You are on page 1of 74

WAR & CONQUEST

ARMIES OF THE CHARIOT ERA 3000-500BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

No ARMIES OF THE CHARIOT ERA

I/1 Early Sumerian (3000BC - 2250BC)


I/2 Early Egyptian (3000BC - 1543BC)
I/3 Nubian (3000BC - 1480 BC)
I/4 Zagros and Anatolian Highlanders (3000BC - 950BC)
I/5 Early Susiana and Elam (3000BC - 800BC)
I/6 Early Bedouin (3000BC - 312BC)
I/7 Early Libyan (3000BC - 74BC)
I/8 Makkan, Dilman, Saba, Ma'in and Qataban (2800BC - 312BC)
I/9 Early Syrian (2500 BC - 2200 BC)
I/10 Melukhkhan and Pre-Vedic Indian (2700BC - 1100BC)
I/11 Akkadian and Third Dynasty of Ur (2334BC - 2004BC)
I/12 Sumerian Successor States (2027BC - 1460BC)
I/13 Hsia and Shang Chinese (2000BC - 1027BC)
I/14 Early Northern Barbarians (2000BC - 315BC)
I/15 Later Amorite (1894BC - 1595BC)
I/16 Hittite Old and Middle Kingdom (1680BC - 1380BC)
I/17 Hyksos (1645BC - 1537BC)
I/18 Minoan and Early Mycenaean (1600BC - 1250BC)
I/19 Mitanni (1600BC - 1274BC)
I/20 Syro-Canaanite or Ugaritic (1700BC - 1100BC)
I/21 Kassite and Later Babylonian (1595BC - 747BC)
I/22 New Kingdom Egyptian (1543 - 1069BC) V3
I/23 Vedic Indian (1500BC - 512BC)
I/24 Hittite Empire (1380BC - 1180BC)
I/25 Middle Assyrian and Early Neo-Assyrian (1365BC - 745BC)
I/26 Later Mycenaean and Trojan War (1250BC - 1150BC) V1
I/27 Early Hebrew (1250BC - 1000BC)
I/28 Sea Peoples (1231BC - 1165BC)
I/29 Philistine (1165BC - 600BC)
I/30 Dark Age and Geometric Greek (1160BC - 650BC)
I/31 Neo-Hittite and Aramaean (1100BC - 710BC)
I/32 West. Chu and Spring&Autumn Chinese (1100BC - 480BC)
I/33 Villanovan Italian (1000BC - 650BC)
I/34 Later Hebrew (1000BC - 587BC)
I/35 Cypriot and Phoenician (1000BC - 332BC)
I/36 Italian Hill Tribes (1000BC - 290BC)
I/37 Mannaian and Taurus/Zagros Highlanders (950BC - 610BC)
I/38 Libyan Egyptian (946BC - 712BC)
I/39 Urartian (880BC - 585BC)
I/40 Medes, Zikirtu, Andia or Parsua (835BC - 550BC)
I/41 Phrygian (800BC - 676BC)
I/42 Neo-Elamite (800BC - 639BC)
I/43 Kimmerian, Skythian or Early Hu (750BC - 50BC)
I/44 Neo-Babylonian (746BC - 482BC)
I/45 Neo-Assyrian Empire (745BC - 681BC)
I/46 Kushite Egyptian (745BC - 593BC)
I/47 Illyrian (700BC - 10AD) V1
I/48 Thracian (700BC - 46AD)
I/49 Early Vietnamese (700BC - 938AD)
I/50 Lydian (687BC - 546BC)
I/51 Neo-Assyrian Later Sargonid (680BC - 609BC)
I/52 Early Hoplite Greek (680BC - 450BC)
I/53 Saitic Egyptian (664BC - 335BC)
I/54 Early Macedonian (650BC - 355BC)
I/55 Latin, Roman, Etruscan and Umbrian (650BC - 290BC)
I/56 Kyrenean Greek (630BC - 74BC)
I/57 Etruscan League (600BC - 280BC)
I/58 Meroitic Kushite (600BC - 350AD)
I/59 Tullian Roman (578BC - 400BC)
I/60 Early Achaemenid Persian (550BC - 420BC)
I/61 Early Carthaginian (550BC - 275BC)
I/62 Lykian (546BC - 300BC)
I/63 Paionian (512BC - 284BC)

Blue marked lists are officially published by Rob Broom, with version at the end.

Those amazing cover painting isfrom Guiseppe Rava. Many thanks for let us use it.
You can find it and more here :
http://myworld.ebay.com/g.ravahistoricalprints or http://www.g-rava.it/

The army-numbers and -names and unit names of the generic lists are taken from the
DBM Army Books.

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

SPECIAL RULES UNRULY


Onagers or asses were unreliable draft animals or mounts. Roll a
COMMUNICATIONS d6 at the begin of each turn for an unruly unit. On a 1 the unit
The Egyptians, like other ancient armies used some command remains stationary that turn. Riders are too busy to shoot then
and control systems. They may pool all their Strategy too. On a 2-6 the unit move and act normally.
Intervention Points for 50 points. Should they do this, any
personality that may take SIPs may use them, even if they took
none to begin with. All armies within that collection are allowed WAGON LAAGER
to do so, if they aren’t official ones that are not able to pool the CA SA KA S L Mo Pts
SIP. Wagon&crew 3 3 3 6 6 8 60

Equipment: Six men crew armed with hand weapon, bow,


EARLY PHALANX throwing spears.
- if armed with thrusting spear fight in 2 ranks even on charge A wagon has a 40x80mm base. Durability 8, Armour value 4.
- may not turn or add or subtract ranks Up to 4 wagons per laager. Must be deployed first (within up to
- always suffer the -1 Mo as if enemies were in 10" when 2” between the wagons) and cannot move, count as cover. Crew
changing formation cannot shoot twice.
- become normal Phalanx rule in armies after 500BC

WARHOUNDS
RIDING HORSES OR CAMELS CA SA KA Mo Pts
Up to 8” with horses or 6” with camels a unit can move prior the Packmaster 4 4 3 6 8
battle after deployment. 0-6 Warhounds 4 - 3 3 5

Equipment: Packmaster may have javelins (+1) and light


KALLAPANI armour (+1). Any hits inflicted by missle weapons should be
Some armies transported their troops with horse or camel drafted randomly devided between the packmaster and the hounds.
platforms across the battlefield before the battles began. Such Special Rules: Warband, Skirmishers
armies are free to choose a number of units which can be
upgraded with “Riding Horses” or “Riding Camels” for 1 point
per model. Horse riding infantry units can move up to 8” after WAR WAGON
deployment and before the first turn, camel riding 6”. CA SA KA S L Mo Pts
Wagon&Crew 3 3 3 6 6 8 120
LIGHT BOLT THROWER Equipment: Six men crew armed with hand weapon, bow,
CA SA KA S L Mo Pts throwing spears.
Thrower&Crew 3 3 3 2 3 7 36 A wagon has a 60x120mm base. Durability 8, Armour value 4.
Can move 6”, Cannot charge, count as cover. Crew cannot shoot
Equipment: Hand weapon. 2 men crew. twice.
Durability 8, Armour value 1.
Shot: Range 36”, KA4/-1 per rank, no save, D3 wounds per hit

Notes from Rob


STAMPEDING ANIMALS (200pts)
Some armies sent herds of stampeding animals (e.g. camels, Don't know crew numbers on chariots, this may
cattle) against their foes. Such a herd is a group of animals based affect pvs
on individual or group bases, which will be deployed and move Need to define formations more clearly
within up to 6”x6”. For a stampeding herd the player declare a (A light formation CANNOT by default skirmish
direction before the game starts, but after deployment. Beginning unless specifically it says so)
in round one the herd move 2D6” each turn exactly in that I would drop the increase of ZOC to 15" (-10)
direction, like a stampeding elephant. Starting with round two All ally generals have army general ability
the player roll additionally to the 2D6” for the distance another Brigade commanders are independant
d6. On a 2-5 the stampede continues in exactly the same diretion. Special rules need some review
On a 1 the stampede ends and the animals remain stationary until
the battle ends. On a 6 roll the scatter template for the random
direction the stampede goes on.
All units touched by a stampeding herd have to flee directly
away from it.

SUPERIOR BATTLE STANDARD (50pts)


Some armies had a special army standard which can be fielded
instead of the normal battle standard bearer for the same points if
the size of the army is 3000 points or more. Such superior signs
are based on a light chariot base (40x80mm), have a movement
rate of 4” and cannot march or flee. Whenever they are attacked
successfully they are automatically destroyed and the army has
to make a panic test similar to the one in case of the generals
death. As long as they are within 4” of the Army General his
Zone Of Command get a bonus of 10” instead of 5”.

UNMOTIVATED
Units not allowed to use SIP for.

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

1. EARLY SUMERIAN 3000-2250BC SETTLED OR NOMADIC LEVY JAVELINMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Javelinman 2 2 2 5 3
CHARIOTS & CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Javelins,
ALLIES: Up to 25% Special Rules: Skirmishers
SIP: not pooled
SLINGERS
CA SA KA Mo Pts
CHARACTERS
Slinger 2 2 2 5 3
CA SA KA Mo L S Pts Equipment: Sling,
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
MARTU MERCENARIES
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Martu 3 3 3 6 6

Equipment: Hand weapon


Equipment and Armor Value: as unit
Special Rules: Light Infantry, Only after 2500BC
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
LEVIES AND EMERGENCY RESERVES
Only after 2800BC: May ride an Onager Chariot or Straddle car
CA SA KA Mo Pts
(Armour Value of 3, D8).
Levy 2 2 2 5 2
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Equipment: Hand weapon
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Special Rules: Undisciplined, Only in 2250BC
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

ALLIES
CHARIOTS & CAVALRY
Dry Steppe Nomad Allies, I/6
ONAGER CHARIOTS
Zagros Highlander Allies, I/4
CA SA KA Mo S D Pts
Elamite Allies, I/5
Chariot 3 3 3 8 2 8 29 Only after 2500BC: Syrian City-State Allies, I/9
Only 2250BC: Melukhkhan Allies, I/10
Equipment: Hand weapon and javelins. Armour value: 2
Special Rules: Four-Horse Chariot, Unruly. Only after 2800BC
Onager Chariots count as a Battle Formation where Battle
Objectives are concerned.

0-1 STRADDLE CARS


CA SA KA Mo S D Pts
Scout 3 3 3 7 1 7 14

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariots, Unruly, Only after 2800BC

0-1 EQUID MOUNTED SCOUTS


CA SA KA Mo Pts
Scout 2 3 3 5 11

Equipment: Hand weapon and javelins.


Special Rules: Skirmishers, Unruly. Only after 2800BC

INFANTRY

HOUSEHOLD AND MILITIA


CA SA KA Mo Pts
Household 3 3 3 7 9

Equipment: Bow, hand weapon


May have light armour (+1) and double-handed weapon or
thrusting spear instead of bow (free, only after 2800BC) and
large shield (+2, only after 2500BC and if armed with thrusting
spear). May be from Kish (+2, only after 2800BC, CA4)
Special Rules: Early Phalanx if armed with thrusting spears,
Light Formation if armed with bow after 2800BC

SETTLED OR NOMADIC LEVY ARCHERS


CA SA KA Mo Pts
Archer 2 2 3 5 5

Equipment: Bow, hand weapon


Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

2. EARLY EGYPTIAN 3000-1543BC LIBYAN JAVELINMEN AND ARCHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Libyan 2 2 2 5 3
INFANTRY: At least 75%
SIP: not pooled Equipment: Javelins
May have bow instead of javelins (+1)
Special Rules: Skirmishers
CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
The general can be mounted on a litter.
Only after 1640BC: May ride an Two-Horse Chariot (Armour
Value of 3, D8).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Brigade Commander 1 SIP, may add up to one SIP for 20 points.

INFANTRY

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon

0-1 MARINES, SPEARMEN OF THE RESIDENCE AND


MANFAT
CA SA KA Mo Pts
Warrior 4 3 3 8 14

Equipment: Hand weapon, double-handed weapon


May have shield (+1), thrusting spear instead of double-handed
weapon (free) and light armour (+2). May be drilled (+4)

JAVELINMEN AND QUIVER CARRIERS


CA SA KA Mo Pts
Javelinman 3 3 3 7 8

Equipment: Javelins, hand weapon


Special Rules: Light Infantry

CONSCRIPTS UNDER LOCAL COMMANDERS


CA SA KA Mo Pts
Conscript 2 2 3 5 3

Equipment: Hand weapon


Special Rules: Undisciplined

MEDJA AND OTHER NUBIAN ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

BEDOUIN SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling,
Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

3. NUBIAN 3000-1480BC

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 75%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
Only after 1640BC: May ride a two-horse chariot (Armour
Value of 3, D8).

Army General 1 SIP, may add up to 2 SIP for 20 points each.


Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

0-1 MOUNTED SCOUTS


CA SA KA Mo Pts
Scout 2 3 3 6 12

Equipment: Hand weapon and javelins.


Special Rules: Light Formation

INFANTRY

WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 7 9

Equipment: Hand weapon, javelins and buckler


Special Rules: Warband

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3

Equipment: Javelins,
Special Rules: Skirmishers

EGYPTIAN MERCENARIES
CA SA KA Mo Pts
Egyptian 4 3 3 7 11

Equipment: Hand weapon, double-handed weapon


May have thrusting spear instead of double-handed weapon
(free)
Special Rules: Combined Formation, up to half can have bow,
Only Kush 1645-1480BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

4. ZAGROS AND ANATOLIAN HIGHLANDERS 3000- SLINGERS


950BC CA SA KA Mo Pts
Slinger 2 2 2 5 3
CHARACTERS: Up to 25%
CHARIOTS: Up to 25% Equipment: Sling,
INFANTRY: At least 50% Special Rules: Skirmishers
ALLIES: Up to 25%
SIP: not pooled MARKHASHIAN ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 5 6
CHARACTERS
Equipment: Bow, hand weapon
Special Rules: Only Guti in 2250BC using Elamite Allies
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 MELUKHKHAN MEN-AT-ARMS
Ally-General - - - 8 2 +2 140 CA SA KA Mo Pts
Warrior 4 3 3 7 11
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 Equipment: Hand weapon, double-handed weapon
Special Rules: Only Guti in 2250BC using Elamite Allies
Equipment and Armor Value: as unit
MELUKHKHAN ARCHERS
Special Rules: Zone of Command 10”.
CA SA KA Mo Pts
Only Hurrian after 1780BC or Early Kassites, Gasgans,
Archer 2 3 3 7 8
Nairi lands or similar after 1650BC: May ride a Two-Horse
chariot (Armour Value of 3, D8).
Equipment: Bow, hand weapon
Only Guti 2250-2112BC: General may ride a Straddle Car
Special Rules: Only Guti in 2250BC using Elamite Allies
(Armour Value of 2, D7).
MAKKANITE WARRIORS
Army General 1 SIP, may add up to 2 SIP for 20.
CA SA KA Mo Pts
Ally General 1 SIP, may add up to 2 SIP for 20 points each.
Warrior 4 3 3 7 11
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon, javelins and shield
May have thrusting sprear (+2)
CHARIOTS Special Rules: Only Guti in 2250BC using Elamite Allies

IRREGULAR LIGHT CHARIOTS SUMERO-AKKADIAN MILITIA SPEARMEN


CA SA KA Mo S D Pts CA SA KA Mo Pts
Chariot 3 3 3 7 2 8 25 Warrior 3 3 3 7 9

Equipment: Hand weapon and javelins. Armour value: 1 Equipment: Thrusting spear, hand weapon
Special Rules: Two-Horse Chariots, Only Hurrian after 1780BC May have light armour (+1) and large shield (+3).
or Early Kassites, Gasgans, Nairi lands or similar after 1650BC, Special Rules: Early Phalanx , Only Guti from 2193-2112BC
replace Bodyguards with Two- Horse Chariots.

ALLIES
INFANTRY
Only Guti in 2250BC: Anatolian/Mariote Allies, I/9
BODYGUARDS Only Guti in 2250BC: Elamite Allies, I/5
CA SA KA Mo Pts Only Guti from 2193-2112BC: Subject Sumero-Akkadian city-
Guard 4 3 3 7 12 state Allies, I/11

Equipment: Hand weapon, bow, shield


May have double handed weapon (+2). May be Drilled (+2)

WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 8

Equipment: Hand weapon, javelins, buckler


Only Gasgans: Warriors became Warband (free).

JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3

Equipment: Javelins,
Only from 1500BC: Have buckler (+1)
Special Rules: Skirmishers

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

5. EARLY SUSIANA AND ELAM 3000-800BC MOUNTED SCOUTS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Scout 2 3 3 7 14
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25% Equipment: Hand weapon and bow.
ALLIES: Up to 25% Special Rules: Light Formation, Only after 1400BC
SIP: not pooled

INFANTRY
CHARACTERS
ARCHERS
CA SA KA Mo L S Pts CA SA KA Mo Pts
Archer 2 2 2 5 4
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 Equipment: Bow,
Brigade Com. - - - 8 1 +1 90 May have SA3 and Mo6 (+2)
Special Rules: Light Formation
Army Standard - - - 8 2 +1 90
HOUSEHOLD RETINUES
Equipment and Armor Value: as unit CA SA KA Mo Pts
Special Rules: Zone of Command 10”. Retinue 4 4 3 7 13
Only from 2600BC: Army General can be upgraded to Mo 10
and Zone of Command 15” (60pts). Equipment: Hand weapon, double-handed weapon.
Only 2600-1400BC: May ride a Straddle Car (Armour Value of May have shield (+1), light armour (+2) and bow (+2).
2, D7). Special Rules: from 2600-1600BC
After 1400BC: May ride a Two-Horse chariot (Armour Value
of 3, D8). HOUSEHOLD SPEARMEN
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Spearman 3 3 3 7 9
Ally General 1 SIP, may add up to 2 SIP for 20 points each.
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, thrusting spear
May have light armour (+1) and large shield (+3).
Special Rules: Early Phalanx, Only from 2600-2100BC
CAVALRY&CHARIOTS
HOUSEHOLD ARCHERS
CA SA KA Mo Pts
ONAGER CHARIOTS
Archer 3 4 3 7 11
CA SA KA Mo S D Pts
Chariot 3 3 3 8 2 8 29 Equipment: Hand weapon, bow
May have light armour (+1).
Equipment: Hand weapon and javelins. Armour value: 2 Special Rules: Only from 2600-2100BC
Special Rules: Four-Horse Chariot, Unruly. Only from 2600-
1400BC.
After 1400BC: Up to four infantry units may have Kallapani
0-1 EQUID MOUNTED SCOUTS transport for +1 per model.
CA SA KA Mo Pts
Scout 2 3 3 5 11
ALLIES
Equipment: Hand weapon and javelins.
Special Rules: Skirmishers, Unruly. Only from 2600-1400BC
Zagros Highlander Allies, I/4
From 2100-1850BC: Amurru Allies, I/6
0-1 STRADDLE CARS
From 2100-1850BC : Melukhkhan Allies, I/10
CA SA KA Mo S D Pts
Scout 4 4 3 7 1 7 13

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariots, Unruly, Only from 2600-
1400BC

REGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2


Special Rules: Two-Horse Chariots, Only after 1400BC.
Chariots count as a Battle Formation where Battle Objectives are
concerned.

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariots, Only after 1400BC.

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

6. EARLY BEDOUIN 3000-800BC SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Skirmisher 2 2 2 5 3
CAVALRY: Up to 25%
INFANTRY: At least 25% Equipment: Javelins,
ALLIES: Up to 25% May be upgraded after 2100BC to CA/SA3 and Mo6 (+3)
SIP: not pooled Only from 1500BC: Have buckler (+1)
Special Rules: Skirmishers

ARCHERS
CHARACTERS
CA SA KA Mo Pts
Archer 2 2 3 6 6
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Bow, hand weapon
Ally-General - - - 8 2 +2 140 Special Rules: Light Formation
Brigade Com. - - - 8 1 +1 90 SLINGERS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Slinger 2 2 2 5 3
Equipment and Armor Value: as unit
Equipment: Sling,
Special Rules: Zone of Command 10”.
Special Rules: Skirmishers
Only Hapiru, Sutu or Early Arameans from 1500-900BC:
May ride a light chariot (Armour Value of 3, D8).
Only Early Arameans, Midianites or Amalekites from 1500-
1000BC: May ride a camel ALLIES
After 1000BC: May ride a camel
Subject Mesopotamian City Allies, I/11
Army General 1 SIP, may add up to 2 SIP for 20. From 2200-1894BC: Subject Syrian City Allies, I/9
Ally General 1 SIP, may add up to 2 SIP for 20 points each.
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

0-1 EQUID MOUNTED SCOUTS


CA SA KA Mo Pts
Scout 2 3 3 5 11

Equipment: Hand weapon and javelins.


Special Rules: Skirmishers, Unruly. Only until 1000BC

CAMELRY
CA SA KA Mo Pts
Camelrider 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+1) and short bow (+1) or bow (+2)
Special Rules: Light Formation, Camelry, Only after 1000BC

0-1 CAMEL MOUNTED SCOUTS


CA SA KA Mo Pts
Camelrider 2 3 3 5 11

Equipment: Hand weapon, javelins.


Special Rules: Skirmishers, Camelry, Only after 1000BC

INFANTRY

RETAINERS
CA SA KA Mo Pts
Retainer 3 3 3 7 7

Equipment: Hand weapon


Special Rules: Warband, Only after 2800BC

JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3

Equipment: Javelin,
May be upgraded after 2800BC to CA/SA3 and Mo6 (+3), then
may have shield (+1). Only Early Arameans, Midianites or
Amalekites from 1500-1000BC: May have Riding Camels (+1)
Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

7. EARLY LIBYAN 3000BC-70AD JAVELINMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Javelinman 2 2 3 5 4
CAVALRY: Up to 15%
INFANTRY: At least 50% Equipment: Javelin, hand weapon
ALLIES: Up to 25% Only from 2160-660BC have bow instead of javelin (+1)
SIP: not pooled Only from 1500BC: Have buckler (+1)
Only after 475BC may be upgraded to CA3 and Skirmishers
(+1)
Special Rules: Light Formation, Warband from 1208-660BC
CHARACTERS
ARCHERS
CA SA KA Mo L S Pts CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Archer 2 2 2 5 4
Ally-General - - - 8 2 +2 140
Equipment: Bow,
Brigade Com. - - - 8 1 +1 90 Special Rules: Skirmisher, Light Formation from 1208-660BC
Army Standard - - - 8 2 +1 90

0-1 WARHOUNDS
Equipment and Armor Value: as unit
Only Garamantes from 200BC-70AD
Special Rules: Zone of Command 10”.
From 1250-660BC: the general may ride a two-horse chariot
(Armour Value of 4, D8).and after 660BC a Four-Horse chariot
(Armour Value of 4, D8). ALLIES

Army General 1 SIP, may add up to 2 SIP for 20. From 1208-1176BC: Seapeoples Allies, I/28
Ally General 1 SIP, may add up to 2 SIP for 20 points each.
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariots, Only from 1250-660BC
Chariots count as a Battle Formation where Battle Objectives are
concerned.

IRREGULAR HEAVY CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26

Equipment: Hand weapon and javelins. Armour value: 2


Special Rules: Four-Horse Chariots, Only from 660BC
onwards. Chariots count as a Battle Formation where Battle
Objectives are concerned.

MOUNTED SCOUTS
CA SA KA Mo Pts
Scout 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Light Formation, Only Garamantes from 200BC-
70AD and instead of heavy chariots

INFANTRY

BODYGUARDS
CA SA KA Mo Pts
Bodyguard 3 3 3 7 8

Equipment: Hand weapon, light armour


Special Rules: Warband

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

8. MAKKAN, SABA, MA’IN AND QATABAN 2800-312BC ARCHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Archer 2 2 2 5 4
CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Bow,
ALLIES: Up to 25% Only Makkan after 1300BC change to Light Formation
SIP: not pooled Special Rules: Skirmishers

JAVELINMEN
CA SA KA Mo Pts
CHARACTERS
Javelinman 2 2 2 5 3
CA SA KA Mo L S Pts Equipment: Javelin,
Army General - - - 9 3 +2 170 After 2000BC: May be upgraded to CA/SA3, Mo 6 (+3)
Ally-General - - - 8 2 +2 140 Only from 1500BC: Have buckler (+1)
Special Rules: Skirmishers
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 MELUKHKHAN MEN-AT-ARMS
CA SA KA Mo Pts
Warrior 4 3 3 8 14
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”.
Equipment: Hand weapon, double-handed weapon
After 1000BC: May ride a horse (Armour Value of 3).
May have light armour (+1) and thrusting spear instead of
double-handed weapon (free)
Army General 1 SIP, may add up to 2 SIP for 20.
Only from 2000-1900BC: May be Drilled (+4).
Ally General 1 SIP, may add up to 2 SIP for 20 points each.
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
ALLIES
CAVALRY
Only Dilmun from 1300-1000BC: Babylonian Allies, I/21
Only Saba, Ma’in, Qataban after 700BC: Central Arabian Allies,
0-1 EQUID MOUNTED SCOUTS
I/6
CA SA KA Mo Pts
Scout 2 3 3 5 11

Equipment: Hand weapon and javelins.


May be upgraded to CA3, Mo6 (+2) after 2000BC
Special Rules: Skirmishers, Unruly. Only from 2000-1000BC

CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Only after 1000BC

CAMELRY
CA SA KA Mo Pts
Camelrider 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+1) and short bow (+1) or bow (+2)
Special Rules: Light Formation, Camelry, Only after 1000BC

0-1 CAMEL MOUNTED SCOUTS


CA SA KA Mo Pts
Camelrider 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Skirmishers, Camelry, Only after 1000BC

INFANTRY

WARRIORS
CA SA KA Mo Pts
Warrior 2 2 3 6 6

Equipment: Hand weapon, javelins, buckler


May be upgraded to CA/SA3 or thrusting spear (+2)
Only Makkan after 1300BC change to Warband (free)
After 1000BC: May have “Riding Camels” (+1)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

9. EARLY SYRIAN 2700-2200BC SETTLED OR NOMADIC LEVY JAVELINMEN


CA SA KA Mo Pts
Javelinman 2 3 3 6 6
CHARACTERS: Up to 25%
CHARIOTS & CAVALRY: Up to 25% Equipment: Javelins, hand weapon
INFANTRY: At least 50% Special Rules: Light Formation
ALLIES: Up to 25%
SIP: not pooled HOUSEHOLD AND MILITIA SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3
CHARACTERS
Equipment: Sling,
Special Rules: Skirmisher
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 ALLIES
Brigade Com. - - - 8 1 +1 90
Sumerian City States Subject Allies, I/1
Army Standard - - - 8 2 +1 90 Dry Steppe Nomad Allies, I/6

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
May ride an Onager Chariot or Straddle car (Armour Value of 3,
D8).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CHARIOTS & CAVALRY

ONAGER CHARIOTS
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26

Equipment: Hand weapon and javelins. Armour value: 2


Special Rules: Four-Horse Chariot, Unruly.Onager Chariots
count as a Battle Formation where Battle Objectives are
concerned.

0-1 EQUID MOUNTED SCOUTS


CA SA KA Mo Pts
Scout 2 3 3 5 11

Equipment: Hand weapon and javelins.


Special Rules: Skirmishers, Unruly

INFANTRY

HOUSEHOLD AND MILITIA SPEARMEN


CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+1) and large shield (+3). 0-1 May
exchange thrusting spear to double-handed weapon (+5) with
CA4, Mo8
Special Rules: Early Phalanx with thrusting spear,

HOUSEHOLD AND MILITIA ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Hand weapon, bow

SETTLED OR NOMADIC LEVY ARCHERS


CA SA KA Mo Pts
Archer 2 2 3 6 6

Equipment: Bow, hand weapon


Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

10. MELUKHKHAN AND PRE-VEDIC INDIAN 2700- SPECIAL


1500BC
0-1 ELEPHANT
CHARACTERS: Up to 25% CA SA KA Mo L S D Pts
INFANTRY: At least 65% Elephant 4 3 4 7 6 5 8 190
SPECIAL: Up to 10%
SIP: not pooled Equipment: Two warriors are armed with javelins and hand
weapons. A third warrior may be added for 5 points. Any
warriors may exchange their javelins for a bow at 1 point each.
CHARACTERS Armour value: 1
Special Rules: Elephant, Only before 1900BC
CA SA KA Mo L S Pts
0-1 MOUNTED SCOUTS
Army General - - - 9 3 +2 170 CA SA KA Mo Pts
Brigade Com. - - - 8 1 +1 90 Scout 2 3 3 5 11
Army Standard - - - 8 2 +1 90
Equipment: Hand weapon, javelins.
Special Rules: Skirmishers, Only before 1900BC
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Brigade Commander 1 SIP, may add up to one SIP for 20 points.

INFANTRY

0-1 MEN-AT-ARMS
CA SA KA Mo Pts
Man-at-Arms 4 3 3 8 14

Equipment: Hand weapon, double-handed weapon


May have light armour (+2) and shield (+1).
May be Drilled (+2).
Special Rules: Only before 1900BC

SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+2) and shield (+1)

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Hand weapon, bow

WARRIORS
CA SA KA Mo Pts
Warrior 2 2 3 6 6

Equipment: Javelins, hand weapon and buckler

PEASANT SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling,
Special Rules: Skirmisher

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

11. AKKADIAN 2334-2004 BC SPEARMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Spearman 3 3 3 7 9
CHARIOTS & CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, thrusting spear
ALLIES: Up to 25% May have light armour (+2) and shield (+1)
SIP: not pooled May be Early Phalanx (+1)

LEVY RESERVES
CA SA KA Mo Pts
CHARACTERS
Reserve 2 2 3 5 3
CA SA KA Mo L S Pts Equipment: Hand weapon
Army General - - - 9 3 +2 170 Special Rules: Undisciplined
Ally-General - - - 8 2 +2 140
MILITIA JAVELINMEN
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Javelinman 2 2 2 5 3

Equipment: Javelins,
Equipment and Armor Value: as unit
Special Rules: Skirmishers
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
MILITIA ARCHERS
May ride an Onager Chariot or Straddle car (Armour Value of 3,
CA SA KA Mo Pts
D8).
Archer 2 2 3 5 5
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Equipment: Bow, hand weapon
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Special Rules: Skirmishers
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
MILITIA SLINGERS
CA SA KA Mo Pts
CHARIOTS & CAVALRY Slinger 2 2 2 5 3

ONAGER CHARIOTS Equipment: Sling,


CA SA KA Mo S D Pts Special Rules: Skirmisher
Chariot 3 3 3 7 2 8 26
LULLUBI, GUTI OR HURRI HIGHLANDER LEVY
Equipment: Hand weapon and javelins. Armour value: 2 CA SA KA Mo Pts
Special Rules: Four-Horse Chariot, Unruly. Javelinman 2 3 3 6 6
Onager Chariots count as a Battle Formation where Battle
Objectives are concerned. Equipment: Hand weapon, javelins
Special Rules: Light Formation
0-1 STRADDLE CARS
CA SA KA Mo S D Pts ELAMITE ARCHERS
Scout 3 3 3 7 1 7 15 CA SA KA Mo Pts
Archer 2 3 3 6 7
Equipment: Hand weapon and javelins. Armour value: 1
Special Rules: Two-Horse Chariots, Unruly, Equipment: Hand weapon, bow
Special Rules: Light Formation
0-1 EQUID MOUNTED SCOUTS
CA SA KA Mo Pts
Scout 2 3 3 5 11 ALLIES

Equipment: Hand weapon and javelins. Only until 2193BC: Sumerian Subject Allies, I/1
Special Rules: Skirmishers, Unruly Only until 2193BC: Early Susiana and Elam Subject Allies, I/5
Only until 2193BC: Early Syrian Subject Allies, I/9
Only after 2028BC: Early Bedouin (Amurru) Allies, I/6
INFANTRY

0-1 HOUSEHOLD RETINUE


CA SA KA Mo Pts
Household 4 3 3 8 14

Equipment: Thrusting Spear, hand weapon


May have light armour (+1) and large shield (+3).
May be Early Phalanx (+2). Up to half the unit can have bow
instead of thrusting spear (free). May be Drilled (+4)
Special Rules: Combined Formation , Early Phalanx if armed
with thrusting spears, Light Formation if armed with bow

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

12. SUMERIAN SUCCESSOR STATES 2028-1460BC ROYAL ARCHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Archer 3 4 3 7 11
CHARIOTS & CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, bow
ALLIES: Up to 25% May have light armour (+1)
SIP: not pooled
MILITIA SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9
CHARACTERS
Equipment: Hand weapon, thrusting spear
CA SA KA Mo L S Pts May have light armour (+2) and shield (+1)
Army General - - - 9 3 +2 170 May be Early Phalanx (+1)
Ally-General - - - 8 2 +2 140
MILITIA ARCHERS
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Archer 2 3 3 7 8

Equipment: Bow, hand weapon


Equipment and Armor Value: as unit
Special Rules: Light Formation
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
JAVELINMEN
May ride an Onager Chariot or Straddle car (Armour Value of 3,
CA SA KA Mo Pts
D8) or horse (Armour Value of 3).
Javelinman 2 3 3 5 5
From 1760BC: may ride a two-horse chariots (Armour Value of
4, D8).
Equipment: Hand weapon, javelins
Only from 1500BC: Have buckler (+1)
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Special Rules: Skirmishers
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
ARCHERS
CA SA KA Mo Pts
Archer 2 2 3 5 5
CHARIOTS & CAVALRY
Equipment: Bow, hand weapon
ONAGER CHARIOTS Special Rules: Skirmishers
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26 SLINGERS
CA SA KA Mo Pts
Equipment: Hand weapon and javelins. Armour value: 2 Slinger 2 2 2 5 3
Special Rules: Four-Horse Chariot, Unruly. Only until 1760BC
Onager Chariots count as a Battle Formation where Battle Equipment: Sling,
Objectives are concerned. Special Rules: Skirmisher

0-1 EQUID MOUNTED SCOUTS ELAMITE ARCHERS


CA SA KA Mo Pts CA SA KA Mo Pts
Scout 2 3 3 5 11 Archer 2 3 3 6 7

Equipment: Hand weapon and javelins. Equipment: Bow, hand weapon


Special Rules: Skirmishers, Unruly Special Rules: Light Formation

IRREGULAR LIGHT CHARIOTS ZAGROS HIGHLANDER OR TURRUKU MERCENARY


CA SA KA Mo S D Pts CA SA KA Mo Pts
Chariot 3 3 3 7 2 8 25 Warrior 2 3 3 6 6

Equipment: Hand weapon and javelins. Armour value: 1 Equipment: Javelins, hand weapon
Special Rules: Two-Horse Chariots, Only after 1760BC Special Rules: Light Formation
Chariots count as a Battle Formation where Battle Objectives are
concerned. ZAGROS HIGHLANDER MERCENARY ARCHER
CA SA KA Mo Pts
Archer 2 3 3 5 6
INFANTRY Equipment: Bow, hand weapon
Special Rules: Skirmishers
0-1 ROYAL RETINUE
CA SA KA Mo Pts
Household 4 3 3 8 14 ALLIES
Equipment: Thrusting Spear, hand weapon
May have light armour (+1) and large shield (+3). Early Susiana and Elam, I/5
May be Drilled (+4) Assyrian AlliesLater Amorite, I/15
Early Bedouin (Amurru), I/6

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

13. HSIA AND SHANG CHINESE 2000-1017BC IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
CHARACTERS: Up to 25% Chariot 3 3 3 7 2 8 25
INFANTRY: At least 50%
SPECIAL: Up to 15% Equipment: Hand weapon and javelins. Armour value: 1
ALLIES: Up to 25% Special Rules: Two-Horse Chariots, Only after 1300BC
SIP: not pooled Chariots count as a Battle Formation where Battle Objectives are
concerned.

CHARACTERS
ALLIES
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Jung or I Allies: Early Northern Barbarian, I/14
From 1100BC: Western Chou, Spring/Autumn Chinese I/32
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

INFANTRY

0-1 NOBLES
CA SA KA Mo Pts
Noble 3 3 3 7 9

Equipment: Bow, hand weapon


May have light armour (+2) and shield (+1)

DAGGERAXEMEN
CA SA KA Mo Pts
Trooper 3 3 3 7 9

Equipment: Daggeraxe (counts as halberd)


May have light armour (+2) and shield (+1)
May be upgraded to CA4 (+2)

SPEARMEN
CA SA KA Mo Pts
Spearman 2 3 3 6 7

Equipment: Thrusting spear, hand weapon


May have light armour (+2) and shield (+1)
May be upgraded to CA3, Mo7 (+2)

ARCHERS
CA SA KA Mo Pts
Archer 2 2 3 6 6

Equipment: Bow, hand weapon


May be upgraded to SA3, Mo7 (+2)
Special Rules: Light Formation

SPECIAL

0-1 ELEPHANT
CA SA KA Mo L S D Pts
Elephant 4 3 4 7 6 5 8 190

Equipment: Two warriors are armed with javelins and hand


weapons.
Armour value: 1
Special Rules: Elephant

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

14. EARLY NORTHERN BARBARIANS 2000-315BC ARCHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Archer 2 2 2 5 4
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Bow,
ALLIES: Up to 25% Only North European from
SIP: not pooled Special Rules: Skirmishers

SLINGERS
CA SA KA Mo Pts
CHARACTERS
Slinger 2 2 2 5 3
CA SA KA Mo L S Pts Equipment: Sling,
Army General - - - 9 3 +2 170 Special Rules: Skirmisher
Ally-General - - - 8 2 +2 140
LEVY RESERVES
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Reserve 2 2 3 5 3

Equipment: Hand weapon


Equipment and Armor Value: as unit
Special Rules: Undisciplined
Special Rules: Zone of Command 10”.
Only North European from 1400BC or Kuei-Fang from
1100BC: Two-horse chariot option (Armour Value of 4, D8).
Only North European from 1400-701BC: Solar disk in sacred ALLIES
chariot as Superior Battle Standard.
Only Jung or Ch’iang after 400BC: May ride a horse (Armour Only Red Ti from 788-588BC: Hsing Chinese Allies, I/32
Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariot, Only North European from
700BC or Kuei-Fang from 1100-950BC
Only Kuei-Fang: May upgrade to CA/SA4 and Mo8 (+7) and
may have an additional crew member (+10, increase S to 3)
Chariots count as a Battle Formation where Battle Objectives are
concerned.

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Only North European from 1400BC-315BC

HORSE ARCHER
CA SA KA Mo Pts
Horseman 2 3 3 7 14

Equipment: Hand weapon, bow.


May upgrade to Nomad Cavalry (+2) and Feign Flight (+2)
Special Rules: Skirmishers, Only Jung or Ch’iang after 400BC

INFANTRY

WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 8

Equipment: Javelin, hand weapon and buckler


Only North European before 1400BC: May have bow (+2)
Only North European frrom 1400-701BC: May upgrade to
CA4/Mo7 (+3)
Only Red Ti from 788-588BC: May upgrade to CA4/Mo7 (+3)
Special Rules: Warband

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

15. LATER AMORITE 1894-1595BC SABUM QALLATUM SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Skirmisher 3 3 3 6 7
CHARIOTS & CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Sling, hand weapon
SIP: not pooled May have bow instead of sling (+1)
Special Rules: Skirmishers

NOMADIC LEVY RESERVES


CHARACTERS
CA SA KA Mo Pts
Reserve 2 2 3 6 4
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon
Brigade Com. - - - 8 1 +1 90 Special Rules: Undisciplined
Army Standard - - - 8 2 +1 90 NOMADIC LEVY SKIRMISHERS
CA SA KA Mo Pts
Equipment and Armor Value: as unit Skirmisher 3 3 3 5 6
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts). Equipment: Sling, hand weapon
May ride an Onager Chariot (Armour Value of 3, D8) or a horse May have bow instead of sling (+1)
(Armour Value of 3). From 1760BC may ride two-horse chariot Special Rules: Skirmishers
Two-horse chariot (Armour Value of 4, D8).
SECONDARY LEVY RESERVES
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. CA SA KA Mo Pts
Ally General 1 SIP, may add up to 2 SIP for 20 points each Reserve 2 2 3 5 3
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon
Special Rules: Undisciplined
CHARIOTS & CAVALRY

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariot, May upgrade to CA/SA4
and Mo8 (+7)

0-1 MOUNTED SCOUTS


CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

INFANTRY

0-1 RETINUE, BA’IRUM AND SABUM KIBITUM


CA SA KA Mo Pts
Retinue 4 4 3 8 17

Equipment: Javelins, double handed weapon, hand weapon


May have light armour (+2), shield (+1) and bow (+2)
May be Drilled (+4)

RETINUE ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11

Equipment: Bow, hand weapon

SABUM QALLATUM
CA SA KA Mo Pts
Warror 3 3 3 6 7

Equipment: Javelins, hand weapon


May have shield (+1)
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

16. HITTITE OLD & MIDDLE KINGDOM 1680-1380BC JAVELINMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Javelinman 3 3 3 5 6
CHARIOTS & CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, javelins
SIP: not pooled May have shield (+1)
Special Rules: Light Formation

HUPSHU CONSCRIPTS
CHARACTERS
CA SA KA Mo Pts
Conscript 2 2 3 5 3
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon
Brigade Com. - - - 8 1 +1 90 Special Rules: Undisciplined
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
May ride two-horse chariot (Armour Value of 4, D8).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CHARIOTS & CAVALRY

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariot

0-1 MOUNTED SCOUTS


CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Light Cavalry

INFANTRY

0-1 GUARDSMEN
CA SA KA Mo Pts
Guard 4 3 3 8 14

Equipment: Hand weapon, double-handed weapon


May have light armour (+2), shield (+1) and thrusting spear
instead of double-handed weapon (free). May be Drilled (+4)

SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+2) and shield (+1)

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling,
Special Rules: Skirmisher

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

17. HYKSOS 1645-1537BC SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Slinger 2 2 2 5 3
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Sling,
ALLIES: Up to 25% May have bow instead of sling (+1)
SIP: not pooled Special Rules: Skirmisher

AAMU WARRIOR
CA SA KA Mo Pts
CHARACTERS
Warrior 3 3 3 7 8
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins
Army General - - - 9 3 +2 170 May have shield (+1)
Ally-General - - - 8 2 +2 140 Special Rules: Light Formation, Warband
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 ALLIES

Equipment and Armor Value: as unit Only before 1541BC: Early Egyptian Allies, I/2
Special Rules: Zone of Command 10”.
May ride a Two-horse chariot option (Armour Value of 4, D8).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

LIGHT CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 28

Equipment: Hand weapon and bow. Armour value: 2


Special Rules: Two-Horse Chariot

0-1 AAMU MOUNTED SCOUTS


CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

INFANTRY

0-1 RETINUE AXEMEN


CA SA KA Mo Pts
Retinue 4 3 3 8 14

Equipment: Hand weapon, double-handed weapon


May have light armour (+2), shield (+1). May be Drilled (+4)

RETINUE ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11

Equipment: Bow, hand weapon


May have light armour (+2)
Special Rules: Light Formation

JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 6 7

Equipment: Hand weapon, javelins


May have shield (+1)
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

18. MINOAN AND EARLY MYCENEAN 1600-1250BC LIBYAN JAVELINMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Javelinman 3 3 3 6 7
CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, javelins
SIP: not pooled Special Rules: Light Formation

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
May ride two-horse chariot (Armour Value of 4, D8).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CHARIOTS

LIGHT CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2


May have thrusting spear (+2)
Special Rules: Two-Horse Chariot

INFANTRY

LINE SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+1) and large shield (+3)
Special Rules: Early Phalanx, Combined Formation

LINE ARCHERS
CA SA KA Mo Pts
Archer 3 3 3 7 9

Equipment: Bow, hand weapon


May have light armour (+1)
Special Rules: Combined Formation

PYLIANS
CA SA KA Mo Pts
Pylian 3 3 3 6 6

Equipment: Hand weapon

ARCHERS
CA SA KA Mo Pts
Archer 2 4 3 6 9

Equipment: Bow, hand weapon


May have light armour (+1)
Special Rules: Light Formation

SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling
Special Rules: Skirmisher

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

19. MITANNI 1595-1274BC ASHSHABU LEVY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Conscript 2 2 3 5 3
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon
ALLIES: Up to 25% May be upgraded to Warband (+1)
SIP: not pooled Special Rules: Undisciplined

HABIRU AND AKHALAMU SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS
Skirmisher 3 3 3 6 5
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins
Army General - - - 9 3 +2 170 Only from 1500BC: Have buckler (+1)
Ally-General - - - 8 2 +2 140 Special Rules: Skirmishers
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 ALLIES

Equipment and Armor Value: as unit Nomad Allies: Early Bedouin, I/6
Special Rules: Zone of Command 10”. Army General can be Only before 1340BC: Syro-Cannaite Allies, I/20
upgraded to Mo 10 and Zone of Command 15” (60pts). Only after 1340BC: Hittite Empire Allies, I/24
May ride two-horse chariot (Armour Value of 4, D8).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

MARYANNU CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2


Special Rules: Two-Horse Chariot

VASSAL CHARIOTS
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariot

0-1 MAR SHIPRI MOUNTED SCOUTS


CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

INFANTRY

ALIK ILKI SPEARMEN


CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+1) and large shield (+3)
Special Rules: Combined Formation

ALIK ILKI ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


May have light armour (+2) and shield (+1).
Special Rules: Light Formation, Combined Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

20. SYRO-CANAAITE AND UGARITIC 1595-1100BC HUBSHU, KHEPETJ LEVIES


CA SA KA Mo Pts
CHARACTERS: Up to 25% Levy 2 2 3 5 3
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon
ALLIES: Up to 25% Special Rules: Undisciplined
SIP: not pooled
SHAASU OR SUTU BEDOUIN SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 3 5 4
CHARACTERS
Equipment: Sling or javelins, hand weapon
CA SA KA Mo L S Pts May have bow instead of sling or javelins (+1)
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
JAVELINMEN
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Javelinman 2 2 3 5 4

Equipment: Hand weapon, javelins


Equipment and Armor Value: as unit
May have shield (+1).
Special Rules: Zone of Command 10”.
Special Rules: Light Formation
May ride a Two-horse chariot option (Armour Value of 4, D8) or
horse (Armour Value of 3).
GASGANS
CA SA KA Mo Pts
Army General 1 SIP, may add up to 2 SIP for 20.
Warrior 3 3 3 7 8
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon, javelins
May have shield (+1).
Special Rules: Warband, Only Ugaritic after 1340BC
CAVALRY&CHARIOTS
0-1 MEDJERGELEM GUARDS
MARYANNU CHARIOTS CA SA KA Mo Pts
CA SA KA Mo S D Pts Guard 4 3 3 8 14
Chariot 4 4 3 8 2 8 34
Equipment: Hand weapon, thrusting spear
Equipment: Hand weapon and bow. Armour value: 2 May have light armour (+2) and shield (+1). May have double-
Only after 1275BC: May add a crew member (+10, S3) handed weapon instead of thrusting spear (free).
Special Rules: Two-Horse Chariot May be Drilled (+4)
Special Rules: Only Ugaritic after 1208BC

MOUNTED SCOUTS SEA PEOPLES MERCENARIES


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 2 3 3 6 12 Spearman 4 3 3 7 11

Equipment: Hand weapon, javelins. Equipment: Hand weapon, thrusting spear


Special Rules: Light Cavalry May have light armour (+2) and shield (+1).
Special Rules: Only after 1340BC

INFANTRY
ALLIES
0-1 ROYAL GUARDS
CA SA KA Mo Pts After 1550BC: New Kingdom Egypt Allies, I/22
Guard 4 4 3 8 16 Only before 1340BC: Mitanni Allies, I/19

Equipment: Hand weapon, thrusting Spear


May have light armour (+2) and shield (+1). May have bow
instead of thrusting Spear (free). May be Drilled (+4)

HUBSHU, KHEPETJ OR ‘APIRU SPEARMEN


CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+2) and shield (+1) and javelins (+1)
Special Rules: Light Formation

HUBSHU, KHEPETJ OR ‘APIRU ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


May have light armour (+2) and shield (+1).
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

21. KASSITE AND LATER BABYLONIANS 1595-747BC MILITIA ARCHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Archer 2 3 3 7 8
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Bow, hand weapon
ALLIES: Up to 25% May have light armour (+2) and shield (+1).
SIP: not pooled Special Rules: Light Formation, Combined Formation

MILITIA SLINGERS
CA SA KA Mo Pts
CHARACTERS
Slinger 2 2 2 5 3
CA SA KA Mo L S Pts Equipment: Sling,
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
SUTU, AKHALAMU, KALDU OR ARAMEAN
Brigade Com. - - - 8 1 +1 90 WARRIORS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Warrior 2 2 3 5 4
Equipment and Armor Value: as unit
Equipment: Hand weapon, javelins
Special Rules: Zone of Command 10”. Army General can be
May have shield (+1).
upgraded to Mo 10 and Zone of Command 15” (60pts).
May be upgraded to CA/SA3 and Mo6 (+3)
May ride two-horse chariot (Armour Value of 4, D8). May ride a
Special Rules: Light Formation
heavy chariot after 890BC.
SUTU, AKHALAMU, KALDU OR ARAMEAN
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
JAVELINMEN
Ally General 1 SIP, may add up to 2 SIP for 20 points each
CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Javelinman 2 2 2 5 3

Equipment: Javelins
CAVALRY&CHARIOTS May be upgraded to CA/SA3 and Mo6 (+3)
Only from 1500BC: Have buckler (+1)
IRREGULAR LIGHT CHARIOTS Special Rules: Skirmishers
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25
ALLIES
Equipment: Hand weapon and javelins. Armour value: 1
May be upgraded to CA/SA4, Mo8 (+7), but only before 890BC After 1100BC : Neo-Hittite and Later Aramean Allies, I/31
Special Rules: Two-Horse Chariot After 890BC: Early Bedouin Allies, I/6
From 851-824BC: Assyrian Allies, I/25
MOUNTED SCOUTS
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

HEAVY CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35

Equipment: Hand weapon and bow. Armour value: 3


May have thrusting spear (+2). May be Drilled (+4)
Special Rules: Four-Horse Chariot, Only after 890BC

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)
Special Rules: Only after 890BC

INFANTRY

MILITIA SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have light armour (+2), shield (+1).
Special Rules: Light Formation, Combined Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

22. NEW KINGDOM EGYPTIAN (1543 - 1069BC) MARINES


CA SA KA Mo Pts
CHARACTERS: Up to 25% Marine 4 3 3 8 13
CHARIOTS: Up to 40%
INFANTRY: At least 25% Equipment: Hand weapon and javelin
SUPPORT: Up to 40% May have light armor (+1) and shield (+1) or exchange javelins
ALLIES: Up to 25% with bow (+1) or sling (free, became Skirmishers)
SIP: not pooled Special Rules: Light

You may not take more units of marines than units of warriors SUPPORT
and archers, unless all your infantry are marine units. If your
units from the Infantry section are all marines, you may only SHERDEN ROYAL GUARDS
take one unit of chariots. CA SA KA Mo Pts
Royal Guard 4 3 3 8 16
CHARACTERS
Equipment: Light Armour, shield, throwing spear, hand weapon
CA SA KA Mo L S Pts and javelins.
Special Rules: Regular
0-1 Pharao - - - 9 3 +2 190
Prince - - - 9 2 +2 160 LIBYANS
Army General - - - 9 2 +2 150 CA SA KA Mo Pts
Tribesman 3 3 3 6 7
Brigade Com. - - - 8 1 +1 70
Army Standard - - - 8 2 +1 90 Equipment: Hand weapon and shield
May have throwing spear (+1). Unit may have darts (+10)
Special Rules: Light, Undisciplined, Warband.
Equipment and Armor Value: as unit
Special Rules: All may have a two-horse chariot (Armour Value
LIBYAN SKIRMISHERS
of 3, D8). Pharao/Prince Zone of Command 15”, 10” otherwise.
CA SA KA Mo Pts
Tribesman 3 3 3 6 7
Pharaoh 2SIP, may add up to 2 SIP for 20 points each.
Prince 1 SIP, may add up to 2 SIP for 20 points each.
Equipment: Hand weapon
Army General 1 SIP, may add up to 2 SIP for 20 points each
May have short bows (+1). Unit may have darts (+10)
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Special Rules: Skirmishers, Undisciplined.
You may take up to 4 brigade commanders per Pharaoh, Prince
or Army General.
NUBIANS
Pharaoh, Prince or Army General can be Army General.
CA SA KA Mo Pts
Tribesman 2 3 2 6 5
CHARIOTS
Equipment: Hand weapon, short bow
CHARIOTS Special Rules: Skirmishers
CA SA KA Mo S D Pts
Chariot 4 4 3 8 1 8 35 ALLIES

Equipment: Hand weapon and bow. Armour value: 2 SEA PEOPLES


Special Rules: Two-Horse Chariot, Feign Flight, Nomad CA SA KA Mo Pts
Cavalry Tribesman 3 3 3 7 9

CHARIOT RUNNERS Equipment: Hand weapon, javelins and shield


CA SA KA Mo Pts May have light armor (+1)
Runner 2 3 3 6 79 Special Rules: Light, Warband

Equipment: Shield, hand weapon and javelins. KUSHITES


Special Rules: Light. May also skirmish. Should a friendly CA SA KA Mo Pts
chariot unit declare a glancing attack on an enemy unit, the Kushite 2 3 3 5 5
runners do not need to make a Morale test to also make a
glancing attack on the same unit. Equipment: Shield and Hand weapon
May have throwing spear (+1). Unit may have darts (+10)
INFANTRY Special Rules: Light, Undisciplined, Warband

WARRIORS SYRIAN WARRIOR


CA SA KA Mo Pts CA SA KA Mo Pts
Warrior 3 3 3 7 9 Warrior 2 3 3 6 7

Equipment: Throwing spear, shield and hand weapon Equipment: Throwing spear, shield and hand weapon
May have light armor (+1). One unit may replace the throwing May have light armor (+1)
spear with a mace-axe (+1). This is treated as a halberd. Special Rules: Regular
Special Rules: Regular

ARCHERS SYRIAN ARCHERS


CA SA KA Mo Pts CA SA KA Mo Pts
Archer 3 3 3 6 8 Warrior 2 3 3 6 7

Equipment: Bow and hand weapon Equipment: Bow and hand weapon
May have light armor (+1). Special Rules: Regular
Special Rules: Light Infantry

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

OPTIONAL

Steady
Egyptian Marines fought on board ships. Therefore they may
move and shoot without their Shooting Ability being reduced for
1 point per model. All marines must receive the upgrade,
regardless of their armament.

Living God
Pharaoh was considered a living god. He may have his Morale
value increased to 10 for an additional 30 points.

Communications
The Egyptians, like other ancient armies used some command
and control systems. They may pool all their Strategy
Intervention Points for 50 points. Should they do this, any
personality that may take SIPs may use them, even if they took
none to begin with.

Weapons
When playing out of period against later opponents of more than
500 years, javelins should be treated as darts, to make some
allowance for the improved armour of the later periods.
(Therefore, treat darts as stones) 6

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

23. VEDIC INDIANS 1500-512BC SPECIAL

CHARACTERS: Up to 25% 0-2 ELEPHANTS


CAVALRY&CHARIOTS: Up to 25% CA SA KA Mo L S D Pts
INFANTRY: At least 50% Elephant 4 3 4 7 6 5 8 190
SPECIAL: Up to 25%
SIP: not pooled Equipment: Two warriors are armed with javelins and hand
weapons. A third warrior may be added for 5 points. Any
warriors may exchange their javelins for a bow at 1 point each.
CHARACTERS Armour value: 1
Special Rules: Elephant
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride two-horse chariot (Armour Value of 4, D8).
May ride an elephant after 900BC.

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 28

Equipment: Hand weapon and bow. Armour value: 2


Special Rules: Two-Horse Chariot

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

INFANTRY

0-1 BODYGUARDS
CA SA KA Mo Pts
Guard 4 3 3 8 14

Equipment: Hand weapon, thrusting spear


May have light armour (+2), shield (+1) or double-handed
weapon (+2)

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


May have light armour (+1).

MOUNTAINEERS
CA SA KA Mo Pts
Mountaineer 2 2 2 5 3

Equipment: Sling
Special Rules: Skirmishers

FOLLOWERS
CA SA KA Mo Pts
Levy 2 2 3 5 3

Equipment: Hand weapon


Special Rules: Undisciplined

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

24. HITTITE EMPIRE 1380-1180BC INFANTRY

CHARACTERS: Up to 25% HITTITE REGULAR SPEARMEN


CAVALRY&CHARIOTS: At least 25% CA SA KA Mo Pts
INFANTRY: Up to 50% Spearman 3 3 3 7 9
ALLIES: Up to 25%
SIP: not pooled Equipment: Thrusting Spear, hand weapon
May have shield (+1).

CHARACTERS HITTITE CONSCRIPTS


CA SA KA Mo Pts
CA SA KA Mo L S Pts Conscript 2 2 3 5 3
Army General - - - 9 3 +2 170 Equipment: Hand weapon
Ally-General - - - 8 2 +2 140 May have shield (+1)
Brigade Com. - - - 8 1 +1 90 Special Rules: Undisciplined
Army Standard - - - 8 2 +1 90
ANATOLIAN VASSAL SWORDSMEN
CA SA KA Mo Pts
Equipment and Armor Value: as unit Swordsman 4 3 3 7 9
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts). Equipment: Hand weapon
May ride two-horse chariot (Armour Value of 4, D8). May have light armour (+2), shield (+1) and thrusting spear (+2)

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. ANATOLIAN VASSAL OR GASGAN SKIRMISHERS
Ally General 1 SIP, may add up to 2 SIP for 20 points each CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Skirmisher 2 2 3 5 4

Equipment: Hand weapon, sling


CAVALRY&CHARIOTS May have bow instead of sling (+1)
Special Rules: Skirmishers
HITTITE CHARIOTS
0-1 SYRIAN VASSAL UGARITIC GUARDS
CA SA KA Mo S D Pts
CA SA KA Mo Pts
Chariot 4 4 3 8 2 8 34 Guard 4 3 3 8 12

Equipment: Hand weapon and bow. Armour value: 2 Equipment: Hand weapon
May have thrusting spear (+2) May have light armour (+2) and shield (+1). May be Drilled (+4)
Only after 1275BC: May add a crew member (+10, S3)
Special Rules: Two-Horse Chariot SYRIAN VASSAL SPEARMEN
CA SA KA Mo Pts
0-1 HITTITE MOUNTED SCOUTS Spearman 2 3 3 6 7
CA SA KA Mo Pts
Horseman 2 3 3 7 13 Equipment: Thrusting Spear, hand weapon
May have shield (+1) and javelins (+1)
Equipment: Hand weapon, javelins. Special Rules: Light Formation
Special Rules: Light Formation
SYRIAN VASSAL ARCHERS
ANATOLIAN OR GASGAN CHARIOTS CA SA KA Mo Pts
CA SA KA Mo S D Pts Archer 2 3 3 6 7
Chariot 3 3 3 7 2 8 25
Equipment: Bow, hand weapon
Equipment: Hand weapon and javelins. Armour value: 1 Special Rules: Light Formation
Special Rules: Two-Horse Chariot
SKIRMISHERS
SYRIAN CHARIOTS CA SA KA Mo Pts
CA SA KA Mo S D Pts Skirmisher 2 3 2 5 4
Chariot 3 3 3 7 2 8 25
Equipment: Sling
Equipment: Hand weapon and javelins. Armour value: 1 May have bow instead of sling (+1)
May be upgraded to CA/SA4, Mo8 (+7) Special Rules: Skirmishers
Only after 1275BC: May add a crew member (+10, S3)
Special Rules: Two-Horse Chariot
ALLIES
0-1 SYRIAN MOUNTED SCOUTS
CA SA KA Mo Pts After 1348BC: Mitanni Allies, I/19
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

25. MIDDLE ASSYRIAN, EARLY NEO-ASSYRIAN 1365- LEVY ARCHERS


745BC CA SA KA Mo Pts
Archer 2 2 2 5 4
CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 25% Equipment: Bow,
INFANTRY: At least 50% Special Rules: Light Formation
ALLIES: Up to 25%
SIP: not pooled
After 1115BC: Up to two infantry units may have Kallapani
transport for +1 per model.
CHARACTERS
SUBJECT LEVIES
CA SA KA Mo L S Pts CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Levy 2 2 2 5 4
Ally-General - - - 8 2 +2 140
Equipment: Bow
Brigade Com. - - - 8 1 +1 90 Special Rules: Undisciplined, Only after 860BC
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit ALLIES


Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts). After 890BC: Neo-Hittite and Aramean Allies, I/31
May ride two-horse chariot (Armour Value of 4, D8) or horse
(Armour Value of 3).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

SHA SHEPE AND PALACE CHARIOTS


CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2


May have thrusting spear (+2)
Only after 883BC: May add a crew member (+10, S3)
Special Rules: Two-Horse Chariot

MOUNTED SCOUTS
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

PETHALLE CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, thrusting spear


Every second horseman has bow (+1) instead of thrusting spear
placed in the rear ranks
Special Rules: Combined Formation, Only after 890BC

INFANTRY

0-1 ASHSHARITTU OR HURADU


CA SA KA Mo Pts
Guard 4 3 3 8 14

Equipment: Hand weapon, thrusting spear


May have light armour (+1) and large shield (+3).
May be Drilled (+4)

HUPSHU
CA SA KA Mo Pts
Warrior 3 3 3 6 6

Equipment: Hand weapon


May have shield (+1) and thrusting spear (+1)
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

26. LATER MYCENEAN AND TROJAN WAR 1250- INFANTRY


1190BC
SPEARMEN
CHARACTERS: Up to 25% CA SA KA Mo Pts
CHARIOTS: Up to 50% Spearman 3 3 3 5 9
INFANTRY: At least 25%
SKIRMISHERS: Up to 25% Equipment: Thrusting spear, large shield and hand weapon.
ALLIES: Up to 25% Up to 25% of the unit may exchange their thrusting spear and
LEGENDS: Up to 25% (optional) large shield for a bow.
SIP: not pooled Special Rules: Undisciplined, Combined Formation
WARRIORS
CHARACTERS CA SA KA Mo Pts
Warrior 3 3 3 6 9
CA SA KA Mo L S Pts
Equipment: Throwing weapon, javelins, shield and hand
King - - - 9 3 +2 180 weapon.
Minor King - - - 8 2 +2 120 May have light armour (+1)
Noble - - - 8 1 +1 80 Special Rules: Undisciplined
Sea Peoples
Noble - - - 8 2 +2 100 ARCHERS
CA SA KA Mo Pts
Libyan Noble - - - 7 2 +1 100
Archer 2 3 2 5 5

Equipment and Armor Value: as unit Equipment: Throwing weapon, javelins, shield and hand
Special Rules: Zone of Command 10”. weapon.
King and Minor King may ride in a two-horse chariot (Armour May have light armour (+1)
Value of 3, D8). Noble and Sea Peoples Noble must be placed in Special Rules: Light Infantry, Undisciplined
a unit at the start of the battle and remain there throughout. A
Sea Peoples Noble point value is taken from the Allies
contingent and he has Warband and Undisciplined SKIRMISHERS

King 1 SIP, may add up to one SIP for 20 points. SLINGERS


Minor King may add up to one SIP for 20 points. CA SA KA Mo Pts
Noble 1 SIP, may add up to one SIP for 20 points. Slinger 2 3 2 5 4
Sea Peoples Noble 1 SIP, may add up to one SIP for 20 points.
Libyan Noble 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, sling.
Special Rules: Skirmishers

CAVALRY&CHARIOTS ARCHERS
CA SA KA Mo Pts
Archer 2 3 2 5 5
DENDRA CHARIOTS
CA SA KA Mo S D Pts Equipment: Hand weapon, bow.
Special Rules: Skirmishers
Chariot 4 3 3 8 2 8 33
JAVELINMEN
Equipment: Hand weapon and thrusting spear Armour value: 3
CA SA KA Mo Pts
Special Rules: Two-Horse Chariot
Javelinman 2 3 2 5 4
CHARIOTS
Equipment: Hand weapon, javelins.
CA SA KA Mo S D Pts
Special Rules: Skirmishers
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon, throwing weapon, javelins ALLIES


Armour value: 2
Special Rules: Two-Horse Chariot, When moving away after a
glancing attack, you may reroll the D6. You must abide by the LIBYANS
second result. CA SA KA Mo Pts
Javelinman 3 3 3 6 7
CHARIOT RUNNERS
Equipment: Hand weapon and shield
CA SA KA Mo Pts
May have throwing weapon (+1). The unit may have darts (+10)
Levy 2 3 3 6 7
Special Rules: Light Infantry, Warband, Undisciplined
Equipment: Shield, hand weapon and javelins.
May have shield (+1) LIBYAN SKIRMISHERS
Special Rules: Light Infantry CA SA KA Mo Pts
Javelinman 2 3 2 5 3

Equipment: Hand weapon, javelins.


May have short bow (+1). The unit may have darts (+10)

Special Rules: Skirmishers, Undisciplined

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

LEGENDS

CA SA KA Mo L S Pts
Achilles - - - 10 1 +4 180

Equipment and Armor Value: as unit


Special Rules: Achilles is a King, but can only become Army
General if no other eligible King is left. However, any
Myrmidons will always treat Achilles as the Army General if no
other is nearby. Achilles has 1 Strategy Intervention Point and a
Zone of Command of 10”. He may add up to 2 additional
Strategy Intervention Points for 20 points each. He may move
independently and should he do so, we can assume he has a two-
horse chariot at his disposal, an Armour Value of 3 and a
Durability of 8.

Feature Rule
Achilles was a child of a god but only has one life. However,
Divine Intervention will always be successful on a D6 roll of 2
or more.

CA SA KA Mo L S Pts
Odysseus - - - 9 3 +2 220

Equipment and Armor Value: as unit


Special Rules: Odysseus is a King but cannot commence the
battle as Army General unless you are playing a special scenario.
He has 1 Strategy Intervention Point and a Zone of Command of
10”. He may add up to 2 additional Strategy Intervention Points
for 20 points each. Odysseus may move independently and
should he do so, we can assume he has a two-horse chariot at his
disposal, an Armour Value of 3 and a Durability of 8.

Feature Rule
A master communicator and wily fox. If Odysseus is in your
army you may pool all your Strategy Intervention Points. Should
they do this, any personality that may take SIPs may use them,
even if they took none to begin with.

MYRMIDONS
CA SA KA Mo Pts
Myrmidon 3 3 3 7 10

Equipment: Throwing weapon, javelins, shield and hand


weapon. May have light armour (+1)
Special Rules: A noble may accompany the Myrmidons, the
points cost will also be taken from the Legends of War
allocation.

KINGS GUARD
CA SA KA Mo Pts
Guard 4 3 3 8 15

Equipment: Throwing weapon, javelins, shield and hand


weapon. May have light armour (+1)
Special Rules: A noble may accompany the Kings Guard, the
points cost will also be taken from the Legends of War
allocation. The Kings Guard must be a smaller sized formation
than any unit of warriors or spearmen. You may take one Kings
Guard formation per King.

Army Feature Rule


When playing out of period against later opponents of more than
500 years, javelins should be treated as darts, to make some
allowance for the improved armour of the later periods.
(Therefore, treat darts as stones)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

27. EARLY HEBREW 1250-1000BC

CHARACTERS: Up to 25%
INFANTRY: At least 75%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
Ark of Covenants as Superior Battle Standard.

Army General 1 SIP, may add up to 2 SIP for 20.


Brigade Commander 1 SIP, may add up to one SIP for 20 points.

INFANTRY

SIMEONITES AND EPHRAMITES


CA SA KA Mo Pts
Warrior 3 3 3 7 7

Equipment: Hand weapon


May have shield (+1) and light armour (+2)
Special Rules: Warband

BENJAMITES ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


May have light armour (+1).
Special Rules: Light Formation

BENJAMITE SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling
Special Rules: Skirmishers

GADITES
CA SA KA Mo Pts
Javelinman 3 3 3 6 8

Equipment: Hand weapon, javelins and buckler


Special Rules: Light Formation

ISSACHARIAN
CA SA KA Mo Pts
Javelinman 3 3 3 6 8

Equipment: Hand weapon, javelins and buckler


Special Rules: Skirmishers

TRIBESMEN
CA SA KA Mo Pts
Warrior 3 3 3 6 6

Equipment: Hand weapon


May have shield (+1)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

28. SEA PEOPLES 1208-1176BC ALLIES

CHARACTERS: Up to 25% Early Libyan Allies, I/7


CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride two-horse chariot (Armour Value of 4, D8).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


May have oxen instead of horses (AV2, L2, Movement 5)
Special Rules: Two-Horse Chariot

INFANTRY

CHIEFTAINS AND THEIR RETINUES


CA SA KA Mo Pts
Retinue 4 3 3 8 13

Equipment: Hand weapon, light armour


May have shield (+1) and thrusting spear (+2)
Special Rules: Warband

COMMON WARRIORS
CA SA KA Mo Pts
Retinue 3 3 3 7 8

Equipment: Hand weapon, javelins


May have shield (+1) and throwing spear (+1)
Special Rules: Warband

SHEKLESH AND TERESH


CA SA KA Mo Pts
Javelinman 2 3 2 5 4

Equipment: Javelins
Special Rules: Light Formation

MIGRANT FAMILIES
CA SA KA Mo Pts
Levy 2 2 2 5 2

Equipment: Whatever comes to hand


Special Rules: Undisciplined

0-1 WAGON LAAGER

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

29. PHILISTINE 1166-600BC SLINGERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Slinger 2 2 2 5 3
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Sling
ALLIES: Up to 25% Special Rules: Skirmishers
SIP: not pooled
0-2 KHARU ARCHERS
CA SA KA Mo Pts
Archer 3 3 3 6 8
CHARACTERS
Equipment: Bow, hand weapon
CA SA KA Mo L S Pts Special Rules: Light Formation
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 GIBBORIM
CA SA KA Mo Pts
Brigade Com. - - - 8 1 +1 90 Gibborim 4 3 3 7 10
Army Standard - - - 8 2 +1 90
Equipment: Hand weapon, javelins
May have shield (+1) and light armour (+2)
Equipment and Armor Value: as unit
Special Rules: Only after 1100BC
Special Rules: Zone of Command 10”.
May ride two-horse chariot (Armour Value of 4, D8).
Only after 1100BC: Army General can be upgraded to Mo 10
and Zone of Command 15” (60pts). ALLIES

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each Syro Caanite and Ugaritic Allies, I/20
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Cypriot and Phoenician Allies, I/35
Neo-Hittite and Later-Aramean Allies, I/31
Only from 734-720BC: Libyan Egyptian Allies, I/38
CAVALRY&CHARIOTS Only in 701BC: Kushite Egyptian Allies, I/46

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Only after 1100BC: Upgrade to CA/SA4 and Mo8 (+5)
Special Rules: Two-Horse Chariot

MOUNTED SCOUTS
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Cavalry

INFANTRY

WARRIOR
CA SA KA Mo Pts
Warrior 3 3 3 7 7

Equipment: Hand weapon


May have shield (+1). May be upgraded to CA4 (+2)
Only after 1100BC: May have thrusting spear (+2)

JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 8

Equipment: Hand weapon, javelins


May have shield (+1)
Special Rules: Light Infantry

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

30. DARK AGE AND GEOMETRIC GREEK 1160-650BC

CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride two-horse chariot (Armour Value of 4, D8).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


Special Rules: Two-Horse Chariot

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1)

INFANTRY

FOOT WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have shield (+1)
After 725BC upgrade to proto-hoplites (+1) to Early Phalanx
Special Rules: Combined Formation

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


May have shield (+1)
Special Rules: Combined Formation, Skirmishers without shield

JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3

Equipment: Javelins
Special Rules: Skirmishers

0-1 WARHOUNDS

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

31. NEO-HITTITE AND LATER ARAMEAN 1100-710BC INFANTRY

CHARACTERS: Up to 25% SPEARMEN


CAVALRY&CHARIOTS: Up to 50% CA SA KA Mo Pts
INFANTRY: At least 25% Spearman 3 3 3 6 8
ALLIES: Up to 25%
SIP: not pooled Equipment: Hand weapon, thrusting spear
After 900BC: May be upgraded to regular spearmen (+3, CA4
and Mo7)
CHARACTERS
MILITIA ARCHERS
CA SA KA Mo L S Pts CA SA KA Mo Pts
Archer 2 3 3 6 7
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 Equipment: Bow, hand weapon
Brigade Com. - - - 8 1 +1 90 Special Rules: Light Formation
Army Standard - - - 8 2 +1 90
MILITIA SLINGERS
CA SA KA Mo Pts
Equipment and Armor Value: as unit Slinger 2 2 2 5 3
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts). Equipment: Sling
May ride two-horse chariot (Armour Value of 4, D8). Special Rules: Skirmishers

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each ALLIES
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
From 900-750BC: Later Hebrew, I/34
From 900-750BC: Cypriotic and Phoenician , I/35
CAVALRY&CHARIOTS

LIGHT CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2


May have thrusting spear (+5)
Only after 900BC: May add a crew member (+10, S3)
Special Rules: Two-Horse Chariot

0-1 MOUNTED SCOUTS


CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

ARAMEAN OR ARAB CAMELRY


CA SA KA Mo Pts
Camelrider 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+1) and short bow (+1) or bow (+2)
Special Rules: Light Formation, Camelry

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)
Special Rules: Only after 900BC

0-1 PALACE HEAVY CHARIOTS


CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35

Equipment: Hand weapon and bow. Armour value: 3


May have thrusting spear (+2).
Special Rules: Four-Horse Chariot, Only after 750BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

32. WES. CHOU, SPRING/AUTUMN CHINESE 1100- JUNG AND TI TRIBESMEN


480BC CA SA KA Mo Pts
Tribesman 3 3 3 7 8
CHARACTERS: Up to 25%
CHARIOTS: Up to 15% Equipment: Hand weapon, shield
INFANTRY: At least 25% Special Rules: Warband, Light Infantry, Only Northern armies
ALLIES: Up to 25%
SIP: not pooled SOUTHERN TRIBESMEN
CA SA KA Mo Pts
Tribesman 3 3 3 7 8
CHARACTERS
Equipment: Hand weapon, shield
Special Rules: Warband, Only Ch’u after 690BC, Wu after
CA SA KA Mo L S Pts 584BC and Yueh after 510BC
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 CONVICTS
CA SA KA Mo Pts
Brigade Com. - - - 8 1 +1 90 Levy 2 2 3 5 3
Army Standard - - - 8 2 +1 90
Equipment: Hand weapon
Special Rules: Undisciplined, Only Wu after 520BC or Yueh
Equipment and Armor Value: as unit
after 510BC
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
0-1 STAMPEDING ELEPHANT
May ride four-horse chariot (Armour Value of 4, D8).
CA SA KA Mo L S D Pts
Elephant 4 - 4 - 6 5 8 100
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Equipment: Elephant in Stampede (direction can be choosen by
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
the player after deployment and before the first turn), Only Ch’u
from 510-506BC
Armour value: 1
CHARIOTS Special Rules: Elephant

NOBLES HEAVY CHARIOTS


CA SA KA Mo S D Pts ALLIES
Chariot 4 4 3 8 2 8 35
Only Northern Armies: Jung, White Ti or I Allies, I/14
Equipment: Hand weapon and bow. Armour value: 3 Only from 1027-1017BC: Shang Allies, I/13
May have thrusting spear (+2).
Only after 700BC: May add a crew member (+10, S3)
Special Rules: Four-Horse Chariot

INFANTRY

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon

SKIRMISHING ARCHERS
CA SA KA Mo Pts
Archer 2 2 2 5 4

Equipment: Bow,
Special Rules: Skirmishers

INFANTRY
CA SA KA Mo Pts
Trooper 3 3 3 7 7

Equipment: Hand weapon


May have thrusting spear (+2)
0-1 May be upgraded to Tiger Guard (+2, CA4)
Only after 700BC: May have long-dagger axe (halberd +2)

PICKED TROOPS
CA SA KA Mo Pts
Trooper 3 3 3 7 8

Equipment: Hand weapon, shield


May have thrusting spear (+2) and light armour (+2)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

33. VILLANOVAN ITALIAN 1000-650BC

CHARACTERS: Up to 25%
CAVALRY: Up to 15%
INFANTRY: At least 60%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride horse (Armour Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)

INFANTRY

SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 10

Equipment: Hand weapon, thrusting spear, shield


Special Rules: Warband

JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 6 7

Equipment: Javelin, hand weapon


May have shield (+1)
Special Rules: Light Infantry

SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3

Equipment: Sling,
May have bow instead of sling (+1)
Special Rules: Skirmishers

AXEMEN
CA SA KA Mo Pts
Axeman 4 3 3 7 10

Equipment: Hand weapon, shield


Special Rules: Only after 800BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

34. LATER HEBREW 1000-587BC INFANTRY

CHARACTERS: Up to 25% GIBBORIM


CAVALRY&CHARIOTS: Up to 25% CA SA KA Mo Pts
INFANTRY: At least 50% Gibborim 4 3 3 7 10
ALLIES: Up to 25%
SIP: not pooled Equipment: Hand weapon, javelins
May have shield (+1) and light armour (+2)

CHARACTERS PHILISTINE AND AEGEAN MERCENARIES


CA SA KA Mo Pts
CA SA KA Mo L S Pts Spearman 3 3 3 7 9
Army General - - - 9 3 +2 170 Equipment: Hand weapon, thrusting spear
Ally-General - - - 8 2 +2 140 May have shield (+1)
Brigade Com. - - - 8 1 +1 90
SPEARMEN
Army Standard - - - 8 2 +1 90
CA SA KA Mo Pts
Spearman 3 3 3 6 8
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Army General can be Equipment: Hand weapon, thrusting spear
upgraded to Mo 10 and Zone of Command 15” (60pts). May have shield (+1)
May ride two-horse chariot (Armour Value of 4, D8).
Only after 800BC: May ride a four horse chariot (Armour ARCHERS
Value of 4, D8). CA SA KA Mo Pts
Archer 2 3 3 6 7
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Ally General 1 SIP, may add up to 2 SIP for 20 points each Equipment: Bow, hand weapon
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Special Rules: Light Formation

MILITIA SLINGERS
CAVALRY&CHARIOTS CA SA KA Mo Pts
Slinger 2 2 2 5 3
LIGHT CHARIOTS
Equipment: Sling,
CA SA KA Mo S D Pts
Special Rules: Skirmishers
Chariot 4 4 3 8 2 8 34

Equipment: Hand weapon and bow. Armour value: 2 ALLIES


May have thrusting spear (+2)
Special Rules: Two-Horse Chariot
Only from 925-722BC: Israelite Allies for Judah, I/34
Only from 925-722BC: Judean Allies for Israel, I/34
CAVALRY
Aramean Allies: Neo-Hittite and Later-Arameans, I/31
CA SA KA Mo Pts
OnlyJudah from 721-671BC: Philistine Allies, I/29
Horseman 3 3 3 7 14
Only Judah 721-598BC: Libyan (I/38) and Kushite Egyptian
I/46
Equipment: Hand weapon, javelins.
Only Judah after 702BC: Phonician Allies, I/35
Special Rules: Light Formation
Only Judah in 589BC: Saitic Egyptian Allies, I/53
0-1 BEDOUIN CAMELRY
CA SA KA Mo Pts
Camelrider 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+1 and short bow (+1) or bow (+2)
Special Rules: Light Formation, Camelry

HEAVY CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35

Equipment: Hand weapon and bow. Armour value: 3


May have thrusting spear (+2).
Special Rules: Four-Horse Chariot, Only after 800BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

35. CYPRIOT AND PHONICIAN 1000-332BC INFANTRY

CHARACTERS: Up to 25% SPEARMEN


CAVALRY&CHARIOTS: Up to 50% CA SA KA Mo Pts
INFANTRY: At least 25% Spearman 3 3 3 7 9
ALLIES: Up to 25%
SIP: not pooled Equipment: Hand weapon, thrusting spear
May have shield (+1) and light armour (+2)

CHARACTERS ARCHERS
CA SA KA Mo Pts
CA SA KA Mo L S Pts Archer 2 3 3 7 8
Army General - - - 9 3 +2 170 Equipment: Bow, hand weapon
Ally-General - - - 8 2 +2 140 Special Rules: Light Formation
Brigade Com. - - - 8 1 +1 90
SKIRMISHERS
Army Standard - - - 8 2 +1 90
CA SA KA Mo Pts
Slinger 2 2 2 5 3
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Army General can be Equipment: Sling,
upgraded to Mo 10 and Zone of Command 15” (60pts). May have javelins instead of sling (free)
May ride two-horse chariot (Armour Value of 4, D8). Special Rules: Skirmishers
Only after 900BC: May ride a four horse chariot (Armour
Value of 4, D8). SARDINIAN OR SPANISH MERCENARY WARRIORS
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Warrior 3 3 3 7 10
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, thrusting spear, shield
Special Rules: Only Phoenician colonial armies in the West
800-550BC
CAVALRY&CHARIOTS
GREEK MERCENARY HOPLITES
CA SA KA Mo Pts
IRREGULAR LIGHT CHARIOTS
Spearman 4 3 3 7 13
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25 Equipment: Hand weapon, thrusting spear, large shield
Special Rules: Phalanx, Only Phoenician in 353BC
Equipment: Hand weapon and javelins. Armour value: 1
May have thrusting spear (+5)
Special Rules: Two-Horse Chariot 0-2 LIGHT BOLT THROWER
Special Rules: Only Phoenician after 350BC
HEAVY CHARIOTS
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35 ALLIES

Equipment: Hand weapon and bow. Armour value: 3 Only Cypriots after 700BC: Early Greek Hoplite Allies, I/52
May have thrusting spear (+2).
Special Rules: Four-Horse Chariot, Only after 900BC

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)

SPANISH MERCENARY CAVALRY


CA SA KA Mo Pts
Horseman 4 3 3 7 16

Equipment: Hand weapon, javelins.


May have throwing weapon (+1) and shield (+1)
Special Rules: Only Phoenician colonial armies in the West
800-550BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

36. ITALIAN HILL TRIBES 1000-290BC

CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride horse (Armour Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

0-1 CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)

INFANTRY

INFANTRY
CA SA KA Mo Pts
Warrior 3 3 3 6 8

Equipment: Hand weapon, thrusting spear


Only Hernici: May be upgraded (+3, CA4 and Mo7)
Special Rules: Warband

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


Special Rules: Light Formation

SKIRMISHERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling
May have javelins & buckler instead of sling (+1)
Special Rules: Skirmishers

ALLIES

Latin Allies: Latin, Early Roman, Etruscan, Umbrian List (I/55)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

37. MANNAIAN, TAURUS/ZAGROS STATES 950-610BC SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Slinger 2 2 2 5 3
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Sling,
ALLIES: Up to 25% May have javelins & buckler instead of sling (+1)
SIP: not pooled Special Rules: Skirmishers

GREEK MERCENARY HOPLITES


CA SA KA Mo Pts
CHARACTERS
Spearman 3 3 3 7 11
CA SA KA Mo L S Pts Equipment: Hand weapon, thrusting spear, large shield
Army General - - - 9 3 +2 170 May have light armour (+2)
Ally-General - - - 8 2 +2 140 Special Rules: Early Phalanx, Only Hilakku after 710BC
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 ALLIES

Equipment and Armor Value: as unit Aramean Allies: Early Bedouin List, I/6
Special Rules: Zone of Command 10”. Only Kumme from 895-894BC: Assyrian Allies, I/25
May ride two-horse chariot (Armour Value of 4, D8). Only after 800BC: Zikirtu Allies, I/40 and Urartian Allies, I/39
Only after 750BC: May ride a four horse chariot (Armour Only after 750BC: Kimmerian, I/43 and Assyrian, I/45 Allies
Value of 4, D8).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


May have thrusting spear (+5)
Special Rules: Two-Horse Chariot

CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)
Only after 800BC: May be upgraded (+2, CA3 and Mo7)
Only after 750BC: 0-1 May be upgraded (+6, CA4 and Mo8)

IRREGULAR HEAVY CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26

Equipment: Hand weapon and javelins. Armour value: 2


May have thrusting spear (+2)
Special Rules: Four-Horse Chariot, Only after 750BC

INFANTRY

SPEARMEN
CA SA KA Mo Pts
Warrior 3 3 3 7 9

Equipment: Hand weapon, thrusting spear


May have shield (+1) and light armour (+2)

ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

38. LIBYAN EGYPTIANS 946-712BC LIBU


CA SA KA Mo Pts
CHARACTERS: Up to 25% Libyan 3 3 3 7 7
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon
SIP: not pooled May have light armour (+2), shield (+1).
May be upgraded to Meshwesh (+5, CA4 and Mo8)
Special Rules: Warband
CHARACTERS
LIBU, PALESTINIAN OR BEDOUIN JAVELINMEN
CA SA KA Mo Pts
CA SA KA Mo L S Pts Libyan 2 2 2 6 4
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90 Equipment: Javelins
May have shield (+1)
Army Standard - - - 8 2 +1 90 Special Rules: Light Formation

Equipment and Armor Value: as unit NUBIAN OR LIBYAN ARCHERS


Special Rules: Zone of Command 10”. Army General can be CA SA KA Mo Pts
upgraded to Mo 10 and Zone of Command 15” (60pts). Archer 2 2 2 5 4
May ride two-horse chariot (Armour Value of 4, D8). May ride
horse (Armour Value of 3). Equipment: Bow,
Special Rules: Skirmishers
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Brigade Commander 1 SIP, may add up to one SIP for 20 points. EGYPTIAN CLOSE FIGHTERS
CA SA KA Mo Pts
Trooper 4 3 3 7 10
CAVALRY&CHARIOTS
Equipment: Throwing spear, hand weapon
May have light armour (+2), shield (+1), double-handed weapon
LIGHT CHARIOTS
instead of throwing spear (+1)
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 34 EGYPTIAN ARCHERS
CA SA KA Mo Pts
Equipment: Hand weapon and bow. Armour value: 2 Archer 2 3 3 7 8
Special Rules: Two-Horse Chariot
Equipment: Bow, hand weapon
CAVALRY May have light armour (+2)
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)

LIGHT CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


May have shield (+2)
Special Rules: Light Formation

INFANTRY

0-1 SHARDANA ROYAL GUARDS


CA SA KA Mo Pts
Guard 4 3 3 8 14

Equipment: Hand weapon, thrusting spear


May have light armour (+2) and shield (+1).
May be Drilled (+4)

0-1 EGYPTIAN ROYAL GUARDS


CA SA KA Mo Pts
Guard 4 4 3 7 13

Equipment: Thrusting Spear, hand weapon


May have light armour (+2) and shield (+1). May have bow
instead of Thrusting Spear (free). Instead of Shardana Guard.

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

39. URARTIAN 880-585BC PROVINCAL CAVALRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Horseman 2 3 3 6 12
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, javelins.
ALLIES: Up to 25% May have shield (+2) and thrusting spear (+2)
SIP: not pooled

CHARACTERS INFANTRY

CA SA KA Mo L S Pts MOUNTAIN SCOUTS


CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Scout 3 3 3 6 6
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90 Equipment: Hand weapon. May have shield (+1).
Special Rules: Skirmishers
Army Standard - - - 8 2 +1 90
PROVINCAL INFANTRY
Equipment and Armor Value: as unit CA SA KA Mo Pts
Special Rules: Zone of Command 10”. Spearman 2 2 3 6 6
May ride two-horse chariot (Armour Value of 4, D8).
Only after 780BC: May ride a four horse chariot (Armour Equipment: Hand weapon, thrusting spear.
Value of 4, D8). Army General can be upgraded to Mo 10 and May have shield (+1)
Zone of Command 15” (60pts).
PROVINCAL ARCHERS
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. CA SA KA Mo Pts
Ally General 1 SIP, may add up to 2 SIP for 20 points each Archer 2 2 2 5 4
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Bow,
CAVALRY&CHARIOTS Special Rules: Skirmishers

QURUBUTI FOOT GUARDS


LIGHT CHARIOTS
CA SA KA Mo Pts
CA SA KA Mo S D Pts
Guard 4 3 3 7 11
Chariot 4 4 3 8 2 8 34
Equipment: Hand weapon, thrusting spear
Equipment: Hand weapon and bow. Armour value: 2 May have light armour (+2) and shield (+1)
Special Rules: Two-Horse Chariot 0-1 May be upgraded to Mo8 (+3)
Special Rules: Combined Formation, Only after 780BC
MOUNTED SCOUTS
CA SA KA Mo Pts 0-1 QURUBUTI FOOT GUARD ARCHERS
Horseman 2 3 3 6 12 CA SA KA Mo Pts
Guard 3 4 3 7 11
Equipment: Hand weapon, javelins.
May have shield (+2) Equipment: Bow, hand weapon. May have light armour (+1)
Special Rules: Light Formation Special Rules: Combined Formation, Light Formation, Only
after 780BC
CAVALRY
CA SA KA Mo Pts RESERVES AND LEVIES
Horseman 3 3 3 7 14 CA SA KA Mo Pts
Reserve 2 2 2 5 4
Equipment: Hand weapon, javelins.
May have thrusting spear (+1) and shield (+1) Equipment: Bow,
Special Rules: Warband, Only after 780BC
QURUBUTI GUARD CHARIOTS
CA SA KA Mo S D Pts ASSYRIAN DESERTERS
Chariot 4 4 3 8 2 8 35 CA SA KA Mo Pts
Assyrian 3 3 3 7 10
Equipment: Hand weapon and bow. Armour value: 3
May have thrusting spear (+2). Equipment: Hand weapon, thrusting spear, shield
Special Rules: Four-Horse Chariot, Only after 780BC Up to half may have bow instead of spear&shield (free)
Special Rules: Light Formation, Combined Formation, Only
QURUBUTI GUARD CAVALRY after 780BC
CA SA KA Mo Pts
Horseman 4 3 3 8 19
After 780BC: Up to two infantry units may have Kallapani
Equipment: Hand weapon, javelins. transport for +1 per model.
May have shield (+2) and light armour (+2)
Special Rules: Only after 780BC
ALLIES
PROVINCAL LIGHT CHARIOTS
CA SA KA Mo S D Pts Musasirian Allies (Mannaian, Taurus and Zagros Highlander
Chariot 3 3 3 7 2 8 25 States, I/37
Only After 780BC: Kimmerian and Skythian Allies, I/43
Equipment: Hand weapon and javelins. Armour value: 1 Only After 780BC: Neo-Hittite and Aramean Subject Allies, I/31
Special Rules: Two-Horse Chariot Only After 780BC: Mede, Zikirtu or Andian Allies, I/40

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

40. MEDES, ZIKIRTU, ANDIA OR PARSUA 835-550BC MEDIAN ARCHERS

CHARACTERS: Up to 25% CA SA KA Mo Pts


CAVALRY: Up to 50% Archer 2 3 3 6 7
INFANTRY: At least 25%
ALLIES: Up to 25% Equipment: Bow, hand weapon
SIP: not pooled Special Rules: Only Median Empire from 620BC

ARMENIANS
CA SA KA Mo Pts
CHARACTERS
Armenian 3 3 3 6 6
CA SA KA Mo L S Pts Equipment: Hand weapon
Army General - - - 9 3 +2 170 May have shield (+1)
Ally-General - - - 8 2 +2 140 Special Rules: Only Median Empire from 620BC
Brigade Com. - - - 8 1 +1 90 PARTHIANS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Parthian 2 3 3 7 8
Equipment and Armor Value: as unit
Equipment: Bow, hand weapon
Special Rules: Zone of Command 10”.
Special Rules: Only Median Empire from 620BC
May ride two-horse chariot (Armour Value of 4, D8). May ride a
horse (+8, M8).
KASPIAN OR PARIKANIAN SKIRMISHERS
Only Median Empire from 620BC: Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts).
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Equipment: Sling
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
May have javelins &buckler instead of sling (+1)
Special Rules: Skirmishers, Only Median Empire from 620BC
CAVALRY LEVIES
CA SA KA Mo Pts
CAVALRY Levy 2 2 3 5 3
CA SA KA Mo Pts
Horseman 3 3 3 7 14 Equipment: Hand weapon
Special Rules: Undisciplined, Only Median Empire from
Equipment: Hand weapon, javelins. 620BC
May have thrusting spear (+1) and shield (+1)

KASPIAN OR PARIKANIAN CAVALRY ALLIES


CA SA KA Mo Pts
Horseman 3 3 3 7 14
Kimmerian or Skythian Allies, I/43
Mannaian Allies, I/37
Equipment: Hand weapon, javelins.
Only from 733-669BC: Assyrian Allies, I/45
May have shield (+2) and throwing spear (+2)
Only Median Empire from 620BC: Neo-Babylonian Allies, I/44
Special Rules: Skirmishers, Only Median Empire from 620BC

INFANTRY

SPEARMEN
CA SA KA Mo Pts
Spearman 2 3 3 6 7

Equipment: Hand weapon, thrusting spear


May have shield (+1)
Only Median Empire from 620BC: May be upgraded to
CA3/Mo7 (+2)
Special Rules: Combined Formation

SKIRMISHING ARCHERS

CA SA KA Mo Pts
Archer 2 2 2 6 5

Equipment: Bow
Only Median Empire from 620BC : May be upgraded to
SA3/Mo7 (+2)
Special Rules: Skirmishers, Combined Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

41. PHRYGIAN 800-676BC SKIRMISHING ARCHERS

CHARACTERS: Up to 25% CA SA KA Mo Pts


CAVALRY&CHARIOTS: Up to 25% Archer 2 2 2 5 4
INFANTRY: At least 50%
ALLIES: Up to 25% Equipment: Bow,
SIP: not pooled Special Rules: Skirmishers

SKIRMISHERS
CHARACTERS
CA SA KA Mo Pts
Skirmisher 2 3 2 5 4
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Sling
Ally-General - - - 8 2 +2 140 May have javelins &buckler instead of sling (+1)
Special Rules: Skirmishers
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
ALLIES
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Urartian Allies, I/39
May ride two-horse chariot (Armour Value of 4, D8). Kimmerian Allies, I/43

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR LIGHT CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25

Equipment: Hand weapon and javelins. Armour value: 1


May have thrusting spear (+5)
Special Rules: Two-Horse Chariot

IRREGULAR HEAVY CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26

Equipment: Hand weapon and javelins. Armour value: 2


May have thrusting spear (+2)
Special Rules: Four-Horse Chariot

CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have thrusting spear (+1) and shield (+1)

LIGHT CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 6 12

Equipment: Hand weapon, javelins.


Special Rules: Light Formation

INFANTRY

SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8

Equipment: Hand weapon, thrusting spear


May have shield (+1)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

42. NEO-ELAMITE 800-639BC SKIRMISHING ARCHERS

CHARACTERS: Up to 25% CA SA KA Mo Pts


CAVALRY&CHARIOTS: Up to 25% Archer 2 2 2 5 4
INFANTRY: At least 50%
ALLIES: Up to 25% Equipment: Bow,
SIP: not pooled Special Rules: Skirmishers

CHARACTERS ALLIES

CA SA KA Mo L S Pts Neo-Babylonian Allies, I/44


Early Bedouin Allies, I/6
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride four-horse chariot (Armour Value of 3, D8). May ride
a horse ((Armour Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY&CHARIOTS

IRREGULAR HEAVY CHARIOTS


CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 26

Equipment: Hand weapon and javelins. Armour value: 2


Special Rules: Four-Horse Chariot

CAVALRY
CA SA KA Mo Pts
Horseman 3 4 3 7 16

Equipment: Hand weapon, javelins.


May have bow (+2) and shield (+2)
Special Rules: Light Formation

INFANTRY

SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8

Equipment: Hand weapon, thrusting spear


May have shield (+1)

SHIELDED ARCHERS

CA SA KA Mo Pts
Archer 2 3 3 7 9

Equipment: Bow, hand weapon, shield

ARCHERS

CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

43. KIMMERIAN, SKYTHIAN, EARLY HU 750BC-50AD ALLIES


Only European Skythians from 700-600BC: Kimmerian Allies,
CHARACTERS: Up to 25% I/43
CAVALRY: At least 50% Only Kimmerians from 680-675BC: Lowland Thracian Allies ,
INFANTRY: Up to 25% I/48
ALLIES: Up to 25% Only Kimmerians before 640BC: Mannaian I/37 and Urartian
SIP: not pooled I/39 Allies
Only Massagete from 550-150BC: Mountain Indian Allies, II/2
Only Hu after 400BC: Jung Allies (Early Northern Barbarians),
CHARACTERS I/14
Only European Skythians in 313BC: Lowland Thracian Allies,
CA SA KA Mo L S Pts I/48 and Black Sea Greek Allies (Later Hoplite Greek,, II/5)
Only Saka in 129BC: Seleucid Allies, II/19
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”.
May ride a horse (Armour Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

HORSE ARCHERS
CA SA KA Mo Pts
Horseman 2 3 3 6 13

Equipment: Hand weapon, bow


May have shield (+2).
May upgrade to Nomad Cavalry (+2) and Feign Flight (+2)
Special Rules: Light Formation

NOBLE CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 16

Equipment: Hand weapon, bow, light armour


May have shield (+2) and thrusting spear (+1). May have cloth
barding (+2). May upgrade to Nomad Cavalry (+2)
Special Rules: Light Formation

INFANTRY

FOOT ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Light Formation

SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3

Equipment: Sling
Special Rules: Skirmishers

OTHER TRIBAL OR SUBJECT TRIBE FOOT


CA SA KA Mo Pts
Tribal 3 3 3 6 7

Equipment: Hand weapon and buckler


Special Rules: Undisciplined

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

44. NEO-BABYLONIANS 746-539BC LEVY CAMELRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Camelrider 2 2 3 6 12
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, javelins.
ALLIES: Up to 25% May have shield (+2) and short bow (+1) or bow (+2)
SIP: not pooled Special Rules: Light Cavalry, Camelry, Only from 605-539BC

CHARACTERS INFANTRY

CA SA KA Mo L S Pts QURUBUTI FOOT GUARDS


CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Guard 4 4 3 7 13
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90 Equipment: Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and shield (+1)
Army Standard - - - 8 2 +1 90
0-1 May be upgraded to Mo8 (+2)
Only from 605-539BC: Up to half the models may have bow
Equipment and Armor Value: as unit instead of spear (free),
Special Rules: Zone of Command 10”. Army General can be Special Rules: Combined Formation
upgraded to Mo 10 and Zone of Command 15” (60pts).
May ride a four horse chariot (Armour Value of 3, D8).
After 626C: Up to two infantry units may have Kallapani
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. transport for +1 per model.
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
CHALDEAN, ARAMEAN OR MILITIA ARCHERS
CA SA KA Mo Pts
CAVALRY&CHARIOTS Archer 2 3 3 6 7

Equipment: Bow, hand weapon


QURUBUTI GUARD CHARIOTS
Special Rules: Light Formation
CA SA KA Mo S D Pts
Guard 4 4 3 8 2 8 35 LYDIAN, IONIAN MERCENARY GREEK HOPLITES
CA SA KA Mo Pts
Equipment: Hand weapon and bow. Armour value: 3 Hoplit 3 3 3 7 11
May have thrusting spear (+2).
From 626BC: May have an additional warrior (+10, S3) Equipment: Hand weapon, thrusting spear, large shield
Special Rules: Four-Horse Chariot Special Rules: Early Phalanx, Only from 605-539BC

QURUBUTI GUARD CAVALRY RESERVES


CA SA KA Mo Pts CA SA KA Mo Pts
Guard 4 4 3 8 22 Reserve 2 2 3 6 4

Equipment: Hand weapon, thrusting spear Equipment: Hand weapon


May have shield (+2), bow (+2) and light armour (+2) Special Rules: Only from 605-539BC

CHALDEAN, ARAMEAN OR MILITIA CAVALRY LEVIES


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 2 3 3 6 12 Levy 2 2 3 5 3

Equipment: Hand weapon, javelins. Equipment: Hand weapon


May have shield (+2) and thrusting spear (+2) Special Rules: Undisciplined, Only from 605-539BC
From 626BC: May be upgraded to CA3/Mo7 (+2)
Special Rules: Light Formation
ALLIES
CHALDEAN, ARAMEAN OR MILITIA CHARIOTS
CA SA KA Mo S D Pts
Before 639BC: Neo-Elamite, I/42
Chariot 3 3 3 7 2 8 26 Before 626BC: Early Bedouin Allies, I/6
From 626-550BC: Mede Allies, I/40
Equipment: Hand weapon and bow. Armour value: 1
Special Rules: Two-Horse Chariot, Only before 626BC

SKYTHIAN MERCENARY HORSEMEN


CA SA KA Mo Pts
Horseman 2 3 3 6 13

Equipment: Hand weapon, bow


May have shield (+2).
May upgrade to Nomad Cavalry (+2) and Feign Flight (+2)
Special Rules: Light Formation Only from 626-539BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

45. NEO-ASSYRIAN EMPIRE 745-681BC INFANTRY

CHARACTERS: Up to 25% QURUBUTI FOOT GUARDS


CAVALRY&CHARIOTS: Up to 50% CA SA KA Mo Pts
INFANTRY: At least 25% Guard 4 3 3 7 11
ALLIES: Up to 25%
SIP: not pooled Equipment: Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and shield (+1)
CHARACTERS 0-1 May be upgraded to Mo8 (+3)
Special Rules: Combined Formation
CA SA KA Mo L S Pts
0-1 QURUBUTI FOOT GUARD ARCHERS
Army General - - - 9 3 +2 170 CA SA KA Mo Pts
Ally-General - - - 8 2 +2 140 Guard 3 3 3 7 9
Brigade Com. - - - 8 1 +1 90
Equipment: Bow, hand weapon
Army Standard - - - 8 2 +1 90 May have light armour (+2)
Special Rules: Combined Formation, Skirmishers
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Army General can be
upgraded to Mo 10 and Zone of Command 15” (60pts). Up to three infantry units may have Kallapani transport (+1
May ride a four horse chariot (Armour Value of 3, D8). per model).
From 704BC: Divine Superior Battle Standard in Chariot with
Priest.
KISIR SHARRUTI
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. CA SA KA Mo Pts
Ally General 1 SIP, may add up to 2 SIP for 20 points each Kisir 3 3 3 7 7
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon
May have light armour (+2), shield (+1).
CAVALRY&CHARIOTS May be upgraded to CA4 (+2)
Special Rules: Light Formation
HEAVY CHARIOTS
LEVIES
CA SA KA Mo S D Pts
CA SA KA Mo Pts
Chariot 4 4 3 8 2 8 35 Levy 2 2 3 5 3

Equipment: Hand weapon and bow. Armour value: 3 Equipment: Hand weapon
May have thrusting spear (+2). Special Rules: Undisciplined,
After 704BC: May have an additional crew member (+10, S3)
Special Rules: Four-Horse Chariot KING’S MAN INFANTRY
CA SA KA Mo Pts
ELITE CAVALRY Kisir 3 3 3 6 6
CA SA KA Mo Pts
Elite 4 3 3 8 20 Equipment: Hand weapon
May have shield (+1)
Equipment: Hand weapon, thrusting spear Special Rules: Light Formation
May have shield (+2) and light armour (+2)
KING’S AN TRIBAL LEVIES
CAVALRY CA SA KA Mo Pts
CA SA KA Mo Pts Skirmisher 2 3 2 5 4
Horseman 2 3 3 6 12
Equipment: Sling,
Equipment: Hand weapon, javelins. May have javelin &shield (+1) or bow (+1) instead of sling
May have shield (+2) and thrusting spear (+2) Special Rules: Skirmishers
From 626BC: May be upgraded to CA3/Mo7 (+3)
Special Rules: Light Formation ELAMITE ARCHERS
CA SA KA Mo Pts
LEVY CAMELRY Archer 2 3 3 6 7
CA SA KA Mo Pts
Camelrider 2 2 3 6 11 Equipment: Bow, hand weapon

Equipment: Hand weapon, javelins.


May have shield (+2) and short bow (+1) or bow (+2) ALLIES
Special Rules: Light Formation, Camelry
Before 710BC: Neo-Hittite and later Aramean Allies, I/31
After 742BC: Later Hebrew, I/34
After 742BC: Medes, I/40
After 742BC: Phillistine, I/29
After 742BC: Early Bedouin Allies, I/6
After 720BC: Mannaian Allies, I/37
After 708BC: Phrygian, I/41
After 708BC: Cypriot Allies, I/35

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

46. KUSHITE EGYPTIANS 745-593BC EGYPTIAN CAVALRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Horseman 2 3 3 6 13
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, bow.
ALLIES: Up to 25% Special Rules: Skirmishers
SIP: not pooled

CHARACTERS INFANTRY

CA SA KA Mo L S Pts KUSHITE ARCHERS


CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Archer 2 3 3 6 7
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90 Equipment: Bow, hand weapon
Special Rules: Light Formation
Army Standard - - - 8 2 +1 90
KUSHITE JAVELINMEN
Equipment and Armor Value: as unit CA SA KA Mo Pts
Special Rules: Zone of Command 10”. Javelinman 2 3 3 7 7
May ride a four horse chariot (Armour Value of 3, D8).
Only from 727-664BC: Army General can be upgraded to Mo Equipment: Hand weapon, javelins
10 and Zone of Command 15” (60pts). May have shield (+1)

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. KUSHITE SLINGERS
Ally General 1 SIP, may add up to 2 SIP for 20 points each CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Skirmisher 2 2 2 5 3

Equipment: Sling,
CAVALRY&CHARIOTS Special Rules: Skirmishers

EGYPTIAN CLOSE FIGHTERS


KUSHITE HEAVY CHARIOTS
CA SA KA Mo Pts
CA SA KA Mo S D Pts
Egyptian 4 3 3 7 10
Chariot 3 3 3 7 2 8 27
Equipment: Throwing spear, hand weapon
Equipment: Hand weapon and bow. Armour value: 2 May have light armour (+2), shield (+1), double-handed weapon
Special Rules: Four-Horse Chariot instead of throwing spear (+1)

KUSHITE LIGHT CHARIOTS ARCHERS


CA SA KA Mo S D Pts CA SA KA Mo Pts
Chariot 3 3 3 7 2 8 26 Archer 2 3 3 7 8

Equipment: Hand weapon and bow. Armour value: 1 Equipment: Bow, hand weapon
Special Rules: Two-Horse Chariot May have light armour (+2)

KUSHITE CAVALRY MESHWESH SETTLED MILITIA


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 3 3 3 7 14 Meshwesh 3 3 3 7 9

Equipment: Hand weapon, javelins. Equipment: Hand weapon, thrusting spear


May have shield (+2) and thrusting spear (+2) May have light armour (+2), shield (+1).
Special Rules: Light Formation
LIBU SETTLED MILITIA
EGYPTIAN HEAVY CHARIOTS CA SA KA Mo Pts
CA SA KA Mo S D Pts Militia 2 3 3 6 6
Chariot 4 4 3 8 2 8 35
Equipment: Hand weapon, javelins
Equipment: Hand weapon and bow. Armour value: 3 May have shield (+1) or bow (+2)
Special Rules: Four-Horse Chariot Special Rules: Light Formation

EGYPTIAN LIGHT CHARIOTS


CA SA KA Mo S D Pts ALLIES
Chariot 4 4 3 8 2 8 34
Only before 727BC: Egyptian Allies, I/38
Equipment: Hand weapon and bow. Armour value: 2
Special Rules: Two-Horse Chariot

EGYPTIAN CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 15

Equipment: Hand weapon, bow.


May have shield (+2)
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

47. ILLYRIAN 700BC-10AD SKIRMISHERS

CHARACTERS: Up to 25% SKIRMISH INFANTRY


WARRIORS: At least 50% CA SA KA Mo Pts
CAVALRY: Up to 10% Skirmisher 2 3 2 5 4
SKIRMISHERS: Up to 25%
SIP: not pooled Equipment: Hand weapon, javelins
May have sling instead of javelins (free). May have buckler (+1)
CHARACTERS Special Rules: Skirmishers, Undisciplined

CA SA KA Mo L S Pts ARCHERS
CA SA KA Mo Pts
0-1 Warlord - - - 9 3 +2 180 Archers 2 3 2 5 4
Chieftain - - - 8 2 +2 140
Army Standard - - - 8 2 +1 90 Equipment: Hand weapon, short bow
May have buckler (+1)
Special Rules: Skirmishers, Undisciplined
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. SKIRMISH CAVALRY
May ride a horse (Armour Value of 3). CA SA KA Mo Pts
Archers 2 3 2 6 12
Warlord 2 SIP, may add up to one SIP for 20 points.
Chieftain 1 SIP, may add up to 2 SIP for 20 points each Equipment: Hand weapon, shield and javelins.
May have buckler (+1)
Special Rules: Skirmishers, Undisciplined
WARRIORS

VETERAN WARRIORS SPECIAL


CA SA KA Mo Pts
Veteran 3 3 3 7 10 Communication
Illyrian armies probably had less effective command and control
Equipment: Equipment: Shield, hand weapon, throwing systems than other ancient armies (and like other hill tribes, did
weapons and javelins. not seem to cooperate too often!). To allow consistency with
Having been in a few fights, the more experienced warriors other armies, they may pool all their Strategy Intervention Points
would have picked up pieces of armour. Therefore, the unit may for the higher cost of 200 points. Should they do this, any
be upgraded to Armour value 2 for 25 points and it retains this Personality of War that can use Strategy Intervention Points may
armour value while over half strength. To represent it, either use any available.
have the front ranks equipped with armour, or use some extra
shields at the back of the unit.
Special Rules: Light Infantry, Warband, Undisciplined

WARRIORS
CA SA KA Mo Pts
Warrior 2 3 3 6 8

Equipment: Equipment: Shield, hand weapon, throwing


weapons and javelins.
Special Rules: Light Infantry, Undisciplined

SLAVE WARRIORS
CA SA KA Mo Pts
Warrior 2 3 3 4 5

Equipment: Equipment: Shield, hand weapon, and javelins.


The number of slave warrior formations AND models must not
outnumber warrior formations and models. Illyrian Personalities,
warriors and light cavalry do not need to take Morale tests
caused by Slave Warriors, but Illyrian skirmish formations still
have to.
Special Rules: Undisciplined

CAVALRY

LIGHT CAVALRY
CA SA KA Mo Pts
Light cavylry 3 3 3 7 16

Equipment: Shield, hand weapon, throwing weapons, javelins.


Special Rules: Light Cavalry, Warband, Undisciplined

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

48. THRACIAN 700BC-46AD JAVELINMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Javelinman 2 2 2 5 3
CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Javelins
ALLIES: Up to 25% May have shield (+1)
SIP: not pooled Only after 250BC: May be upgraded to CA/SA3, Mo6 and Light
Formation (+3)
Special Rules: Skirmishers
CHARACTERS
SKIRMISHERS
CA SA KA Mo L S Pts CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Skirmisher 2 2 2 5 3
Ally-General - - - 8 2 +2 140
Equipment: Sling
Brigade Com. - - - 8 1 +1 90 May have bow instead of sling (+1)
Army Standard - - - 8 2 +1 90 Special Rules: Skirmishers

WOMEN, CHILDREN AND SLAVES


Equipment and Armor Value: as unit
CA SA KA Mo Pts
Special Rules: Zone of Command 10”.
Levy 2 2 2 5 2
May ride a horse (Armour Value of 3).
Only Odrysaian Roman client kingdom from 25BC-46AD:
Equipment: Whatever they can lay their hands on
Army General can be upgraded to Mo 10 and Zone of Command
Special Rules: Undisciplined,
15” (60pts).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


0-1 WAGON LAAGER
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

ALLIES
CAVALRY
Only Lowland Tribes: Hill Tribe Allies, I/48
CAVALRY
Only Lowland Tribes: Greek Mercenary Allies, II/
CA SA KA Mo Pts
Horseman 2 3 3 6 11

Equipment: Hand weapon


May have thrusting spear (+1) and shield (+1)
Special Rules: Light Formation, Only Hill Tribes

NOBLE CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, light armour


May have shield (+1) and thrusting spear (+1).
Only from 25BC-46AD: May have CA4 (+3)
Special Rules: Light Formation, Only Lowland Tribes

LIGHT CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 7 13

Equipment: Hand weapon, javelins.


May have bow (+2) and shield (+1)
Special Rules: Light Formation, Only Lowland Tribes

INFANTRY

PELTASTS
CA SA KA Mo Pts
Peltast 3 3 3 6 8

Equipment: Hand weapon, throwing spear, buckler


May have shield (+1)
Only Hill Tribes: May be upgraded to Mo7 (+1)
Only Lowland Tribes from 350-250BC: May have thrusting
instead of throwing weapon (+1)
Only after 250BC: May have halberd instead of throwing spear
(+1)
Only Lowland Tribes from 25BC-46AD: May have CA4/Mo7
(+3)
Special Rules: Light Formation

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

49. EARLY VIETNAMESE 700BC-938AD UNSHIELDED SPEARMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Spearman 2 2 3 6 5
CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, throwing spears
SPECIAL: Up to 25% Special Rules: Skirmishers
SIP: not pooled
HILL TRIBESMEN
CA SA KA Mo Pts
Tribesman 3 2 3 5 5
CHARACTERS
Equipment: Hand weapon, javelins. May have shield (+1)
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 HILL TRIBESMEN ARCHERS
Ally-General - - - 8 2 +2 140 CA SA KA Mo Pts
Tribesman 2 3 3 5 6
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 Equipment: Hand weapon, bow
Special Rules: Light Formation
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”.
0-2 LIGHT BOLT THROWER
Only Nan-Yueh from 206-111BC: Army General can be
Special Rules: Only after 250BC
upgraded to Mo 10 and Zone of Command 15” (60pts). May ride
a four-horse chariot (Armour Value of 3) or horse (Armour
Value of 3).
EX CH’IN SPEARMEN
After 135AD: Army General can be upgraded to Mo 10 and
CA SA KA Mo Pts
Zone of Command 15” (60pts). May ride a horse (Armour Value
Spearman 3 3 3 7 9
of 3).
After 247AD: May ride an elephant.
Equipment: Hand weapon, thrusting spear
May have light armour (+2) and shield (+1). May have CA4 (+2)
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Special Rules: Only Nan-Yueh from 206-111BC
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
EX CH’IN CROSSBOWMEN
CA SA KA Mo Pts
Crossbowman 2 3 3 7 11
CAVALRY
Equipment: Hand weapon, crossbow
EX CH’IN CAVALRY May have light armour (+2). May have SA4 (+2)
CA SA KA Mo Pts Special Rules: Only Nan-Yueh from 206-111BC
Horseman 3 3 3 7 14
EX CH’IN SKIRMISHERS
Equipment: Hand weapon, javelins. CA SA KA Mo Pts
May have thrusting spear (+2) and shield (+2) Javelinman 2 2 2 5 3
Special Rules: Light Formation, Only Nan-Yueh from 206-
111BC Equipment: Javelins. May have shield (+1)
Special Rules: Skirmishers, Only Nan-Yueh from 206-111BC
EX CH’IN CAVALRY
CA SA KA Mo Pts CHINESE STYLE SPEARMEN
Horseman 3 3 3 7 14 CA SA KA Mo Pts
Spearman 3 3 3 7 9
Equipment: Hand weapon, light armour
May have thrusting spear (+1) and shield (+1) Equipment: Hand weapon, thrusting spear
Special Rules: Only after 135AD May have light armour (+2) and shield (+1). May have CA4 (+2)
Special Rules: Combined Formation, Only after 135AD

INFANTRY CHINESE STYLE MISSLE TROOPS


CA SA KA Mo Pts
INFANTRY Trooper 2 3 3 7 8
CA SA KA Mo Pts
Warrior 3 3 3 5 6 Equipment: Hand weapon, bow.
May have light armour (+2) or crossbow instead of bow (+3)
Equipment: Hand weapon, shield Special Rules: Light Formation Combined Formation, Only
May have throwing spear (+1) after 135AD
Special Rules: Warband

ARCHERS SPECIAL
CA SA KA Mo Pts
Archer 2 3 3 7 8 0-2 ELEPHANTS
CA SA KA Mo L S D Pts
Bow, hand weapon Elephant 4 3 4 7 6 5 8 190
May have light armour (+2) and crossbow instead of bow (+3)
Special Rules: Light Formation Equipment: Two warriors are armed with javelins and bow. A
third warrior may be added for 10 points.
Armour value: 1
Special Rules: Elephant, Only after 247AD

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

50. LYDIAN 687-546BC KARIAN HOPLITES


CA SA KA Mo Pts
CHARACTERS: Up to 25% Hoplit 3 3 3 7 10
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25% Equipment: Hand weapon, thrusting spear, shield
ALLIES: Up to 25% Special Rules: Early Phalanx
SIP: not pooled
LYDIAN, MYSIAN OR PHRYGIAN JAVELINMEN
CA SA KA Mo Pts
CHARACTERS
Javelinman 3 3 3 6 7
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins
Army General - - - 9 3 +2 170 May have shield (+1)
Ally-General - - - 8 2 +2 140 Special Rules: Skirmishers
Brigade Com. - - - 8 1 +1 90 LYDIAN, MYSIAN OR PHRYGIAN SKIRMISHERS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Skirmisher 2 2 2 5 3
Equipment and Armor Value: as unit
Equipment: Sling
Special Rules: Zone of Command 10”. Army General can be
May have bow (+1) instead of sling
upgraded to Mo 10 and Zone of Command 15” (60pts). May ride
Special Rules: Skirmishers
a two-horse chariot (Armour Value of 3). May ride a horse
(Armour Value of 3).
BITHYNIANS
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Bithynian 3 3 3 6 6
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon
May have shield (+1)
CAVALRY&CHARIOTS THRACIAN
CA SA KA Mo Pts
LYDIAN HEAVY CAVALRY Thracian 3 3 3 7 9
CA SA KA Mo Pts
Horseman 3 3 3 7 14 Equipment: Hand weapon, throwing spear, shield

Equipment: Hand weapon, light armour.


May have thrusting spear (+1) and shield (+2)
0-1 May be upgraded to CA4, Mo8 (+5) 0-1 WARHOUNDS

LYDIAN CHARIOTS
CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25 ALLIES

Equipment: Hand weapon and javelins. Armour value: 1 Asiatic Greek Allies: Early Hoplite Greek List, I/52
May have thrusting spear (+2)
Special Rules: Two-Horse Chariot

LYDIAN HEAVY CAVALRY


CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+2)
Special Rules: Light Formation

SKYTHIAN MERCENARY HORSEMEN


CA SA KA Mo Pts
Horseman 3 3 3 7 15

Equipment: Hand weapon, bow


May have shield (+2).
May upgrade to Nomad Cavalry (+2) and Feign Flight (+2)
Special Rules: Light Formation

INFANTRY

LYDIAN OR PHRYGIAN PRE-HOPLITES


CA SA KA Mo Pts
Hoplite 3 3 3 6 8

Equipment: Hand weapon, thrusting spear


May have shield (+1)
Special Rules: Early Phalanx

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

51. NEO-ASSYRIAN LATER SARGONID 680-609BC INFANTRY

CHARACTERS: Up to 25% SHA QURBUTE OR SHA MASSARTI FOOT GUARDS


CAVALRY&CHARIOTS: Up to 50% CA SA KA Mo Pts
INFANTRY: At least 25% Guard 4 3 3 7 11
ALLIES: Up to 25%
SIP: not pooled Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and large shield (+2)
CHARACTERS 0-1 May be upgraded to Mo8 (+3)
Special Rules: Combined Formation
CA SA KA Mo L S Pts
0-1 QURUBUTI FOOT GUARD ARCHERS
Army General - - - 9 3 +2 170 CA SA KA Mo Pts
Ally-General - - - 8 2 +2 140 Guard 3 3 3 7 9
Brigade Com. - - - 8 1 +1 90
Equipment: Bow, hand weapon. May have light armour (+1)
Army Standard - - - 8 2 +1 90 Special Rules: Combined Formation, Skirmishers

Equipment and Armor Value: as unit INFANTRY


Special Rules: Zone of Command 10”. Army General can be CA SA KA Mo Pts
upgraded to Mo 10 and Zone of Command 15” (60pts). May ride Trooper 3 3 3 7 8
a horse (Armour Value of 3). May ride a two horse chariot
(Armour Value of 3, D8). Equipment: Hand weapon, shield
May have a Superior Army Standard in chariot with priests. May have thrusting spear (+1) and light armour (+2).
May have double-handed weapon instead of thrusting spear
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. (free)
Ally General 1 SIP, may add up to 2 SIP for 20 points each May be upgraded to CA4 (+2), 0-1 without spears to Mo 8 (+3).
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Special Rules: Light Formation (without thrusting spear)

ELAMITE ARCHERS
CAVALRY&CHARIOTS CA SA KA Mo Pts
Archer 2 3 3 6 7
HEAVY CHARIOTS
Equipment: Bow, hand weapon
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35 RESERVES OF BATTLE ARRAY
CA SA KA Mo Pts
Equipment: Hand weapon and bow. Armour value: 3 Reserve 3 3 3 7 9
May have thrusting spear (+2).
Special Rules: Four-Horse Chariot Equipment: Thrusting spear, hand weapon.
May have shield (+1)
CAVALRY
CA SA KA Mo Pts LEVIED TROOPS OF THE BATTLE ARRAY
Horseman 3 3 3 7 4 CA SA KA Mo Pts
Reserve 2 2 3 5 3
Equipment: Hand weapon, light armour. May have thrusting
spear (+1) and shield (+1). May be upgraded to CA4, Mo8 (+5) Equipment: Hand weapon. May have shield (+1)
After 668BC: May have cloth barding (+3) Special Rules: Undisciplined

LIGHT CAVALRY TRIBAL LEVY SKIRMISHERS


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 2 3 3 7 13 Skirmisher 2 2 2 5 3

Equipment: Hand weapon, javelins. Equipment: Sling.


May have bow (+2) and shield (+1) May have bow (+1) instead of sling
Special Rules: Light Formation Special Rules: Skirmishers

LEVY CAMELRY TRIBAL LEVY JAVELINMEN


CA SA KA Mo Pts CA SA KA Mo Pts
Camelrider 2 2 3 6 11 Javelinman 3 3 3 5 7

Equipment: Hand weapon, javelins. Equipment: Hand weapon, javelins and buckler
May have shield (+2) and short bow (+1) or bow (+2) Special Rules: Skirmishers
Special Rules: Light Formation, Camelry

GIMMIRIYA OR KIMMERIAN HORSE ARCHERS


CA SA KA Mo Pts 0-1 WAGON LAAGER
Horseman 2 3 3 6 15

Equipment: Hand weapon, bow. May have shield (+2)


Special Rules: Skirmishers, Feigned Flight, Only after 679BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

MADAYA OR MEDE INFANTRY


CA SA KA Mo Pts
Trooper 4 3 3 7 11

Equipment: Hand weapon, thrusting spear. May have shield


(+1) and light armour (+2).
Up to half may have bow instead of spear (free)
Special Rules: Combined Formation, Only after 679BC

0-1 MUSRAYAOR EGYPTIAN ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Bow, hand weapon


Special Rules: Only after 679BC

0-1 MUSRAYAOR EGYPTIAN ARCHERS


CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Bow, hand weapon


Special Rules: Only after 679BC

ALLIES

Saitic Egyptian and Mannaian Allies, I/53


Before 668BC: Medes and Early Bedouin Allies, I/40
From 668-650BC: Neo-Elamite Allies, I/42
Before 627BC: Skythian, I/43 and Phillistine, I/29 Allies
From 641-628BC: Persian Allies (Parsua List), I/40

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

52. EARLY HOPLITE GREEK 680-450BC INFANTRY

CHARACTERS: Up to 25% HOPLITES


CAVALRY: Up to 25% CA SA KA Mo Pts
INFANTRY: At least 50% Hoplit 3 3 3 7 10
SIP: not pooled
Equipment: Thrusting Spear, hand weapon, shield
CHARACTERS May have light armour (+2)
Only with Spartan general: May be upgraded to CA4 &Mo8 (+5)
CA SA KA Mo L S Pts Only with Phokian/Aitolian/Akarnian General: Downgrade to
javelinmen with javelins instead of spears and without Early
Army General - - - 9 3 +2 170 Phalanx (-2)
Ally-General - - - 8 2 +2 140 Only with Asiatic Greek/Italiot/Siciliot general: No Early
Brigade Com. - - - 8 1 +1 90 Phalanx (-1)
Special Rules: Early Phalanx
Army Standard - - - 8 2 +1 90
SKIRMISHERS
Equipment and Armor Value: as unit CA SA KA Mo Pts
Special Rules: Zone of Command 10”. Skirmisher 2 2 2 5 3
General have to be Spartan, Thessalian, Phokian/Aitolian/
Akarnian, Asiatic Greek/Italiot/Siciliot or Athenian. May ride Equipment: Sling.
a horse (Armour Value of 3), but only Thessalian, Greek/Italiot/ May have bow (+1) instead of sling
Siciliot. An Athenian general after 511BC may have a Only Athenian general after 490BC: Bow armed skirmishers
Thessalian Ally general. may be upgraded to Light Infantry, SA3 and Mo6 (+3)
Only if Spartan: Army General can be upgraded to Mo 10 and Special Rules: Skirmishers
Zone of Command 15” (60pts).
JAVELINMEN
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. CA SA KA Mo Pts
Ally General 1 SIP, may add up to 2 SIP for 20 points each Javelinman 2 2 2 5 4
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Javelins and buckler
Special Rules: Skirmishers
CAVALRY
PERIOIKOI
CA SA KA Mo Pts
THEBAN CAVALRY
Perioikoi 4 3 3 7 12
CA SA KA Mo Pts
Horseman 3 3 3 7 14
Equipment: Thrusting spear, hand weapon, shield
Special Rules: Early Phalanx, Only with Spartan general
Equipment: Hand weapon, javelins
May have shield (+2).
HELOTS
CA SA KA Mo Pts
OTHER MAINLAND GREEK CAVALRY
Helot 2 2 3 5 6
CA SA KA Mo Pts
Horseman 2 3 3 7 13
Equipment: Thrusting spear, hand weapon, shield
Special Rules: Undisciplined, Only with Spartan general
Equipment: Hand weapon, javelins
May have shield (+2).
THRACIAN
CA SA KA Mo Pts
THESSALIAN LIGHT CAVALRY
Thracian 3 3 3 7 9
CA SA KA Mo Pts
Horseman 3 3 3 7 14
Equipment: Hand weapon, throwing spear, shield
Special Rules: Only with Athenian general after 541BC
Equipment: Hand weapon, javelins
May have shield (+2)
May be upgraded to Nobles (+4, CA4 and light armour)
Special Rules: Light Formation, Only with Thessalian general
or Athenian General after 511BC

LIGHT CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins


May have shield (+2)
Special Rules: Light Cavalry, Only with Asiatic
Greek/Italiot/Siciliot general

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

53. SAITIC EGYPTIANS 664-335BC SKYTHIAN CAVALRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Horseman 3 3 3 6 14
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, bow. May have shield (+2).
ALLIES: Up to 25% May upgrade to Nomad Cavalry (+2) and Feign Flight (+2)
SIP: not pooled Special Rules: Skirmishers, Only from 620-525BC

CHARACTERS INFANTRY

CA SA KA Mo L S Pts GUARD SPEARMEN


CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Guard 4 3 3 7 11
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90 Equipment: Thrusting Spear, hand weapon
May have light armour (+1) and shield (+1)
Army Standard - - - 8 2 +1 90
GUARD ARCHERS
Equipment and Armor Value: as unit CA SA KA Mo Pts
Special Rules: Zone of Command 10”. Army General can be Guard 3 4 3 7 11
upgraded to Mo 10 and Zone of Command 15” (60pts). May ride
a horse (Armour Value of 3). Only before 524BC: May ride a Equipment: Bow, hand weapon
four-horse chariot (Armour Value of 3, D8). May have light armour (+1)

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. LEVY SPEARMEN
Ally General 1 SIP, may add up to 2 SIP for 20 points each CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Spearman 3 3 3 6 8

Equipment: Thrusting Spear, hand weapon.


CAVALRY&CHARIOTS May have shield (+1)

LEVY ARCHERS
CAVALRY
CA SA KA Mo Pts
CA SA KA Mo Pts
Archer 2 3 3 6 8
Horseman 3 3 3 6 12
Equipment: Bow, hand weapon
Equipment: Hand weapon
May have thrusting spear (+1) and shield (+1).
LEVY JAVELINMEN
CA SA KA Mo Pts
LIGHT CAVALRY
Javelinman 3 3 3 6 8
CA SA KA Mo Pts
Horseman 2 3 3 7 12
Equipment: Javelins, hand weapon and buckler
Equipment: Hand weapon,
NUBIAN ARCHERS
May have bow (+2) and shield (+1)
CA SA KA Mo Pts
Special Rules: Light Formation
Archer 2 2 2 5 4
ASSYRIAN GARRISON CAVALRY
Equipment: Bow
CA SA KA Mo Pts
Special Rules: Skirmishers
Horseman 3 3 3 7 14
LIBYAN JAVELINMEN
Equipment: Hand weapon, thrusting spear
CA SA KA Mo Pts
May have bow (+2) and shield (+1).
Javelinman 2 2 2 5 3
Special Rules: Only from 650-600BC
Equipment: Javelins
HEAVY CHARIOTS
After 475BC: May be upgraded to SA3 (+1)
CA SA KA Mo S D Pts
Special Rules: Skirmishers
Chariot 4 4 3 8 2 8 35
IONIAN, KARIAN OR OTHER GREEK HOPLITES
Equipment: Hand weapon and bow. Armour value: 3 CA SA KA Mo Pts
Special Rules: Four-Horse Chariot, Only before 524BC Hoplite 3 3 3 7 10

0-1 ESCORT CAVALRY Equipment: Hand weapon, thrusting spear, shield.


CA SA KA Mo Pts Special Rules: Early Phalanx
Horseman 3 3 3 7 14
ASSYRIAN GARRISON INFANTRY
Equipment: Hand weapon, throwing spear CA SA KA Mo Pts
May have shield (+2) Garrison 4 3 3 7 11
Special Rules: Skirmishers, Only before 524BC
Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and shield (+1)
Up to half can have bow instead of spear (free)
Special Rules: Combined Formation, Only from 650-600BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

ATHENIAN HOPLITES
CA SA KA Mo Pts
Hoplit 3 3 3 7 11

Equipment: Thrusting Spear, hand weapon, large shield


May have light armour (+2)
Only 361-360BC: 0-1 Upgrade to Spartans (+4, CA4 and Mo8)
Special Rules: Phalanx, Only from 460-454BC or 361-360BC

ATHENIAN OARSMEN
CA SA KA Mo Pts
Oarsman 2 2 3 6 5

Equipment: Throwing spear, hand weapon.


May have shield (+1)
Special Rules: Skirmishers, Only from 460-454BC

ALLIES

Before 650BC: Neo-Assyrian Allies, I/51


After 570BC: Kyrenean Greek Allies, I/56
Only Nectanebo II from 359-342BC: Libyan Allies, I/7

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

54. EARLY MACEDONIANS 650-355BC MACEDONIAN OR COASTAL GREEK HOPLITES


CA SA KA Mo Pts
CHARACTERS: Up to 25% Hoplite 3 3 3 7 11
CAVALRY: Up to 25%
INFANTRY: At least 50% Equipment: Thrusting spear, hand weapon, large shield
ALLIES: Up to 25% May have light armour (+2)
SIP: not pooled After 498BC: May be upgraded to Pezhetaitoi (+3, CA4)
Special Rules: Early Phalanx

HIGHLAND MACEDONIAN PEASANTS


CHARACTERS
CA SA KA Mo Pts
Peasant 2 3 2 5 5
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Javelins, buckler
Ally-General - - - 8 2 +2 140 May have shield (+1)
Brigade Com. - - - 8 1 +1 90 LYNKESTIAN GREEK HOPLITES
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Hoplit 3 3 3 6 10
Equipment and Armor Value: as unit
Thrusting Spear, hand weapon, large shield
Special Rules: Zone of Command 10”. Army General can be
Special Rules: Early Phalanx
upgraded to Mo 10 and Zone of Command 15” (60pts). May ride
a horse (Armour Value of 3). Only after 413BC: General may
be upgraded to Ld10 (+30).
ALLIES
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. After 424BC: Spartan Allies, Later Hoplite Greek, II/5
Only 392BC: Thessalian Allies, Later Hoplite Greek, II/5

CAVALRY

COMPANIONS
CA SA KA Mo Pts
Horseman 4 3 3 7 16

Equipment: Hand weapon, javelins


May have thrusting spear (+1), light armour (+2) and shield (+1).

MACEDONIAN OR PAIONIAN LIGHT CAVALRY


CA SA KA Mo Pts
Horseman 2 3 3 7 13

Equipment: Hand weapon, javelins


May have bow (+2) and shield (+2)
Special Rules: Light Formation

INFANTRY

PEASANT LEVIES
CA SA KA Mo Pts
Levy 2 2 3 5 3

Equipment: Hand weapon. May have shield (+1)


Special Rules: Undisciplined

SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 3 5 4

Equipment: Hand weapon, sling.


May have bow (+1) instead of sling
Special Rules: Skirmishers

ILLYRIAN MERCENARIES
CA SA KA Mo Pts
Illyrian 3 3 3 7 8

Equipment: Hand weapon, shield

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

55. LATIN, EARLY ROME/ETRUSCAN/UMBRIAN 650- JAVELINMEN


338BC CA SA KA Mo Pts
Javelinman 2 2 2 5 4
CHARACTERS: Up to 25%
CAVALRY&CHARIOTS: Up to 15% Equipment: Javelins and buckler
INFANTRY: At least 65% May have CA3 (+1)
ALLIES: Up to 25% Special Rules: Skirmishers
SIP: not pooled
SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3
CHARACTERS
Equipment: Sling.
CA SA KA Mo L S Pts May have bow (+1) instead of sling
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
AXEMEN
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Axeman 4 3 3 7 9

Equipment: Hand weapon


Equipment and Armor Value: as unit
May have light armour (+2) and shield (+1)
Special Rules: Zone of Command 10”.
Special Rules: Only Etruscans
May ride a horse (Armour Value of 3).
Only before 400BC: May ride a two-horse chariot (Armour
LEVES
Value of 3, D8).
CA SA KA Mo Pts
Only if Latin after 400BC: General may be upgraded to Ld10
Leves 2 2 3 6 7
(+40).
Equipment: Thowing weapon, javelins and buckler
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Special Rules: Skirmishers, Only Latin after 400BC
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
HASTATI
CA SA KA Mo Pts
Hastati 3 3 3 6 7
CAVALRY&CHARIOTS
Equipment: Hand weapon, throwing spear
CAVALRY May have light armour (+1), heavy throwing spear (+1) and
CA SA KA Mo Pts large shield (+2)
Horseman 3 3 3 7 14 Special Rules: Only Latin after 400BC

Equipment: Hand weapon, javelins PRINCEPS


May have thrusting spear (+1) and shield (+1). CA SA KA Mo Pts
Princeps 3 3 3 7 8
IRREGULAR LIGHT CHARIOTS
CA SA KA Mo S D Pts Equipment: Hand weapon, throwing spear
Chariot 3 3 3 7 2 8 25 May have light armour (+1), heavy throwing spear (+1) and
large shield (+2).May be Drilled (+2).
Equipment: Hand weapon and javelins. Armour value: 1 Special Rules: Only Latin after 400BC
May have thrusting spear (+2)
Special Rules: Two-Horse Chariot, Only Etruscans TRIARII
CA SA KA Mo Pts
Triarii 4 3 3 8 19
INFANTRY
Equipment: Hand weapon, thrusting spear, light armour
May have large shield (+2).
HOPLITES
Special Rules: Drilled, Only Latin after 400BC
CA SA KA Mo Pts
Hoplit 3 3 3 7 10

Equipment: Equipment: Thrusting Spear, hand weapon, shield ALLIES


May have light armour (+2)
Special Rules: Early Phalanx, Not for Latin after 400BC
Only Latin after 506BC: Italiot Allies, I/52
SPEARMEN Only Latin after 506BC: Volsci Allies, I/36
CA SA KA Mo Pts Only Latin after 400BC: Campanian Allies, II/8
Spearman 3 3 3 6 8 Only Latin after 400BC: Syracusan Allies, II/9
Only Latin in 360BC: Gallic Allies, II/11
Equipment: Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and shield (+1)
Only Umbrian: May have double-handed weapon instead of
spear (free)
Special Rules: Not for Latin after 400BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

56. KYRENEAN GREEK 630-74BC SKIRMISHERS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Skirmisher 2 2 2 5 3
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Sling.
ALLIES: Up to 25% May have bow (+1) instead of sling
SIP: not pooled Special Rules: Skirmishers

JAVELINMEN
CHARACTERS
CA SA KA Mo Pts
Javelinman 2 2 2 5 4
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Javelins and buckler
Ally-General - - - 8 2 +2 140 Special Rules: Skirmishers
Brigade Com. - - - 8 1 +1 90 MACEDONIAN GARRISON
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Garrison 3 3 3 7 11
Equipment and Armor Value: as unit
Equipment: Equipment: Pikes, hand weapon
Special Rules: Zone of Command 10”. May ride a horse
May have light armour (+2) and shield (+1)
(Armour Value of 3). Before 275BC: May ride in a four-horse
Special Rules: Phalanx, Only from 313-308BC
chariot (Armour Value of 3, D8).
Only after 308BC: General may be upgraded to Ld10 (+40).
MERCENARY PELTASTS
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Peltast 3 3 3 7 9
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Equipment: Hand weapon, javelins, buckler.
Special Rules: Light Formation, Only from 313-308BC
CAVALRY&CHARIOTS MERCENARY SKIRMISHERS
CA SA KA Mo Pts
CAVALRY Skirmisher 2 2 2 5 3
CA SA KA Mo Pts
Horseman 2 3 3 6 12 Equipment: Sling. May have bow (+1) instead of sling
Special Rules: Skirmishers, Only from 313-308BC
Equipment: Hand weapon, javelins. May have a shield (+2).
0-1 OPHELLAS ATHENIAN VOLUNTEERS
IRREGULAR HEAVY CHARIOTS CA SA KA Mo Pts
CA SA KA Mo S D Pts Volunteer 4 3 3 8 16
Chariot 3 3 3 7 2 8 26
Equipment: Equipment: Pike, hand weapon
Equipment: Hand weapon and javelins. Armour value: 2 May have light armour (+2) and shield (+1)
Special Rules: Four-Horse Chariot, Only before 275BC Special Rules: Phalanx, Only from 313-308BC

0-1 OPHELLAS COMPANIONS PTOLEMAIC RULER’S HOUSEHOLD INFANTRY


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 4 3 3 8 21 Volunteer 4 3 3 7 13

Equipment: Hand weapon, xyston. May have light armour (+2) Equipment: Pike, hand weapon
Special Rules: Only from 313-308BC May have light armour (+2) and shield (+1)
Special Rules: Phalanx, Only from 313-308BC
MERCENARY OR ATHENIAN CAVALRY
CA SA KA Mo Pts CRETAN MERCENARIES
Horseman 3 3 3 7 14 CA SA KA Mo Pts
Skirmisher 2 3 3 6 7
Equipment: Hand weapon, javelins
May have bow (+2) and shield (+2). Equipment: Hand weapon, bow
Special Rules: Light Formation, Only from 313-308BC Special Rules: Skirmishers, Only after 308BC

0-1 PTOLEMAIC RULER’S HOUSEHOLD CAVALRY OTHER MERCENARIES


CA SA KA Mo Pts CA SA KA Mo Pts
Horseman 4 3 3 8 21 Mercenary 4 3 3 7 13

Equipment: Hand weapon, xyston Equipment: Hand weapon, pike


May have bow (+2), light armour (+2) May have light armour (+2) and shield (+1)
Special Rules: Only after 308BC Special Rules: Phalanx, Only after 308BC

INFANTRY
ALLIES
HOPLITES
CA SA KA Mo Pts Libyan Allies, I/7
Hoplite 3 3 3 7 10 In 332BC Early Carthaginian Allies, I/61

Equipment: Equipment: Thrusting Spear, hand weapon, shield


May have light armour (+2). May have Riding Horses (+1)
Special Rules: Early Phalanx

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

57. ETRUSCAN LEAGUE 600-280BC 0-1 AXEMEN


CA SA KA Mo Pts
CHARACTERS: Up to 25% Axeman 4 3 3 8 13
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 50% Equipment: Hand weapon, light armour
ALLIES: Up to 25% May have shield (+1). May be Drilled (+4)
SIP: not pooled
SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 6 4
CHARACTERS
Equipment: Sling.
CA SA KA Mo L S Pts May have bow (+1) instead of sling
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
JAVELINMEN
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Javelinman 2 2 2 5 4

Equipment: Javelins and buckler


Equipment and Armor Value: as unit
Special Rules: Skirmishers
Special Rules: Zone of Command 10”. General may be
upgraded to Ld10 (+50). May ride a horse (Armour Value of 3).
PEASANT MILITIA
Before 500BC: May ride in a two- or four-horse chariot
CA SA KA Mo Pts
(Armour Value of 3, D8).
Peasant 2 2 3 5 3
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Equipment: Hand weapon. May have shield (+1)
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Special Rules: Undisciplined
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
CARTHAGINIAN MARINES
CA SA KA Mo Pts
CAVALRY&CHARIOTS Marine 3 3 3 7 7

RAIDING LIGHT HORSE Equipment: Hand weapon


CA SA KA Mo Pts May have light armour (+2) and shield (+1)
Horseman 2 3 3 6 12 Special Rules: Only from 550-450BC

Equipment: Hand weapon, javelins. May have shield (+2). 0-1 FANATIC PRIESTS
Special Rules: Light Formation CA SA KA Mo Pts
Fanatic 2 2 3 5 3
CAVALRY
CA SA KA Mo Pts Equipment: Hand weapon. May have shield (+1)
Horseman 3 3 3 7 14 Special Rules: Undisciplined, Warband, Only after 400BC

Equipment: Hand weapon, javelins. May have shield (+2).


ALLIES
IRREGULAR CHARIOTS
CA SA KA Mo S D Pts
Italiot Allies, I/52 or II/5
Chariot 3 3 3 7 2 8 25 Sabine Allies, I/36
Umbrian Allies, I/55
Equipment: Hand weapon and javelins. Armour value: 1 Samnite Allies, II/13
May have thrusting spear (+5) Gallic Allies, II/11
Special Rules: Two-Horse Chariot, Only before 500BC Only before 500BC: Latin Allies, I/55
From 506-500BC: Tullian Roman Allies, I/59

INFANTRY

HOPLITES
CA SA KA Mo Pts
Hoplite 3 3 3 7 10

Equipment: Thrusting Spear, hand weapon, shield


May have light armour (+2)
0-1 May be upgraded to Devoted (+3, Mo8)
Only after 400BC: May have heavy throwing spear instead of
thrusting spear (free)
Special Rules: Early Phalanx

2nd AND 3rd CLASS SPEARMEN


CA SA KA Mo Pts
Spearman 2 3 3 7 8

Equipment: Thrusting Spear, hand weapon


May have light armour (+2) and shield (+1)

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

58. MEROITIC KUSHITE 592BC-350AD SPECIAL

CHARACTERS: Up to 25% 0-2 ELEPHANTS


CAVALRY: Up to 15% CA SA KA Mo L S D Pts
INFANTRY: At least 50% Elephant 4 3 4 7 5 4 8 190
ALLIES: Up to 25%
SPECIAL: Up to 25% Equipment: Two warriors are armed with bow and hand
SIP: not pooled weapons. A third warrior may be added for 10 points. Any
warriors may exchange their javelins for a bow at 1 point each.
Armour value: 1
CHARACTERS Special Rules: Elephant, Only after 300BC

CA SA KA Mo L S Pts
ALLIES
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 After 300BC: Desert Blemmye Subject Allies, II/55
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. May ride a horse
(Armour Value of 3). After 300BC: General may ride on
elephant.

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

MEROITIC CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+2) and bow (+2)
Special Rules: Light Formation

INFANTRY

MEROITIC ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8

Equipment: Hand weapon, bow

TRIBAL SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8

Equipment: Thrusting Spear, hand weapon


May have shield (+1)

TRIBAL AXEMEN AND SWORDSMEN


CA SA KA Mo Pts
Tribal 3 3 3 7 7

Equipment: Hand weapon


May have shield (+1)

TRIBAL ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7

Equipment: Hand weapon, bow

SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 6 5

Equipment: Hand weapon, bow.


Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

59. TULLIAN ROMAN 578-400BC LATIN ALLIED FOOT


CA SA KA Mo Pts
CHARACTERS: Up to 25% Spearman 3 3 3 6 8
CAVALRY: Up to 15%
INFANTRY: At least 65% Equipment: Thrusting Spear, hand weapon
ALLIES: Up to 25% May have light armour (+2) and shield (+1)
SIP: not pooled

ALLIES
CHARACTERS
Hernician Allies, I/36
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. General may be
upgraded to Ld10 (+50). May ride a horse (Armour Value of 3).

Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

ROMAN CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 13

Equipment: May have shield (+2), light armour (+2) and


throwing spear (+1)

LATIN ALLIED CAVALRY


CA SA KA Mo Pts
Horseman 3 3 3 7 14

Equipment: Hand weapon, javelins.


May have shield (+2) and bow (+2)
Special Rules: Light Formation

INFANTRY

1st TO 3rd CLASS SPEARMEN


CA SA KA Mo Pts
Spearman 3 3 3 7 9

Equipment: Thrusting Spear, hand weapon


May have light armour (+2) and shield (+1)
0-1 May be upgraded to CA4 and Mo8 (+5)

4th CLASS AXEMEN


CA SA KA Mo Pts
Axeman 3 3 3 7 7

Equipment: Hand weapon


May have light armour (+2) and shield (+1)
Special Rules: Light Formation

5th CLASS SKIRMISHERS


CA SA KA Mo Pts
Skirmisher 2 3 3 6 6

Equipment: Hand weapon, javelins


May have shield (+1). May have sling instead of javelins (free)
Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

60. EARLY ACHAEMENID PERSIAN 550-420BC BACTRIAN CAVALRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Horseman 3 3 3 7 15
CAVALRY&CHARIOTS: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, bow.
ALLIES: Up to 25% May have shield (+2) and thrusting spear (+2)
SIP: not pooled Special Rules: Light Formation, Only after 546BC

BEDOUIN CAMELRY
CA SA KA Mo Pts
CHARACTERS
Camelrider 3 3 3 7 14
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins.
Army General - - - 9 3 +2 170 May have shield (+2) and short bow (+1) or bow (+2)
Ally-General - - - 8 2 +2 140 Special Rules: Light Formation, Camelry, Only after 546BC
Brigade Com. - - - 8 1 +1 90 0-1 LIBYAN CHARIOTS
Army Standard - - - 8 2 +1 90 CA SA KA Mo S D Pts
Chariot 3 3 3 7 2 8 25
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. General may be Equipment: Hand weapon and javelins. Armour value: 1
upgraded to Ld10 (+50). May ride a horse (Armour Value of 3). Special Rules: Two-Horse Chariot, Only after 526BC
May ride in a two-horse chariot (Armour Value of 3, D8).
0-1 INDIAN CHARIOTS
CA SA KA Mo S D Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Chariot 4 4 3 8 2 8 35
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon and bow. Armour value: 3
Special Rules: Four-Horse Chariot, Only after 526BC

CAVALRY&CHARIOTS MEDIZING THEBAN CAVALRY


CA SA KA Mo Pts
GUARD CAVALRY Horseman 3 3 3 7 13
CA SA KA Mo Pts
Guard 4 4 3 7 17 Equipment: Hand weapon
May have thrusting spear (+1) and shield (+2).
Equipment: Hand weapon, bow Special Rules: Only in 479BC
May have shield (+2), light armour (+2) and thrusting spear (+1)
MEDIZING THEBAN CAVALRY
PERSIAN OR MEDIAN CAVALRY CA SA KA Mo Pts
CA SA KA Mo Pts Horseman 3 3 3 7 13
Horseman 3 3 3 7 15
Equipment: Hand weapon
Equipment: Hand weapon, bow May have throwing spear (+1) and shield (+2)
May have shield (+2), light armour (+2) and thrusting spear (+1) Special Rules: Light Formation, Only in 479BC

KASPIAN OR SKYTHIAN CAVALRY


CA SA KA Mo Pts INFANTRY
Horseman 3 3 3 7 15
0-1 IMMORTALS
Equipment: Hand weapon, bow. May have shield (+2) CA SA KA Mo Pts
May upgrade to Nomad Cavalry (+2) and Feign Flight (+2) Immortal 4 4 3 8 23
Special Rules: Skirmishers
Equipment: Bow, hand weapon, light armour, spara
0-1 SAGARTIAN LASSO MEN Only from 465-449BC: Downgrade to Ld7 (-5), not longer 0-1
CA SA KA Mo Pts Only from 465-449BC: Light Formation
Horseman 2 3 3 6 12 Special Rules: Drilled

Equipment: Hand weapon, lasso (counts as javelins) OTHER SPARABARA FOOT


Special Rules: Light Formation CA SA KA Mo Pts
Trooper 3 4 3 7 13
CYRUS CAMELRY
CA SA KA Mo Pts Equipment: Bow, hand weapon, spara
Camelrider 2 2 3 6 11 May have light armour (+2).
Only from 465-449BC: Downgrade to SA3 (-2)
Equipment: Hand weapon, javelins. Only from 465-449BC: Light Formation
May have shield (+2) and short bow (+1) or bow (+2)
Special Rules: Light Formation, Camelry, Only in 546BC ARMENIANS, PAPHLAGONIANS, BITHYNIANS,
THRACIANS
0-2 CYRUS SCYTHED CHARIOTS CA SA KA Mo Pts
CA SA KA Mo L D Pts Axeman 3 3 3 6 6
Chariot - - 4 8 1 8 83
Equipment: Hand weapon. May have shield (+1)
Special Rules: Scythed Chariots, Only in 546BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

SKIRMISHING ARCHERS EGYPTIAN MARINES


CA SA KA Mo Pts CA SA KA Mo Pts
Archer 2 2 2 5 4 Marine 4 3 3 7 10

Equipment: Bow Equipment: Hand weapon, throwing spear.


After 546BC: May be upgraded to SA3 and Mo6 (+2) May have shield (+1) and light armour (+2).
Special Rules: Skirmishers Special Rules: Only after 526BC

PARTHIAN, BACTRIAN OR SKYTHIAN ARCHERS THRACIANS


CA SA KA Mo Pts CA SA KA Mo Pts
Archer 2 3 3 6 7 Thracian 3 3 3 7 7

Equipment: Hand weapon, bow Equipment: Hand weapon. May have shield (+1)
0-1 May be upgraded to CA4 (+2)
LEVIES Special Rules: Only from 492-466BC
CA SA KA Mo Pts
Levy 2 2 3 5 3 MEDIZING GREEK HOPLITES
CA SA KA Mo Pts
Equipment: Hand weapon Hoplit 3 3 3 7 9
Special Rules: Undisciplined
Equipment: Thrusting Spear, hand weapon
May have light armour (+2) and shield (+1)
0-1 CYRUS MOBILE TOWER Special Rules: Phalanx, Only in 479BC
Special Rules: War Wagon, Only in 546BC
MEDIZING GREEK JAVELINMEN
CA SA KA Mo Pts
SKIRMISHERS Javelinman 2 2 2 6 4
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3 Equipment: Javelins
May have shield (+1)
Equipment: Javelins Special Rules: Only in 479BC
May have shield (+1). May have sling instead of javelins (free)
Special Rules: Skirmishers, Only after 546BC
ALLIES
LYDIAN OR IONIAN HOPLITES
CA SA KA Mo Pts In 550BC: Mede Rebel Allies, I/40
Hoplit 3 3 3 6 9 In 530BC Saka Allies, I/43
Equipment: Thrusting Spear, hand weapon., shield
Special Rules: Early Phalanx, Only after 546BC

ASSYRIAN OR CHALDEAN INFANTRY


CA SA KA Mo Pts
Trooper 3 3 3 7 9

Equipment: Thrusting Spear, hand weapon.


May have shield (+1)
Up to half can have bow instead of spear (free)
Special Rules: Combined Formation, Only after 546BC

LYKIAN MARINES
CA SA KA Mo Pts
Marine 3 3 3 7 9

Equipment: Hand weapon, bow. May have shield (+1)


Special Rules: Only after 546BC

PHOENICIAN MARINES
CA SA KA Mo Pts
Marine 3 3 3 7 7

Equipment: Hand weapon. May have shield (+1)


Special Rules: Only after 539BC

LIBYAN JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3

Equipment: Javelins. May have shield (+1)


Special Rules: Skirmishers, Only after 526BC

INDIAN ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11

Equipment: Hand weapon, bow.


Special Rules: Only after 526BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

61. EARLY CARTHAGINIAN 550-275BC OTHER POENI CITIZEN INFANTRY


CA SA KA Mo Pts
CHARACTERS: Up to 25% Trooper 3 3 3 7 9
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25% Equipment: Thrusting Spear, hand weapon
ALLIES: Up to 25% May have light armour (+2) and shield (+1)
SIP: not pooled
AFRICAN SPEARMEN
CA SA KA Mo Pts
Trooper 3 3 3 6 8
CHARACTERS
Equipment: Thrusting Spear, hand weapon.
CA SA KA Mo L S Pts May have shield (+1)
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140 SPANISH SCUTARII
CA SA KA Mo Pts
Brigade Com. - - - 8 1 +1 90 Scutarii 3 3 3 7 8
Army Standard - - - 8 2 +1 90
Equipment: Throwing weapon, hand weapon.
May have light armour (+2) and shield (+1)
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. General may be
SPANISH CEATRATI
upgraded to Ld10 (+50). May ride a horse (Armour Value of 3).
CA SA KA Mo Pts
May ride in a four-horse chariot (Armour Value of 3, D8).
Ceatrati 3 3 3 7 10

Equipment: Hand weapon, javelins and buckler


Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Special Rules: Skirmishers, Feign Flight
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
BALEARIC SLINGERS
CA SA KA Mo Pts
Slinger 2 3 3 7 7
CAVALRY&CHARIOTS
Equipment: Hand weapon, sling. May have shield (+1).
CARTHAGINIAN HEAVY CHARIOTS Special Rules: Skirmishers
CA SA KA Mo S D Pts
Chariot 4 4 3 8 2 8 35 LIBYAN, MOORISH OR NUMIDIAN JAVELINMEN
CA SA KA Mo Pts
Equipment: Hand weapon and bow. Armour value: 3 Javelinman 2 3 2 6 5
Special Rules: Four-Horse Chariot, Only after 526BC
Equipment: Hand weapon, javelins. May have shield (+1).
POENI CAVALRY May be upgraded to CA3 (+1)
CA SA KA Mo Pts Special Rules: Skirmishers
Horseman 2 3 3 7 14
LIGURIAN, SARDINIAN OR CORSICAN JAVELINMEN
Equipment: Hand weapon, bow. May have shield (+2) CA SA KA Mo Pts
Javelinman 2 3 3 6 6
CAMPANIAN, ETRUSCAN OR GREEK CAVALRY
CA SA KA Mo Pts Equipment: Hand weapon, javelins. May have shield (+1).
Horseman 3 3 3 7 14 Special Rules: Light Formation

Equipment: Hand weapon, thrusting spear. LIGURIAN SLINGERS


May have shield (+2) CA SA KA Mo Pts
Special Rules: Only after 411BC Slinger 2 3 2 5 4

CAMPANIAN, ETRUSCAN OR GREEK CAVALRY Equipment: Sling.


CA SA KA Mo Pts Special Rules: Skirmishers
Horseman 2 3 3 7 13
SARDINIAN ARCHERS
Equipment: Hand weapon, javelins. May have shield (+2) CA SA KA Mo Pts
Special Rules: Skirmishers, Feign Flight, Only after 341BC Archer 2 3 3 6 7

Equipment: Hand weapon, bow.


INFANTRY Special Rules: Skirmishers

0-1 SACRED BAND CAMPANIAN INFANTRY


CA SA KA Mo Pts
CA SA KA Mo Pts
Elite 4 3 3 8 14 Campanian 4 3 3 7 10

Equipment: Hand weapon, throwing spear


Equipment: Thrusting Spear, hand weapon. May have light
armour (+2) and shield (+1). May be Drilled (+4) May have shield (+1).
Special Rules: Only after 411BC

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

GALLIC INFANTRY
CA SA KA Mo Pts
Gaul 4 3 3 8 13

Equipment: Hand weapon, throwing spear


May have shield (+1) and light armour (+2)
Special Rules: Warband, Only after 411BC

0-2 LIGHT BOLT THROWER


Special Rules: Only after 390BC

GREEK MERCENARY HOPLITES


CA SA KA Mo Pts
Hoplit 3 3 3 7 10

Equipment: Thrusting Spear, hand weapon, shield


May have light armour (+2)
Special Rules: Phalanx, Only after 341BC

ALLIES

Siciliot Allies, I/52 or II/5


Before 500BC: Makai Allies, I/7
After 341BC: Numidian Allies, II/40

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

62. LYKIAN 546-300BC PEASANTS


CA SA KA Mo Pts
CHARACTERS: Up to 25% Peasant 2 2 2 5 3
CAVALRY&CHARIOTS: Up to 25%
INFANTRY: At least 25% Equipment: Sling.
ALLIES: Up to 25% May have javelins instead of sling (free)
SIP: not pooled Special Rules: Skirmishers

MERCENARY HOPLITES
CA SA KA Mo Pts
CHARACTERS
Hoplit 3 3 3 7 10
CA SA KA Mo L S Pts Equipment: Thrusting Spear, hand weapon, shield
Army General - - - 9 3 +2 170 May have light armour (+2)
Ally-General - - - 8 2 +2 140 Special Rules: Phalanx
Brigade Com. - - - 8 1 +1 90 MERCENARY PELTASTS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Peltast 3 3 3 7 9
Equipment and Armor Value: as unit
Equipment: Hand weapon, throwing spear, buckler
Special Rules: Zone of Command 10”. May ride a horse
May have shield (+1)
(Armour Value of 3).
Special Rules: Light Formation
Army General 1 SIP, may add up to 2 SIP for 20.
MERCENARY SKIRMISHERS
Ally General 1 SIP, may add up to 2 SIP for 20 points each
CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
Skirmisher 2 2 2 6 4

Equipment: Sling.
CAVALRY&CHARIOTS May have bow instead of sling (+1)
Special Rules: Skirmishers
CAVALRY
CA SA KA Mo Pts THRACIANS
Horseman 3 3 3 7 14 CA SA KA Mo Pts
Thracian 3 3 3 7 7
Equipment: Hand weapon, thrusting spear.
May have shield (+2) Equipment: Hand weapon. May have shield (+1)
Special Rules: Only after 500BC 0-1 May be upgraded to CA4 (+2)

IRREGULAR LIGHT CHARIOTS MARINES


CA SA KA Mo S D Pts CA SA KA Mo Pts
Chariot 3 3 3 7 2 8 25 Marine 3 3 3 7 9

Equipment: Hand weapon and javelins. Armour value: 1 Equipment: Hand weapon, bow
Special Rules: Two-Horse Chariot, Only before 500BC
PIRATES
CA SA KA Mo Pts
INFANTRY Peasant 2 2 3 5 4

Equipment: Hand weapon and buckler


Special Rules: Skirmishers
WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 7
ALLIES
Equipment: Hand weapon, shield
May have light armour (+2) Asiatic or Greek Allies, I/52 or II/5

DREPANON WARRIORS
CA SA KA Mo Pts
Warrior 4 3 3 7 10

Equipment: Hand weapon, shield


May have light armour (+2)

ARCHERS
CA SA KA Mo Pts
Archer 2 2 2 5 4

Equipment: Bow.
Special Rules: Skirmishers

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

63. PAIONIAN 512-284BC ALLIES

CHARACTERS: Up to 25% Illyrian Allies, I/47


CAVALRY: Up to 25% In 310BC: Macedonian Early Successor Allies, II/18
INFANTRY: At least 25%
ALLIES: Up to 25%
SIP: not pooled

CHARACTERS

CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90

Equipment and Armor Value: as unit


Special Rules: Zone of Command 10”. May ride a horse
(Armour Value of 3).

Army General 1 SIP, may add up to 2 SIP for 20.


Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.

CAVALRY

CAVALRY
CA SA KA Mo Pts
Horseman 2 3 3 7 12

Equipment: Hand weapon


May have shield (+2)

INFANTRY

HYPASPISTS
CA SA KA Mo Pts
Hoplit 4 3 3 7 16

Equipment: Hand weapon, thrusting spear, large shield


May have light armour (+2)
Special Rules: Phalanx

WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 7

Equipment: Hand weapon, shield


May have light armour (+2) may have thrusting spear (+2)
Special Rules: Light Formation

SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3

Equipment: Sling.
May have bow instead of sling (+1)
Special Rules: Skirmishers

LEVIES
CA SA KA Mo Pts
Levy 2 2 3 5 3

Equipment: Hand weapon


May have shield (+1)
Special Rules: Undisciplined

0-1 WARHOUNDS

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

COMMUNITY

http://scarabminiatures.com/forum (english)
http://wabforum.co.uk (english)
http://wab-portal.forumperso.com/ (french)
http://www.wab-forum.de (german)

MANUFACTURERS

http://cuttingedgeminiatures.com/
http://www.essexminiatures.co.uk/
http://www.newlinedesigns.co.uk/
http://www.oldgloryminiatures.com/
http://scarabminiatures.com/
http://wargamesfoundry.com/
http://www.warlordgames.com/

SPECIAL THANKS

Many thanks to the community members and Rob Broom for


their great support and the authors of the DBM Army Books for
their great work, which still is a milestone for historical
wargaming.

BOOKS

V4
WAR & CONQUEST
ARMIES OF THE CHARIOT ERA 3000-500BC

scarabminiatures.com/forum (english)
wabforum.co.uk (english)
wab-portal.forumperso.com/ (french) V4
wab-forum.de (german)

You might also like