipped with a vast array
of combat weapons, ranged weapons, armor types,
and special equipment for Characters and Elite
Troops.

Ability to field Beast masters & Hounds, with


optional upgrades to small and medium sized
monsters.
Artillery, Weapons Teams, Chariots, War Wagons,
Steam-Powered Engines, Air Ships, Baggage Trains,
War Ships, and Battlefield Fortifications.
Character Skill Types allow for Engineers, Sappers,
Hunters, Bards, Assassins, Rangers, Clerics, and
more.
Designed for both controlled, competitive play, and
narrative scenarios games.
Options to Break from Combat, Countercharge,
Make Way, and perform combat operations like
Shield Wall or Push Forward.
Multiple troop formation options such as Rank &
File, Line, and Skirmishing.
The gaming community will be actively involved in
the development and refinement of the rules.

31

CHAOS WARS: CLASSIC RULES

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

CHAOS WARS: CLASSIC RULES


looking for the individual histories of the warriors fighting the Chaos Wars. We will invite the best writers to create and develop new
characters and campaign settings.
DEMO TEAM
We are currently building a network of Demo Teams. We are looking for active players with a strong sense of sportsmanship, and
a dedication to fantasy war gaming. We need point-persons in every community, and a local demo team to support each point
person at regional events, and local conventions. IWM will invite the best Demo Team members to demo at major gaming events.
Demo Team members will help IWM create new rules, consider revisions, and build future scenarios and campaign settings. Demo
team members will also be supported with badge assistance at major events, special discounts, exclusive miniatures, and the
opportunity to purchase new releases before the retail market.
In Conclusion
Help us shape the world of the Chaos Wars, and be publicly recognized for your efforts. Together we can build a unique
miniatures driven fantasy gaming universe that the entire fantasy gaming community can participate in.
Personal Messages from Iron Wind Metals
As someone who more and more with each passing year finds himself limping further into that venerable group known as
industry old-timers it takes a lot to get me excited about a project. While 33 years of making minis doesnt exactly make me an
elder sage of the gaming community, it certainly qualifies me for the title of grizzled veteran, and as such Im a bit jaded. The
amazing response and support that weve received for our KickStarter to re-ignite the Chaos Wars and return to the timeless
miniatures of Ral Parthas golden age, and further, to move forward with exciting new sculpts in that grand tradition has re-lit a fire
in me - one that I hope we can all share in.
I look forward to joining together with dedicated friends and partners, and with the creative and talented brothers and sisters of
the gaming community, as we work to build a new fantasy universe made by and for people who love amazing miniature sculptures
and miniatures gaming.
Sincerely,
Michael Noe
President, Iron Wind Metals
Last weekend [March 2015], I had the pleasure of introducing my 22 year old son to Ral Partha's Chaos Wars. We have been
gaming together since he was five, but I had never played Chaos Wars with him.
It was wonderful to pull out the classic Ral Partha Elves and Orcs that I love, and to play a traditional fantasy war game with him.
Thanks to everyone who is backing us and helping bring Tom Meier's exquisite fantasy minis back into this world and into the world
of the Chaos Wars. By the way, I lost the game.
Sincerely,
Marc Rubin
Partner, Iron Wind Metals

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

CHAOS WARS: CLASSIC RULES

CHAOS WARS: CLASSIC RULES


EDITION 2.0
BOOKS NEEDED TO PLAY

Book 1: GAME MECHANICS


Concepts How to Play - Campaigns

Book 2: BUILDING AN ARMY ROSTER


Options - Step by Step Instructions
ALSO AVAILABLE

Book 3: ANCIENT RIVALRY CAMPAIGN


Elf and Orc & Goblin Army Rosters Personalities - 14 Campaign Scenarios

Book 4: LEGENDARY SCENARIOS


10 Classic Chaos Wars Large Scale Scenarios

Book 5: PERSONALITIES OF THE CHAOS WARS


Classic Chaos Wars Personalities RPGs Additional Materials

Book 6: ARMIES OF THE CHAOS WARS


Sample Army Rosters

Book 7: ARMY BUILDING TOOLS


To Assist with Army Roster Building
FUTURE RELEASES

Book 8: CLASH OF RUNES AND BONE Campaign


Dwarf, Undead, and Troglodyte Army Rosters
New Campaign Scenarios (Tunnel Fighting, Cursed Grounds, Jungles)
New Dwarf, Undead, and Troglodyte Personalities

Book 9: CHRONICLES OF THE WANDERER


History / Timeline of the Chaos Wars world
TO BE ANNOUNCED
Book 10: DAE-SHIRU
RETURN Campaign
TO BE ANNOUNCED
Book 11: CELESTIAL
CONFLICTS Campaign

As these books are made available, they will be available for free download at:

www.RalPartha.com
34

CHAOS WARS: CLASSIC RULES

GAME REFERENCE SHEET


Troops Making Ranged Attacks
(D6 Roll +/- Ranged Modifiers) / Targets Armor

Individuals Making Ranged Attacks


Roll Number of D6s equal to Ranged Prowess:
(D6 Roll +/- Ranged Modifiers +/- Armor Modifier) = 5+

Troops Making Melee Attacks


(D6 Roll +/- Melee Modifiers) / Targets Armor Value

Individuals Making Melee Attacks


Roll Number of D6s equal to Melee Prowess:
(D6 Roll +/- Melee Modifiers +/- Armor Modifier) = 5+

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

RANGED ATTACK MODIFIERS


Situation
For every 1 Cavalry Casualties from the firing unit
For every 2 Infantry Casualties from the firing unit
Firing thru or into terrain
Firing from, thru, into Darkness/Magical Darkness
The Target is airborne
Less than half of the firing unit have line of sight
Firing over friendly troops (Volley Fire)
Firing from an elevated position (hill, tower, etc.)
Firing at an elevated target

Modifier
-1
-1
-1
-1
-1
-1
-2
+1
+1

MELEE COMBAT MODIFIERS


Situation
Attacker is a Peasant Troop Type
Attacker is a Yeoman Troop Type
Attacker is a Knight Troop Type
Attacker is riding a Standard Mount
Attacker is riding a Large Mount
Attacker is riding a Very Large Mount
Attacker is riding a Giant Mount
Every 2 Infantry missing from Attackers unit
Every 1 Cavalry missing from Attackers unit
Attacking the enemy's Flank
Attacking the enemy's Rear
A Leader is attached to the attacking unit
Attacking while in a River Ford
Attacking while in a Stream
Attacking an opponent that is Uphill
Darkness or Unable to see

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

Benefits from the rules: Relentless, Fearsome, and Super-Natural Armor.

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

Ranged attack distance is 14". Target suffers -2 to Armor Value.

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

Benefits from the rules: Relentless, Fearsome, and Super-Natural Armor.

Flight
Incorporeal
Regeneration

35

CHAOS WARS: CLASSIC RULES

AN IRON WIND METALS PRODUCT


PRINTED IN THE USA

CHAOS WARS: CLASSIC RULES, Edition 2.0

Book Two
SKU: CWC-202

36

You might also like