BOOK TWO
CLASSIC RULES 2.0 Book 2: Building Army Rosters Rosters
CHAOS WARS: CLASSIC RULES
GAME REFERENCE SHEET TURN ORDER Event I Event II Event III Event IV Event V Event VI
Rally without a Leader
Initiative and Personal Challenges Spell Casting Ranged Attacks Movement Melee Combat Rally
Rallying Unit Peasants Yeomen Knights Creatures
D6 Roll must meet or exceed this number to Rally 5+ 4+ 3+ 4+
Troops Making Ranged Attacks Roll 1D6: (D6 Roll +/- Ranged Modifiers) / Target’s Armor Value
Charts for Ranged and Melee Combat Attacks are found on the back interior cover.
Individuals Making Ranged Attacks Roll Number of D6s equal to Ranged Prowess: Result needed to hit: (D6 Roll +/- Ranged Modifiers Modifiers +/- Armor Modifier) = 5+
Troops Making Melee Attacks Roll 1D6: (D6 Roll +/- Melee Modifiers) / Target’s Armor Value
Individuals Making Melee Attacks Roll Number of D6s equal to Melee P rowess: Result needed to hit: (D6 Roll +/- Melee Modifiers Modifiers +/- Armor Modifier) = 5+
MORALE CHECK CHART Unit Taking the Morale Check Cause of Check Creatures Mounted Knights Foot Knights Mounted Yeomen Foot Yeomen
Creature
Mounted Knights
Foot Knights
Mounted Yeomen
Foot Yeomen
Peasants
3
3
3
4
5
5
3
2
2
3
4
5
3
1
2
2
3
5
2
1
1
2
3
4
0
-1
1
1
2
3
Peasants
-1
No Check
No Check
0
1
2
Ranged Attacks Spells & Fire
1 3
0 0 1 2 1 1 2 3 ^ Roll must meet or exceed to pass ^
3 5
CREATURE MORALE FAILURE TABLE D6 Roll 1 to 4 5
6
2
Result The Creature withdraws one full move to its rear. It will remain there until rallied. It will fight anyone who attacks it. The Creature Flees. It withdraws one full move move to its rear. It will continue to move in that direction until it has moved off the table. It will attack ANY units or figures that block its way. The Creature goes goes Berserk. It turns in a random direcion, see see the Random Movement Table (9:8), then moves up to its full distance towards the nearest unit it faces (in 180 degree arc), and attacks. It will continue to move in this fashion every turn, even if engaged in combat, until destroyed. The creature cannot be rallied.
MORALE MODIFIERS Situation (The Unit Checking Morale is…) is…) …is being attacked in the Flank …is being attacked in the Rear …has lost 50% or more Troops …has lost 50% or more Vitality Attached Leader has been killed this turn Army Commander has been killed this turn …is attacking an enemy in the Flank …is attacking an enemy in the Rear …outnumbers total of all combat opponent(s) in contact. *Each Cavalry count as 2 each. *Individuals use their remaining Vitality to calculate. …has a friendly unit also engaged in the combat …has a Leader attached
RANDOM MOVEMENT D6
Result
1-2
Moves to its rear
3
Moves to its right
4
Moves to its left
5
Moves forward Stands in place. +1 Melee Modifier.
6
Mod -1 -2 -2 -2 -1 -1 +1 +2
+1
+1 +1
CHAOS WARS: CLASSIC RULES
A DIVISION OF
10488 Chester Road Cincinnati, OH 45215 www.IronWindMetals.com www.RalPartha.com CHAOS WARS: WARS: CLASSIC CLASSIC RULES, RULES, EDITION EDITION 2.0 BOOK TWO The original Chaos Wars rules set was conceived and written by: Bob Charrette Rich Smethurst Marc Rubin Chuck Crain Second Edition rules edited and expanded by: Jacob Fathbruckner Primary Artwork by: Bill Neff Inspired by the sculpting of: Tom Meier, Dennis Mize, Julie Guthrie, Bob Charrette, C. Brad Gorby, Richard Kerr, Dave Summers, Sandra Garrity, Bob Olley, Chris Atkin, George Freeman, Ann Gallup, Chris Fitzpatrick, Jeff Wilhelm, Jim Johnson, Drew Williams, Geoff Valley, John Winters, Nick Bibby, Tim Prow, Jeff Grace, Steve Saunders, Brady Bugge, Ken Kersey, Robert Kyde, Phil Lewis, Behrle Hubboch, Bobby Jackson, and many more.
Dedicated to the founders, the founders, sculptors, artists, associates, and staff of Ral Partha Enterprises, too many to name, living and gone, who together created something bigger than the sum of its parts, and that lives on in spirit here at Iron Wind Metals. And to all of the fans of Ral Partha miniatures, old and new, who helpe d bring this project to life. Additional Material by: Name (w/a) book . page C. Brad Gorby (a) 4.4, 5.20 Cynthia Kirk (a) 3.19, 3.24, 3.30-31, 5.15-16, 6.15, 6.53
Dean Morrissey (a) 6.5 Loren Muzzy (a) 3.4, 3.13, 3.17, 6.29 Bill Stolpin (a) 4.28, 6.21 Chad Thorson (a) 1.10-11, 3.27, 3.29-33, 5.12, 5.14-18, 6.9, 6.10, 6.15
Gennifer Bone (a) 2.21, 3.17, 3.20 Dale Kemper (w) 5.13, 5.25 Tom Meier (a) 1.40, 1.65, 2.15, 2.22, 2.24, 6.41 Doug Mize (a) 4.5 Mike Noe (w) 3.30, 3.33, 5.12, 5.15, 5.18 Mark Rogers (a) 2.4, 2.27, 5.5 Bill Sutherland & Richard Kerr (a) 1.12 Sue Tilvers (a) 5.19 Michael Weaver (a) 1.58, 2.21
Fred Fields (a) 2.10, 2.13, 3.28, 6.4 Richard Kerr (w) 4.40-45 Thomas Miller (a) 2.4, 6.11, 6.45 Melissa Morello (a) 1.52, 4.10, 4.33, 4.39 Frank Neeley (a) 2.5, 2.10 Penni Rubin & Bill Neff (a) 1.3, 1.28, 1.65 Tony [Last Unknown] (a) 1.39, 1.55, 2.19, 4.36 Unattributed (a) 1.9, 1.18, 1.19, 1.26, 1.30, 1.32, 1.38, 1.48, 1.51, 1.54, 2.7, 2.11, 2.18, 2.25, 3.6, 4.7, 4.17, 4.24, 4.34, 4.42, 5.04, 5.11, 5.12, 6.8, 6.35, 6.39, 6.44, 6.53
The references to Rues, Trills, Hecatrons, Jyllarans, Malkoshians, Falmearians, Warriors of Sutherkrein, and The Black Prince were developed off of original concepts that were created by Jeff Martin, as part of his Falmurth setting. Used with Permission. The Daeshiru and Doom-Thumpers were created by Richard Kerr. 1st Edition Published as “Chaos Wars, Rules According to Ral for Fantasy Battles” Copyright © 1987 Ral Partha. All rights reserved. 2nd Edition Published as “Chaos Wars: Classic Rules, Edition 2.0” Copyright © 2015 Iron Wind Metals. All rights reserved.
This material may be reproduced for non-commercial use only. Reproduction of this material for commercial use is prohibited. Ral Partha and Chaos Wars are trademarks of Iron Wind Metals.
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CHAOS WARS: CLASSIC RULES
BOOK 2 TABLE OF CONTENTS BUILDING AN ARMY ROSTER 28:0 Building Your Army Roster (page 6) 28:1 Points System
28:4 Army Commander
28:2 Type of Game
28:5 Restrictions
28:3 Suggested Army Sizes & Points
7 – 9) 9) 29:0 Troops (pages 7 – 29:1 How to Calculate
29:4 Equipment Upgrades
29:2 Troop Points Costs
29:5 Skill Upgrades
29:3 Cavalry Upgrades
9 – 11) 11) 30:0 Characters (pages 9 – 30:1 Basics
30:4 Leadership Titles
30:2 Types
30:5 Equipment Upgrades
30:3 Character Costs
30:6 Mounts
31:0 Creatures (pages 12 – 12 – 16) 16) 31:1 The Basics
31:4 Monsters
31:2 Dragons
31:5 Creature Upgrades
31:3 Giants
32:0 Titanic Units
(page 17)
32:1 Titanic Infantry Rules
32:3 Titanic Cavalry Rules
32:2 Titanic Infantry Options
32:4 Titanic Cavalry Options
18 – 19) 19) 33:0 War Machines (pages 18 – 33:1 Types
33:3 Engines
33:2 Artillery
33:4 Others
22 – 25) 25) 34:0 Filling Out an Army Roster (pages 22 – 34:1.1 Troop Instructions
34:1.3 Fantasy Instructions
34:1.2 Troop Points Example
34:1.4 Fantasy Pts Example
26 – 29) 29) 35:0 Sample Army Rosters (pages 26 – 35:1.1 Beginner Army Troops
35:1.4 Beginner War Mach.
35:1.2 Beginner Characters
35:1.5 Beginner Titans
35:1.3 Beginner Creatures
35:2.1 Human Sample Army
= Suggested for Intermediate and Experienced players only.
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4
CHAOS WARS: CLASSIC RULES
Please Note: The subjects listed on this page are found in the additional documents, also released as part of the: CHAOS WARS: CLASSIC RULES, EDITION 2.0 Only books 1 and 2 are required to play play a game. Books 3 and up are all supplemental.
BOOK 1 TABLE OF CONTENTS
BOOK 3 TABLE OF CONTENTS
GAME CONCEPTS
ANCIENT RIVALRY CAMPAIGN ROSTERS & SCENARIOS
1:0 Introduction 2:0 The Basics 3:0 Troops 4:0 Individual Characters
BOOK 4 CONTENTS
5:0 Individual Creatures
LEGENDARY SCENARIOS
6:0 Titans 7:0 War Machines 8:0 Battlefield & Terrain
BOOK 5 CONTENTS
9:0 Morale
PERSONALITIES
10:0 Flying Units 11:0 Water-Bound Vessels
PLAYING THE GAME
BOOK 6 CONTENTS
12:0 Pregame 13:0 The Game Turn 14:0 Event IA - Initiative
SAMPLE ARMIES
15:0 Event IB - Personal Challenges 16:0 Event II - Spell Casting
BOOK 7 CONTENTS
22:0 Event III - Ranged Attacks 23:0 Event IV – IV – Movement Movement
ARMY BUILDING TOOLS
24:0 Event V - Melee Combat 25:0 Event VI – VI – Rally Rally 26:0 Ending the Game & Determining Victors 27:0 Surviving the Chaos Wars
Reminder: Everything found here is also available online as free downloads at:
www.RalPartha.com 5
BUILDING AN ARMY ROSTER 28:0 BUILDING YOUR ARMY
ROSTER . ROSTER .
28:1 POINTS SYSTEM 28:1.1 Players should agree beforehand on the number of fantasy points to be allowed. 28:1.2 Infantry and Cavalry units are purchased for your roster using “Troop Points” 28:1.3 Creatures, War Machines, Titans, and Characters are purchased using “Fantasy Points”
28:2 TYPE OF GAME 28:2.1 There are generally two types of games. 28:2.2 “Low Fantasy Games” have some fantasy creatures and characters, but they are unique pieces, very special, and outnumbered by the units of Troops. 28:2.3 “High Fantasy Games” have many fantasy creatures and characters. There may be as many or more fantasy creatures in the army, as there are units of Troops. 28:2.4 Players should agree beforehand on if they will be playing a Low Fantasy or High Fantasy game.
28:3
SUGGESTED ARMY SIZES & POINTS
28:3.1 The following is a suggested point system for creating unique armies. Game Size Small Average Large Epic
Troop Points 180 300 500 750
28:3.2 Point costs for 28:3.3 Point costs for 28:3.4 Point costs for 28:3.4 Point costs for 28:3.5 Point costs for
6
CHAOS WARS: CLASSIC RULES
Fantasy Points Low Fantasy High Fantasy Games Games 18 54 30 90 50 150 75 225 Troops are found in section (29:0) Characters are found in section (30:0) Creatures are found in section (31:0) Titans are found in section (32:0) War Machines are in section (33:0)
28:4 ARMY COMMANDER 28:4.1 Each army receives one Rank 1 Champion, which may be mounted on a standard Cavalry Mount, with the Army Commander leadership leadership title, for free (no points cost). 28:4.2 This character has the Leadership Ability for an Army Commander. 28:4.3 If desired, the Army Commander’s rank may be increased by spending the appropriate number of fantasy points equal to the upgrade.
28:5 LIST BUILDING RESTRICTIONS RESTRICTIONS 28:5.1 No more than 80% of the Troops in an army may be Knights. 28:5.2 No more than 50% of the Troops in an army may be equipped with Ranged Weapons. 28:5.3 Infantry units must be purchased in quantities of 12 figures, no more and no less (unless rules state otherwise). 28:5.4 Cavalry units must be purchased in quantities of 6 figures, no more and no less (unless rules state otherwise). 28:5.5 If the unit purchases an upgrade (Equipment or Skill Upgrades), the points must be paid for all figures in the unit. 28:5.6 No more than 50% of Fantasy Points should be spent on Spell Casters (unless opponent agrees otherwise). 28:5.7 A player may build one partial unit per army, with remaining unused troop points, after all full units have been purchased. 28:5.8 Since the partial unit will have less than the normal number of figures, for all die rolls, treat the unit as though it were a full unit which had suffered casualties equal to the number of missing figures.
CHAOS WARS: CLASSIC RULES 29:0 TROOP
BUILDING AN ARMY ROSTER
POINTS COSTS . COSTS .
29:1.1 The cost of a unit of Troops is determined by calculating 4 different sets of points costs, and multiplying the total by number of figures in the unit. 29:1.2 How to calculate Troop Points Cost for a Unit: Base Cost for Troop Type and Race x (number of figures) Cost of Cavalry Mounts (optional) x (number of figures) Cost of Skill Upgrades (optional) x (number of figures) + Cost of Add.Equipment (optional) x (number of figures) Total Points Per Unit 29:2 TROOP TYPE COSTS - BY RACE Troop Points - Cost Per Figure Orcs, Goblins, Undead, Halflings, Fae Demons,
Infantry Move
Cavalry Move
Combat Modifier
Infantry Armor Value
Cavalry Armor Value
Peasant
8"
12"
-1 to roll
1
2
1
1
2
1
Yeoman
8"
12"
no modifier
2
3
2
2
4
3
Knight
6"
10"
+1 to roll
3
4
4
3
6
5
Troop Types
Humans
All Others
29:3 COST OF CAVALRY MOUNTS 29:3.1 Mounts for Troops may be purchased with either Troop or Fantasy points. 29:3.2 Details on mounts are found in in section (3:8). 29:3.3 PURCHASING A MOUNT WITH TROOP POINTS Mount Type
Points Cost Each
Examples
Movement
Combat Modifier
Standard Mount
2
Horse, Wolf, Pony, Small Lizards
10" or 12"
+1
Large Mount
3
Bison, Camel, Hexatrix, Lizard, Unicorn
10" or 12"
+2
Very Large Mount
4
Rhino, Giant Boar, Heavy Lizard
8"
+3
Giant Mount
5
Elephant, Land Dragon, Kraken
8"
+4
Aerial Mount
3
Pegasus, Giant Insect
16"
+1
Large Aerial Mount
4
Young Wyvern, Young Griffin, Pteranodon
14"
+2
Very Large Aerial Mount
5
Young Dragon, Griffin, Hippogriff
12"
+3
29:3.4 PURCHASING A MOUNT WITH FANTASY POINTS Ground Flying Melee Ranged MOUNT TYPE Move Move Prowess Prowess Standard Mount 12" n/a 2 n/a Large Mount 12" n/a 3 n/a Very Large Mount 8" n/a 4 n/a Giant Mount 8" n/a 5 n/a Aerial Mount Large Aerial Mount Very Large Aerial Mount
10" 8" 6"
16" 14" 12"
2 4 4
n/a n/a n/a
0 1 1 1
Armor Value 3 3 3 4
Fantasy Points Cost 2 3 4 5
0 0 0
2 3 4
3 4 5
Vitality
Magic
3 4 5 6 4 4 4
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CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
TROOP POINTS COSTS . COSTS . Continued 29:4 COST OF EQUIPMENT UPGRADES Each unit may have a maximum of one Melee Weapon Upgrade and one Ranged Weapon Upgrade. Models MUST be equipped appropriately to be given Weapon Upgrades (within reason). 29:4.1 MELEE WEAPON UPGRADES All units are purchased w ith “undefined weapons”. If desired, you may pay Troop Points to give them a specific weapon upgrade. Cost Per Weapon Available to: Special Rules Figure Mixed Weapons / free All Troops None. Everyone starts with this unless an Upgrade is purchased. Undefined Weapons Infantry Spears 0.5 All Infantry On the turn it receives a charge, the unit adds +1 to the Melee Roll. Axes, Flails, Clubs, 1 All Troops Reduces target's Armor Value by 1. Maces, Hammers Swords 1 All Troops Adds +1 to the Melee Roll. Pair of Hand Weapons 3 Infantry Only Adds +D3 to the Melee Roll. Polearms 1.5 Infantry Only Adds +1 to the Melee Roll. Reduces target's Armor Value by 1. Infantry Yeomen Great Weapons 2 Reduces target's Armor Value by 2. All Knights Maximum movement for the unit is 6" (unless other restrictions reduce it further). On the first turn of melee melee combat, the unit with pikes will Infantry Yeomen Pike 2.5 attack first, and the opponent removed casualties before striking back. Infantry Knights Any cavalry, chariot, or creature of any kind in combat with the unit suffers -1 to their Morale Check when in combat against pikemen. When charging, on the first turn of Melee Combat, the spear reduces Cavalry Spears 1 Cavalry Only the target's armor value by 1. When charging, on the first turn of Melee Combat, the lance reduces Lance 2 Cavalry Only the target's armor value by 2. 29:4.2 RANGED WEAPON UPGRADES Cost Per Weapon Range Figure
Available to: All Peasants All Yeomen Centaur, Elf, Fae, Halfling Knights All Peasants All Yeomen Centaur, Elf, Fae, Halfling Knights All Peasants All Yeomen Dwarf Knights All Peasants All Yeomen
Common Bows & Slings
12"
1
Longbows
18"
2
Crossbows
14"
1.5
Arbalests (Steel Crossbows)
18"
3
Arquebus (Musket)
12"
2
All Yeomen
Blunderbuss
8”
3
All Yeomen All Dwarves
Throwing Axes, Knives, Stars, Blow Darts, Javelins
8"
0.5
All Peasants All Yeomen
8
Special Rules None
Receives a +1 modifier to Ranged Attack rolls. Reduces the Target's Armor Value by 1. Unit may not move after firing. Reduces Target's Armor Value by 2. Unit may not move after firing. Gains +1 modifier to Ranged Attack rolls. Reduces the Target's Armor Value by 1. Unit may not move after firing. The unit makes a ranged attack as if it it were a Creature. Treat the number of troops alive in the unit as the Ranged Prowess Prowess value. A roll of 5 or 6 causes 1 hit. Armor does modify the roll. User suffers -1 on Ranged Attack Rolls. User may move at full speed after using this weapon.
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
TROOP POINTS COSTS . COSTS . Continued 29:4.3 OTHER UPGRADES Upgrade
Available to:
Unit Standard Unit Musician
All Troops All Troops
Dwarven Armor Daeshiru
Dwarves Only Centaurs Only Demons Only Available to 1 out of 1-2 units. Fae Only No restrictions on availability. Beastmen & Lizardmen Only Available to 1 out of 1-3 units. Undead Only Available to 1 out of 1-3 units.
Demonic Wings Fairy Wings Bestial Wings Incorporeal Form
Cost in Troop Points +4 per unit +4 Per unit
Special Rules See section 3:9.5 See section 3:9.6
+1 per figure +1 per figure
Gains +1 Armor Value Fearsome (2:7.5)
+1 per figure
Flight (3:7:15)
+1 per figure
Flight (3:7:15)
+2 per figure
Flight (3:7:15)
+2 per figure
See section (3:7:14)
29:5 COST OF SKILL UPGRADES 29:5.1 A unit of Troops may purchase one Skill Upgrade. 29:5.2 Details can be found in section (3:10). 29:5.3 Each unit may have a maximum of one Skill Skill Upgrade. 29:5.4 If a player wishes to have more than one unit with the same Skill Upgrade, the points cost to upgrade the second unit will be doubled. 29:5.5 Some subtypes of Humans do not pay the double points for having multiple units with the same Skill Upgrade. See (3:7.9) for details.
Cost Per Troop (by Race and Foot or Mounted)
Skill Upgrade: Human Infantry
Human Cavalry
All Other Cavalry
All Other Infantry
Rangers
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Holy Warriors
1 Troop Point
1 Troop Point
2 Troop Points
2 Troop Points
Fanatics
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Berserkers
2 Troop Points
3 Troop Points
3 Troop Points
4 Troop Points
Fighter-Mages
1 Fantasy Point
1 Fantasy Point
1 Fantasy Point
1 Fantasy Point
Marksmen
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Scouts
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Raiders
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Ambushers
3 Troop Points
4 Troop Points
4 Troop Points
5 Troop Points
Adventurers
2 Troop Points
3 Troop Points
3 Troop Points
4 Troop Points
Bodyguard
2 Troop Points
n/a
3 Troop Points
n/a
Assassins
2 Troop Points
n/a
3 Troop Points
n/a
Brigands
2 Troop Points
3 Troop Points
3 Troop Points
4 Troop Points
Hunters
1 Troop Point
3 Troop Points
2 Troop Points
3 Troop Points
Swashbucklers
1 Troop Point
2 Troop Points
2 Troop Points
3 Troop Points
Sailors
1 Troop Point
n/a
2 Troop Points
n/a
Familiars
1 Troop Point
n/a
2 Troop Points
n/a
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CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER 30:0 CHARACTER
POINTS COSTS . COSTS .
30:1.1 All kinds of Role-Playing type figures may be used as individual characters, adding leadership and fantasy flair to the game as they take the field. 30:1.2 All Characters are paid for with Fantasy Fantasy Points.
30:2 TYPES OF CHARACTERS 30:2.1 Characters fall into 4 types. 30:2.2 Warlords, Heroes, Paladins, Kings, Hunters, Hunters, Mercenaries, Sergeants, Captains, Thieves, Bards, Highwaymen, Assassins, Sappers, Beastmasters, and Engineers can all be fielded using the character type “Champions”. See (30:3.3). 30:2.3 Clerics, Druids, Zealots, Monks, Priests, Cultists, Witch Hunters, and Inquisitors can all be fielded using the character type “Priests”. See ( 30:3.4). 30:2.4 Sorcerers, Sorceresses, Mages, Wizards, Alchemists, and Shamen can all be fielded using the character type “Wizards”. See (30:3.5). 30:2.5 Witches, Necromancers, and any Sorcerers Sorcerers using magic to raise the dead or control demons can all be fielded using the character type “Necromancers/Demonologists”. “ Necromancers/Demonologists”. See (30:3.6).
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30:3 INDIVIDUAL CHARACTER COSTS 30:3.1 Each type of Character is available to be purchased under 5 different “ranks”. The higher the Rank number, number, the more powerful the Character. 30:3.2 Depending on the race of the character, different points must be paid (to compensate for the race-specific rules that it benefits from).
30:3.3 CHAMPIONS Ground Mounted Move Move
l
:
Flying Mount
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
Cost in Fantasy Points Orc/Goblin Undead/Demon All Other
Rank 1
8"
12"
16"
2
2
1
0.5
3
1
2
1
Rank 2
8"
12"
16"
4
4
2
1
3
2
4
2
Rank 3
8"
12"
16"
6
6
3
1.5
3
3
6
3
Rank 4
8"
12"
16"
8
8
4
2
3
4
8
4
Rank 5
8"
12"
16"
10
10
5
2.5
3
5
10
5
10
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
CHARACTER POINTS COSTS . COSTS . Continued 30:3.4 PRIESTS
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Cost in Fantasy Points
Ground Move
Mounted Move
Flying Mount
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
Orc/Goblin
Undead/Demon
8" 8" 8" 8" 8"
12" 12" 12" 12" 12"
16" 16" 16" 16" 16"
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
2 4 6 8 10
3 3 3 3 3
3 6 9 12 15
n/a n/a n/a n/a n/a
Ground Move
Mounted Move
Flying Mount
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
Orc/Goblin
Undead/Demon
8" 8" 8" 8" 8"
12" 12" 12" 12" 12"
16" 16" 16" 16" 16"
0.5 1 1.5 2 2.5
0.5 1 1.5 2 2.5
1 2 3 4 5
3 6 9 12 15
2 2 2 2 2
4 8 12 16 20
4 8 12 16 20
All Other 2 4 6 8 10
30:3.5 WIZARDS
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
30:3.6 NECROMANCERS & DEMONOLOGISTS Groun Mounte Flying Melee Range d d Move Mount Prowess Prowess Move Rank 1 8" 12" 16" 0.5 0.5 Rank 2 8" 12" 16" 1 1 Rank 3 8" 12" 16" 1.5 1.5 Rank 4 8" 12" 16" 2 2 Rank 5 8" 12" 16" 2.5 2.5
Vitality
Magic
1 2 3 4 5
3 6 9 12 15
Armo r Value 2 2 2 2 2
Cost in Fantasy Points All Other 3 6 9 12 15
Cost in Fantasy Points Orc/Goblin
Undead/Demon
All Other
5 10 15 20 25
5 10 15 20 25
4 8 12 16 20
30:4 LEADERSHIP TITLES & POINTS COSTS 30:4.1 A character may be given Leadership abilities. 30:4.2 This costs troop points unless the character already has specific leadership abilities designated. designated. 30:4.3 Additional details found in section section (4:12). Leadership Title Army Commander
Restrictions
Troop Points Cost
Max 1 per army
0
General
None
6
Colonel
None
4
Captain
None
2
Max 1 per army
24
Free. May combine with another title
0
Army Standard Bearer Beastmaster
i
30:5 EQUIPMENT UPGRADES 30:5.1 Characters may purchase Weapon Upgrades with with Troop Points. You may use Fantasy Points if you wish, wish, but it is unadvised. 30:5.2 Characters pay more points for upgrades than troops do. 30:5.3 A Character may purchase one Melee Melee Weapon Upgrade (29:4.1). To purchase the Upgrade, the player pays the points cost cost Cost) x (Character’s Melee Prowess) Prowess) multiplied by the Character’s Melee Prowess. Pay: (Upgrade Points Cost) 30:5.4 A Character may purchase one Ranged Weapon Upgrade (29:4.2). To purchase the Upgrade, the player pays the points cost multiplied by the Character’s Ranged Prowess. Pay: (Upgrade Points Cost) x (Character’s (Character’s Ranged Prowess) 11
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER 30:6 CHARACTER POINTS
COSTS: MOUNTS COSTS: MOUNTS . .
30:6.1 Characters may purchase a mount with either troop points, using the chart “Purchasing a Mount with Troop Points” (section 30:6.3) or with fantasy points using the charts “Purchasing a Mount with Fantasy Points” (section 30:6.4), Dragons (section 31:2), or Monsters (31:4). 30:6.2 Centaurs and Winged Humanoids may not ride ride mounts.
30:6.3 PURCHASING A MOUNT WITH TROOP POINTS Mount Type
Points Cost Per Rank
Examples
Movement
Combat Modifier
Standard Mount
2 per rank
Horse, Wolf, Pony, Small Lizards
10" or 12"
+1
Large Mount
3 per rank
Bison, Camel, Hexatrix, Lizard, Unicorn
10" or 12"
+2
Very Large Mount
4 per rank
Rhino, Giant Boar, Heavy Lizard
8"
+3
Giant Mount
5 per rank
Elephant, Land Dragon, Kraken
8"
+4
Aerial Mount
3 per rank
Pegasus, Giant Insect
16"
+1
Large Aerial Mount
4 per rank
Young Wyvern, Young Griffin, Pteranodon
14"
+2
Very Large Aerial Mount
5 per rank
Young Dragon, Griffin, Hippogriff
12"
+3
a) Characters pay a points cost f or the Mount that is multiplied by the Character’s Rank. Example: For a Rank 1 Character, Character, a Very Large Mount costs 3 Troop Points. For a Rank 4 Character, the same mount would cost 12 Troop Points. b) Additional details details found in section (4:15.4)
30:6.4 PURCHASING A MOUNT WITH FANTASY POINTS MOUNT TYPE Standard Mount Large Mount Very Large Mount Giant Mount
Ground Move
Flying Move
Melee Prowess
Ranged Prowess
Vitality
Magic
Armor Value
Fantasy Points Cost
12" 12" 8" 8"
n/a n/a n/a n/a
2 3 4 5
n/a n/a n/a n/a
3 4 5 6
0 1 1 1
3 3 3 4
2 3 4 5
Aerial Mount 10" 16" 2 n/a 4 0 2 3 Large Aerial Mount 8" 14" 4 n/a 4 0 3 4 Very Large Aerial Mount 6" 12" 4 n/a 4 0 4 5 Additional details found in section (4:15.5) Mounts for Characters may also be purchased with Fantasy Points from the Dragons (section 31:2), or Monsters (31:4), or Engines (33:2.1).
30:6.5 PALANQUINS STAT MODIFIERS
Palanquin
Ground Move
Melee Prowess
Vitality
Armor
Fantasy Points Cost
6"
+4
+4
+1
5
a) A Character not riding a mount mount may instead be placed atop a Palanquin. b) Additional details found in section (4:15.6)
12
CHAOS WARS: CLASSIC RULES The Adventurer
The Cleric
The Assassin
The young adventurer is starting out, leaving hearth and home behind. He possesses only an axe, shield, a short tunic of mail, and an iron determination with which to issue his challenge to the world. The adventurer’s challenge has been answered more than a few times. times. His axe is larger now, as i s his strength to wield it; and he has managed to acquire little more in the way of armor. Where there was once trepidation and inexperience, now there is grim self-confidence and awesome fighting power. The Adventurer now wields a massive, ornate axe and wears massive ornate armor; he is the master of his profession and few foes will now dare to contest him.
Although he is permitted to wear armor, the cleric must not use edged weapons or shed blood. He must rely on his mystic and religious symbol instead, and in the beginning, these seem slight protection against the evils of the world. As he moves through successful adventures and advances in power, the cleric improves his knowledge and wisdom, learns new spells, and these give him strength. Ultimately he may achieve the level of a High Priest – and become a fighter to be reckoned with.
In the beginning, he’s just like any other young man of ambition looking to get ahead in the world. world. Except that he doesn’t have quite the physical strength to be a fighter, nor does he possess the intellect necessary to master the intricacies intricacies of magic use. He finds that there is wealth to be gained nevertheless – nevertheless – by by sticking a knife in the appropriate back. From his furtive, lean beginnings, the assassin moves up in his trade, until ultimately he is a master assassin – the – the best of the cutthroats, a deadly and expensive weapon, to be used against only the highest-placed and most influential targets.
The Druid
The Dwarf Fighter
The Fighter-Mage
As he begins his adventuring career, he’s little more than a simple cleric, with plain staff, robes, and not very many spells at his command. Later, as the trials of the world have tested and tempered him, the Druid’s strength and wealth have increased. Ultimately, when he has survived the worst the world can throw at him, the transformation of the simple cleric into a terrifying Druid mage is complete. Many talismans of magic power hang from his belt, and the light of fanaticism burns in his eyes; he is the master of his
He moves in the cavernous deep places of the earth, shunning the toobright, too-open world above, collecting the weapons and armor that Dwarves can forge better than anyone else. Soon, as his destiny calls him out into the open world, he shows the inhabitants there the traits his Dwarven heritage have given him: strength, determination, and crusty battle-hardness.
A rare combination of skills – a – a fighter who is also a magic user. As the young fighter leave leave the serenity of their home and embarks upon the strenuous double career. Clothing and weapons are simple and the search for wealth and experience is just beginning. In time, successful adventures and profitable encounters permit the young fighter to acquire a better sword sword and stronger stronger armor. The talismans he carries are ancient and powerful. Ultimately, fortune smiles upon the oncehumble fighter, as his sumptuous clothing and top-quality weapons and armor attest. He has become the master of this difficult profession, exuding an aura of physical and magical strength.
l i :
13
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER 31:0 INDIVIDUAL
CREATURES POINTS COSTS. COSTS .
31:1.1 The fantastic creatures of popular myth and quests can be employed in support of your forces. 31:1.2 There are 3 categories of Individual Creatures: Creatures: Dragons, Giants, and Monsters. 31:1.3 All creatures are paid for with with Fantasy Points. 31:2 COSTS OF DRAGONS 31:2.1 More information information on Dragons is found in section (5:5). 31:2.2 ‘Approx Model Size’ shown below is to a ssist you in determining what stat line best serves your model. Size is measured from the figure’s nose to its haunches. Do not include the tail. Some adjustment, as agreed upon by all players, is allowed to account for exceptionally skinny or bulky dragons. 31:2.3 The following 3 charts show the different Dragons available. 31:2.4 Each type of Dragon is available to be purchased under 5 different “ranks”. The higher the Rank Rank number, the more powerful powerful the Dragon. 31:2.4 The Magic value on the Dragon’s stat line is defe nsive only as with champions. 31:2.5 LAND DRAGONS
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Move on Foot
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
Approx Model Size
Cost in Fantasy Points
8" 8" 6" 6" 6"
n/a n/a n/a n/a n/a
3 6 9 12 15
n/a n/a n/a n/a n/a
2 4 6 10 16
n/a n/a n/a n/a n/a
3 3 4 4 4
1" 2" 3" 4" 5"
2 3 6 9 11
Melee Prowess 3 6 9 12 15
Range Prowess n/a n/a n/a n/a n/a
Vitality
Magic
2 4 6 10 16
n/a n/a n/a n/a n/a
Armor Value 3 3 4 4 4
Approx Model Size 1" 2" 3" 4" 5"
Cost in Fantasy Points 3 5 9 13 16
Melee Prowess 3 6 9 12 15
Range Prowess 1 2 3 4 5
Vitality
Magic
2 4 6 10 16
2 4 6 8 10
Armor Value 3 3 4 4 4
Approx Model Size 1" 2" 3" 4" 5"
Cost in Fantasy Points 4 9 14 20 27
31:2.6 LESSER DRAGONS
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Move on Foot 8" 8" 6" 6" 6"
Flying Move 16" 16" 12" 12" 12"
31:2.7 TRUE DRAGONS
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Move on Foot 8" 8" 6" 6" 6"
Flying Move 16" 16" 12" 12" 12"
31:2.8 DRAGON UPGRADES: UPGRADES: ELEMENTAL ASPECTS Dragons may be upgraded to have an Elemental Aspect. Aspect. Each unit may only have one upgrade. See (31:5). 31:2.9 HOWDAHS a) A Rank 4 or 5 Dragon may have a Howdah placed on its back (or slung under under its torso). The Howdah gives the Dragon +1 +1 Vitality, and allows for 1 Artillery Piece and a Crew to be added. See sections (33:3.3) & (33:3.4) for details. 14
Howdah
Vitality
Fantasy Points
+1
2
BUILDING AN ARMY ROSTER
CHAOS WARS: CLASSIC RULES
INDIVIDUAL CREATURES POINTS COSTS. COSTS . Continued 31:3 COSTS OF GIANTS 31:3.1 More information on Giants is found in section (5:6) . 31:3.2 The following 2 charts show the different Giants available. 31:3.3 Each type of Giant is available to be purchased under 5 different “ranks”. The higher the Rank number, the more powerful the Giant. 31:3.4 ‘Approx Model Size’ shown below is to assist you in determining what stat line best serves your model. Size is measured by height of the Giant. Some adjustment, adjustment, as agreed upon by all players, is allowed to account for exceptionally skinny or bulky giants. 31:3.5 Magic on the Giant’s stat line is defensive only as with Champions. 31:3.6 You may choose to increase the Giant’s Armor Value b y +1. The charts below show how many Fantasy Points are to be paid for the upgrade. 31:3.7 COMMON GIANTS Move on Melee Foot Prowess Rank 1 8" 2 Rank 2 8" 4 Rank 3 8" 6 Rank 4 8" 8 Rank 5 8" 10
Range Prowess 0 1 2 3 4
Vitality
Magic
2 4 6 8 10
0 1 2 3 4
31:3.8 WARRIOR GIANTS Move on Melee Range Vitality Magic Foot Prowess Prowess Rank 1 8" 3 0 3 0 Rank 2 8" 6 1 6 1 Rank 3 8" 9 2 9 2 Rank 4 8" 12 3 12 3 Rank 5 8" 15 4 15 4 Note: Warrior Giants takes Morale Checks and Rally as a Foot Knight.
Armor Value 2 2 3 3 3
Armor Value 2 2 3 3 3
Approx Model Size 1.5" 2" 2.5" 3" 3.5"
Approx Model Size 1.5" 2" 2.5" 3" 3.5"
Fantasy Points Cost 1 3 5 7 9
Cost to Upgrade Armor [+1] +1 +2 +3 +4 +5
Fantasy Points Cost 3 7 11 15 19
Cost to Upgrade Armor [+1] +1 +2 +3 +4 +5
31:3.9 MOUNTS A giant may be mounted on a monster from section (31:4). Appropriate Fantasy Points must be paid. i
31:3.10 UPGRADES: Giants may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).
:
Fear the Denizens of the Seas Giants They stride across fields and seas. They guard lonely mountain tops, and raid villages for food and prisoners; which at times may be the same thing.
Even inland, warriors of the world must battle the horrors of the deep. Kraken, Sea Drakes, and Giant Leviathans are all regular features features in the armies of the Atlanteans, Sea Elves, and other sea-faring races. Under the protective enchantments of Water Mages, these monsters are no longer confined to bodies bodies of water. When they charge, the magic emanating from their bodies causes the very ground around them to liquify, and they swim without effort, through the mix of muddy water towards their next victim. 15
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
INDIVIDUAL CREATURES POINTS COSTS . COSTS . Continued 31:4 COSTS OF MONSTERS 31:4.1 There are many different types of monsters monsters available, listed here. here. 31:4.2 Additional information can be found in section (5:7). 31:4.3 If the monster you are looking for cannot be found here, here, please take a look at the “Generic Monster” stats (see 31:4.6), to see if one of these stat lines would be appropriate for you to field your monster.
31:4.3 FLYING MONSTERS All of these have the ‘Flight’ special rule.
Ground Move
Flying Move
Melee Prowess
Ranged Prowess
Vitality
Magic
Armor Value
Fantasy Points
Special Rules
Chimera (with wings)
6"
10"
3
n/a
3
1
2
3
Demon, Greater
6"
12"
9
n/a
6
n/a
4
9
Demonic
Gargoyle
6"
10"
4
n/a
4
3
4
5
Demonic
Giant Bee
4"
10"
3
n/a
2
1
2
3
Giant Plague Fly
4"
10"
2
n/a
3
1
2
3
Griffin
8"
12"
4
n/a
5
0
2
4
Hippogriff
8"
14"
3
n/a
3
0
2
3
Jabberwock
6"
10"
4
n/a
4
1
3
4
Manticore
8"
12"
3
2
4
0
2
4
Pegasus
10"
16"
2
n/a
4
0
2
3
Phoenix
6"
12"
15
n/a
16
0
4
16
Fire Aspect
Skeletal Greater Demon
8"
14"
7
3
14
4
4
13
Undead
Undead Dragon
6"
12"
12
4
20
9
4
24
Undead
War Dragon
6"
12"
15
5
16
10
4
22
Dragon Fire
War Eagle
8"
16"
8
n/a
6
0
3
7
Winged Lizard (Pteranodon)
8"
14"
6
n/a
4
0
3
5
Winged Panther / Winged Lion
8"
10"
2
n/a
1
0
2
2
Ground Move
Flying Move
Melee Prowess
Ranged Prowess
Vitality
Magic
Armor Value
Fantasy Points
Bandersnatch
10"
n/a
5
n/a
3
1
2
3
Bear
8"
n/a
1
n/a
2
0
2
1
Behemoth
6"
n/a
3
n/a
3
1
3
3
Chimera (no wings)
6"
n/a
3
n/a
3
1
2
2
Cockatrice
10"
n/a
1
3
2
0
2
2
Dragon Fire
Demon Guard
12"
n/a
2
n/a
4
2
3
6
Demonic
Elemental
6"
n/a
6
3
8
3
3
8
Demonic
Gorgon
8"
n/a
2
3
2
0
2
2
Grendel (Mutant Troll)
8"
n/a
4
n/a
4
6
3
5
Hecatron
8"
n/a
6
n/a
6
1
3
4
Hydra
4"
n/a
7
n/a
7
1
3
5
Regenerate
Hydra, Giant
6"
n/a
15
n/a
16
1
4
11
Regenerate
Jub-jub Bird
8"
n/a
2
n/a
4
0
2
2
Regenerate
31:4.4 NON-FLYING MONSTERS
MONSTERS
16
Special Rules
Regenerate, Aquatic
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
INDIVIDUAL CREATURES POINTS COSTS . COSTS . Continued 31:4.4 NON-FLYING MONSTERS
(CONTINUED)
Ground Move
Flying Move
Melee Prowess
Ranged Prowess
Vitality
Magic
Armor Value
Fantasy Points
Special Rules
Kraken
10"
n/a
3
n/a
4
3
3
3
Aquatic
Leviathan
6"
n/a
15
n/a
16
1
4
12
Aquatic
Lion
8"
n/a
1
n/a
2
0
2
1
Mastodon
8"
n/a
15
2
15
0
4
12
Relentless
Mechanical Beast
6"
n/a
6
n/a
6
1
4
4
Relentless
Mechanical Giant
10"
n/a
4
8
7
2
4
10
Mechanical Knight
6"
n/a
6
n/a
6
4
3
5
Mech. Knight on Horse
10"
n/a
7
n/a
7
4
4
6
Minotaur, Common
10"
n/a
3
n/a
3
0
2
2
Minotaur, Giant
8"
n/a
9
2
9
2
4
14
Nightmare
10"
n/a
3
n/a
4
3
3
3
Rat, Giant
12"
n/a
3
n/a
3
0
2
3
Rat Swarm
10"
n/a
3
n/a
6
0
2
4
Salamander
9"
n/a
3
6
4
1
4
6
Scorpion, Giant
10"
n/a
5
n/a
2
0
4
2
Scorpion Man
10"
n/a
5
n/a
7
0
4
7
Sea Drake
6"
n/a
9
n/a
6
1
4
6
Aquatic
Sentinel (Living Statue)
6"
n/a
3
n/a
3
1
3
2
Undead
Skeletal Sabretooth
8"
n/a
4
n/a
3
1
2
3
Undead
Skeletal Giant
8"
n/a
6
2
12
2
3
8
Undead
Spider, Giant
12"
n/a
3
n/a
2
0
2
2
Throne of Bone
8"
n/a
12
n/a
13
18
3
30
Throne Throne of Bone
Thunder Lizard
8"
n/a
4
n/a
4
0
4
4
Amphibious
Thunder Lizard, Giant
7"
n/a
16
n/a
16
0
4
12
Amphibious
Treeman
8"
n/a
10
4
10
4
3
9
Forest Walker
Troll Hound
10"
n/a
5
n/a
3
1
2
3
Regenerate
Unicorn
14"
n/a
6
n/a
4
3
2
4
War Elephant
8"
n/a
8
n/a
6
0
3
5
Weretiger
10"
n/a
3
n/a
5
1
3
4
Fearsome
Werewolf
10"
n/a
2
n/a
4
1
2
3
Fearsome
Relentless, Flaming Pitch Relentless Relentless, +1 Melee Mod
Undead
Dragon Fire
Throne of Bone - Special Rules
Operates as a Necromancer. The Throne of Bone may release up to 4 units of 12 Skeletal Yeomen, which then operate as independent units. Each time this is done, the Throne's Movement, Magic, Melee Prowess, and Vitality stats are reduced by 2. Also operates under under the 'Undead' Special Rule.
17
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
INDIVIDUAL CREATURES POINTS COSTS . COSTS . Continued
x
31:4.6 GENERIC MONSTERS Ground Move Small Ground Monster 6" Medium Ground Monster 8" Large Ground Monster 6" Small Flying Monster 6" Medium Flying Monster 8" Large Flying Monster 6"
Flying Move n/a n/a n/a 10" 16" 12"
Melee Prowess 3 8 15 3 6 15
Ranged Prowess n/a n/a n/a n/a n/a n/a
Vitality
Magic
3 6 16 3 4 16
1 0 0 1 0 0
Armor Value 2 3 4 2 3 4
Fantasy Points Cost 2 5 11 3 5 16
31:4.7 GENERIC MONSTER UPGRADES: ELEMENTAL ASPECTS Generic Monsters may be upgraded upgraded to have an Elemental Aspect. Aspect. Each unit may only have one upgrade. See (31:5).
31:5 CREATURE UPGRADES: ELEMENTAL ASPECTS 31:5.1 Dragons, Giants, Generic Monsters, and all Titanic Infantry may be upgraded upgraded to have an Elemental Aspect. Aspect. Each unit may only have one upgrade.
Upgrade Fire Aspect
Ice Aspect
Water Aspect Air Aspect Earth / Life Aspect Stone / Metal Aspect Undead Aspect Demonic Aspect 18
Examples Red Dragon
Fire Giant
Fire Dragon
Fire Trolls
Ice Dragon
Frost Giant
Frost Dragon
Snow Trolls
Blue Dragon
Storm Giant
Sea Dragon
Sea Trolls
Celestial Dragon Silver Dragon Golden Dragon
Cloud Giant
Green Dragon
Troll Giant
Forest Dragon
Swamp Trolls
Black Dragon
Stone Giant
Brass Dragon
Stone Trolls
Undead Dragon Zombie Dragon Skeletal Trolls
Skeletal Giant
Demonic Dragon
Pit Fiends
Posessed Giant Great Demons
Special Rules
Cost
+1 Melee Modifier against Ice and Earth Aspec ts. Immune to fire-based attacks. Unit gains +6 Ranged Prowess, and all ranged attacks treated as Dragon Fire attacks (2:7.4).
3 Fantasy Points per Unit.
+1 Melee Modifier against Fire and Water Aspects. Immune to Armor Reduction Modifiers. 3 Fantasy Points Frost Aura: Creatures and characters within 6” of per 1-3 miniatures the unit suffers -1 to Melee Prowess Value +1 Melee Modifier against Fire and Earth Aspects. Gains special rule 'Aquatic' (2:7.2). Immune to water or storm based damage.
1 Fantasy Point per miniature
The Creature may cast spells as a Rank 2 Wizard. Gains the special rule ‘Incorporeal’ (2:7.9).
6 Fantasy Points Per miniature
Gains special rules 'Forest Walker' (2:7.6) & ‘Amphibious’ (2:7.1). ‘Amphibious’ (2:7.1). +1 Morale Modifier (unless against fire-based attacks).
1 Fantasy Point per every 1-3 vitality
Suffers -2 to all movement. Gains +1 Armor Value and +1 Vitality.
2 Fantasy Points per miniature
Suffers -2 to all movement. Gains special rule 'Undead' (2:7.14).
1 Fantasy Point per every 1-3 vitality
Gains special rule 'Demonic' (2:7.3).
1 Fantasy Point per every 1-2 vitality
CHAOS WARS: CLASSIC RULES 32:0 TITANS
BUILDING AN ARMY ROSTER
POINTS COSTS . COSTS .
32:1 TITANIC INFANTRY 32:1.1 Titanic Infantry may be fielded in sets of 2 to 6, as desired. All must be the same type of Monster. 32:1.2 Additional details on Titanic Titanic Infantry found in section (6:1) 32:2 TITANIC INFANTRY OPTIONS TITANIC INFANTRY
Greater Demons Winged Titans Minotaurs Ogres Titans (Lizard, Sea, Etc) Tree Creatures Trolls
Ground Move 6" 6" 7" 8" 8" 10" 8"
Flying Move 10" 10" n/a n/a n/a n/a n/a
Melee Prowess 4 4 5 4 4 3 4
Range Prowess n/a 4 n/a n/a n/a 1 n/a
Vitality
Magic
4 4 3 4 4 5 4
1 1 n/a n/a 1 1 n/a
Armor Value 3 3 4 3 3 3 3
Fantasy Points Cost Each 4 4 3 3 3 4 3
Special Rules Flight. Demonic Flight Fearsome Amphibious Forest Walker Regenerate
32:3 TITANIC CAVALRY 32:3.1 Titanic Cavalry must be fielded in sets sets of 2 to 3. All must be the same type of Monster. 32:3.2 Additional details on Titanic Titanic Cavalry found in section (6:2) 32:4 TITANIC CAVALRY OPTIONS TITANIC CAVALRY Ground Flying Move Move Behemoth 6" n/a Chimera 6" 10" Griffin 8" 12" Hippogriff 8" 14" Kraken 10" n/a Land Dragon 6" n/a Young War Dragon 6" 12" Manticore 8" 12" Pegasus 10" 16" Thunder Lizard 8" n/a War Elephant 8" n/a Winged Lizard 8" 14"
Melee Prowess 3 3 4 3 3 9 9 3 2 4 8 6
Ranged Prowess n/a n/a n/a n/a n/a n/a n/a 2 n/a n/a n/a n/a
Vitality
Magic
3 3 5 3 4 6 6 4 4 4 6 4
1 1 0 0 3 n/a n/a 0 0 1 0 0
Armor Value 3 2 2 2 3 4 4 2 2 3 3 3
Fantasy Points Cost Each 3 3 4 3 3 6 9 4 3 4 5 5
Special Rules
Flight Flight Flight Aquatic
Flight Flight Amphibious Flight
32:5 TITANIC UPGRADES: UPGRADES: ELEMENTAL ASPECTS Titanic Infantry may be upgraded to have an Elemental Aspect. Aspect. Each unit may only have have one upgrade. upgrade. See (31:5).
WasteLands Raiders Beyond the caravan paths of the southern kingdoms, lies a world of powerful warring raiders who, through their knowledge of the natural sciences, have developed a subservient class of lizard-people. The submissive reptiles are the lesser warriors, outriders, and even the means of transportation for the nomadic marauders that prey upon the caravans of the south. Such is the desert world of the WasteLands Raiders.
]
[ :
19
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER 33:0 WAR
MACHINE POINTS COSTS . COSTS .
33:1 TYPES OF WAR MACHINES 33:1.1 There are 3 types of War Machines: Artillery, Engines, and Other. 33:1.2 All War Machines are paid for with Fantasy Points.
33:2 ARTILLERY OPTIONS
Ballista Catapult Cannon Volley Gun Flame Cannon Mortar / Rockets Swivel Gun
Move
Melee Prowess
Range Prowess
Range Distance
Line of Sight?
Target's Armor Value
Vitality
Magic
Armor
Fantasy Points
4* 4* 4* 4* 4* 4* 4*
2 2 2 2 2 2 2
2 4 5 D6+2 2D6 6 1
30” 30” 36” 36” 48” 48” 18” 18 ” 12” 12” 36” 36 ” 18” 18”
Required Not Required Required Required Required Not Required Required
-1 -2 -2 -1 *** *** -1
8** 8** 8** 6** 6** 6** 1
n/a n/a n/a n/a n/a n/a n/a
3 3 3 3 3 3 2
4 8 10 6 8 8 1
33:2.1 Artillery details found in section section (7:2). 33:3 ENGINES
Light Chariot Common Chariot Heavy Chariot War Wagon Steam Engine Ornithopter Blimp Boat War Ship
Ground Move 12" 10" 8" 6" 8" n/a n/a 8** 6**
Flying Move n/a n/a n/a n/a n/a 12" 10" n/a n/a
Melee Prowess 4 6 10 4 10 3 2 2 4
Ranged Prowess 3 2 1 4+* 4+* 4 4+* 0 *
Vitality
Magic
2 3 5 8 10 4 8 4 8
0 0 0 0 0 0 0 0 0
Armor Value 2 3 4 3 4 3 3 3 4
Fantasy Points Cost 2 4 6 7 9 3 8 2 6
33:3.1 Additional Rules for Engines found in section (7:3). Additional Rules for Boats and War Ships Ships found in section (11:0).
33:3.2 CHARIOT & WAR WAGON UPGRADE OPTIONS a) Scythed Wheels, increasing increasing the Melee prowess by +2. The cost is 1 Fantasy Point. b) Each Chariot or War Wagon comes with with 2 standard sized Draft Creatures (Horses, wolves, etc). Additional Draft Creatures may may be purchased at the cost of 1 Fantasy Point Each. Each additional creature increases Melee Prowess by +2, and Vitality by +1. c) The standard draft creatures pulling the engine may be replaced with any Monsters. Add the full cost of every monster that is added to the engine. engine. The engine's stat line will will have its Melee Prowess and Vitality increased by the value of the Monster's Melee Prowess and Vitality. Vitality. The engine now uses uses the movement of the monsters. monsters. If the monsters have Flight, the chariot now does as well. All other stat values remain the same. Treat the entire model (chariot, crew, monsters) monsters) as one Complete unit. When it is reduced to 0 vitality, the entire model is removed. removed. See (31:4) for info on Monsters. d) Light Chariots may be purchased and fielded in units of up to 8 Chariots each, operating as Tians do.
33:3.3 LARGE ENGINE UPGRADES: ARTILLERY a) The War Wagon, Steam Engine, Blimp, War Ship, or Howdah may each have up to 1 Artillery piece, or 4 Swivel Swivel Guns attached to their hulls. b) The cost of the artillery artillery piece is reduced to half price. price. c) Additional details found in section (7:3.5) 20
BUILDING AN ARMY ROSTER
CHAOS WARS: CLASSIC RULES
WAR MACHINE POINTS COSTS . COSTS . Continued 33:3.4 LARGE ENGINE UPGRADES: ADDITIONAL CREW a) The War Wagon, Steam Steam Engine, Blimp, War Ship, or Howdah may each have up to 1 unit of (12) Yeomen Infantry riding inside or atop the engine. b) The crew count as Infantry. c) The cost of the Yeomen, and any Upgrades Upgrades that the troops take, must be purchased with Troop Points. d) The unit may upgrade Melee and/or Ranged Weapons. e) You pay only 1/2 price for the crew (full price for weapon upgrades) f) Be sure to list any crew on your Troop Army Roster, for later reference. reference. g) Additional details found in section (7:3.6)
i :
Orc War Machine
33:3.5 FAMOUS ENGINES Ground Flying Melee Ranged Armor Vitality Magic Move Move Prowess Prowess Value
Fantasy Points Cost
Alignment
Elven War Chariot
10"
n/a
6
2*
3
1
4
4
Neutral
Dwarf Steam Cannon
6"
n/a
2
6**
10
2
4
7
Forces of Light
Orc War Machine
6"
n/a
4
4**
8
0
3
7
Forces of Darkness
Griffin Chariot of the Wind Lords
8"
12"
18
1*
15
0
4
14
Forces of Light
Black Prince's Chariot of Fear
6"
12"
28
1*
17
0
4
24
Forces of Darkness
Bear Chariot of the Ice Lands 8" n/a 9 2* 9 1 4 7 Neutral * Range distance is 12”. ** Range distance is 36”. Target suffers -1 to Armor Armor Value against against this Ranged Attack. ***Chariot of Fear has Army Commander abilities, and follows rules as a Demon, at no additional cost. 33:4 OTHER WAR MACHINES
War Altar, Carried War Altar, Wheeled
Ground Move 6" 10"
Flying Move n/a n/a
Melee Prowess 2 6
Ranged Prowess n/a n/a
Vitality
Magic
8 10
2 2
Armor Value 3 3
Fantasy Points Cost 5 7
33:4.1 WAR ALTAR UPGRADES a) A Wheeled War Altar may add steeds steeds and upgrade to monsters if desired, just as an Engine can. See (33:3.2) b) If desired, one Character may ride atop the War Altar Altar c) Additional details found in section (7:4)
Griffin Chariot of the Wind Lords Before the giants were hunted into obscurity and mankind spread his foul plagues of ignorance, an elder race of avian men bred giant griffins in the manner of horses, and rode the wind as firm earth. From their sky-borne chariots and on the backs of their giant war griffins, the “Windlords” fought a war of desperate survival with the dark hordes of c haos and their “Gremlin” warriors. These winged champions champions continued the eternal fight, shaping the destiny of their primordial world.
l i :
21
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER 34:1
i
FILLING OUT OUT AN ARMY ROSTER: TROOPS TROOPS . .
34:1 TROOP POINTS OUTLINE 34:1.1 These steps should guide you thru filling out your own Army Roster. Roster. Qty.
Race
*A
*B
Type *C
Inf / Cav *D
Move *E
Upgrades:
Armor *F
:
Base Combat Modifier *G
Points (F) *I
Points (T) *J
*H
How to fill out the Troop Stat Line + Calculate Points Cost *A: Quantity: This reflects the number of figures in a unit. One unit in the army may be built below full strength. Otherwise, the following Quantities should be used: Infantry: "12" Cavalry: "6" "Fae", "Humans", "Lizardmen", *B: Race: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Halflings", "Fae", "Troglodytes", "Orcs", "Goblins", "Hobgoblins", "Half-Orcs", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids". See (3:7).
"Yeomen", or "Knights". "Knights". See (29:2). *C: Type: Choose from "Peasants", "Yeomen", "Cavalry". See (29:3). *D: Inf / Cav: Choose "Infantry" or "Cavalry". section (23:6) to determine this value. *E: Movement: Use the Movement Rate Chart found in section determine this. Note: Some upgrades may change this value. *F: Armor: Use the Troop Type Chart found in section (29:2) to determine Modifier: Use the Troop Type Chart found in section (29:2), and Melee Weapon Upgrades chart found in *G: Base Combat Modifier: section (27:5.1) if you purchase purchase a weapons upgrade for the unit. The appropriate Melee Modifiers are cumulative. Use the total modifier number here, representing the Troop Type and Melee Equipment. *H: Upgrades: List all Melee Weapon Upgrades (29:4.1), Ranged Weapon Upgrades (29:4.2), Other Upgrades (29:4.3), Skill Upgrades (29:5), and any other pertinent information that may assist you during the game. *I: Points (F): FANTASY POINTS TOTAL: Place the sum of all FANTASY points here that were needed to purchase all aspects of the unit. Note: Very few Fantasy points will will be spent on Troops. Troops. Usually this will be due to a purchased upgrade, and that upgrade will indicate that FANTASY points are to be paid. needed to purchase all aspects of the the *J: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed unit. Calculate the following: (Cost of the Troop Type [section 29:2]) (Cost of Cavalry Mounts [section 29:3] if used) (Cost of Equipment Upgrades [section 26:4] if used) + (Cost of Skill Upgrades [section 29:5] if used) Total Points for the Unit
x x x x
(Qty Troops) (Qty Troops) (Qty Troops) (Qty Troops)
34:1.2 TROOP POINTS EXAMPLE Qty
Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
12
Human
Yeomen
Cavalry
8"
2
0
0
48
Upgrades: Longbow, Sword, Sword, Holy Warriors Warriors Reviewing how the Point Total was determined: (Cost of Troop Type) (Cost of Cavalry Mounts) (Cost of Skill Upgrades) (Cost of Equipment Upgrades) + (Cost of Equipment Upgrades) Total Points for the Unit 22
x x x x x
(Qty Troops) (Qty Troops) (Qty Troops) (Qty Troops) (Qty Troops)
Human Yeomen: Standard Mounts: Holy Warriors: Swords: Longbows: Total =
2 x 6 = 12 2 x 6 = 12 1x6=6 1x6=6 2 x 6 = 12 48
i
:
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
FILLING OUT AN ARMY ROSTER: FANTASY . FANTASY .
34:1.3 FANTASY POINTS OUTLINE These steps should guide you thru filling out your own Army Roster.
Qty
Race
Type
Rank
Inf / Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
*A
*B
*C
*D
*E
*F
*G
*H
*I
*J
*K
*L
Notes:
Points F T *N
*O
*M
How to fill out the Fantasy Points Stat Line + Calculate Points Cost *A: Quantity: This reflects the number of figures in a unit. One of the following Quantities should be used: Characters, Creatures, War Machines: "1" Titanic Infantry: "2" to "6" Titanic Cavalry: "2" or "3" *B: Race: [For Characters]: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Elves", "Halflings", "Fae", "Humans", "Lizardmen", "Troglodytes", "Orcs", "Goblins", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids" [For Creatures, War Machines, Titans]: Titans]: use "Creature", "Machine", or "Titans" "Titans" *C: Type: [For Characters]: Choose from "Champion", "Priest", "Wizard", "Necromancer", "Necromancer", or "Demonologist". See (30:0). [For Dragons]: Choose from "Land Dragon", Dragon", "Lesser Dragon", "True Dragon". See (31:2). [For Giants]: “Common Giant", "Warrior "Warrior Giant". See (31:3). [For Monsters]: Monsters]: Use the name of the Monster. See (31:4). [For Titans]: Titans]: Use the name of the Titan Type. See (32:0). [For War Machines]: Use the name name of the machine. See (33:0). *D: Rank: [For Characters (30:0), Dragons (31:2), and G iants (31:3)]: use the Rank you are purchasing. [For Monsters (31:4), Titans (32:0), and War Machines (33:0)]: use "n/a" *E: Inf / Cav: [For Characters (30:6), Giants (31:3), and Titans (32:0)], choose from: "Infantry" or "Cavalry". [For Dragons, Monsters, and War Machines] use: "n/a" . the appropriate section: *F: Movement: Use the Ground Movement Rate (or simply Movement Rate) found in the [Characters]: See section (30:0) [Giants]: See section (31:3) [Titans]: See section (32:0) [Dragons]: See section (31:2) [Monsters]: See section (31:4) [War Machines]: See section (33:0) *G: Flying Movement: [For Dragons (31:2), Monsters (31:4), and Titans (32:0)]: Use the Flying Movement Rate (same sections as above). [For Characters]: If they will be riding a Flying mount, use the value found in section (30:3) under "Flying Mount". If the character will not be on a flying mount, use "n/a". [For units without Flight]: use "n/a". *H: Melee Prowess: This information can be found in the appropriate sections to determine the values: *I: Ranged Prowess: [Characters]: See section (30:3) [Monsters]: See section (31:4) < *J: Vitality: [Dragons]: See section (31:2) [Titans]: See section (32:0) *K: Magic: [Giants]: See section (31:3) [War Machines]: See section (33:0) *L: Armor Value: *M: Notes: Some units have special rules which may you may wish to include here. here. Some, like several Engines, have upgrades that are specific to them. If theses upgrades are to be used, include them here.
23
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
FILLING OUT AN ARMY ROSTER: FANTASY Continued *N: Points (F): Place the sum of all Fantasy points here that were needed to purchase all aspects of the unit. [Characters]: Cost of the Character based upon Type & Rank [section 30:3] [Dragons]: Cost of the Character based upon Type & Rank [section 31:2] [Giants]: Cost of the Character based upon Type & Rank [section 31:3] [Monsters]: Cost of the specific Monster [section 31:4] [Titans]: (Cost of the specific Titan [section 32:0]) x (number of Titans) [War Machines]: Cost of the specific War Machine [section 33:0] *O: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed to purchase all aspects of the unit. Note: Very few TROOP points will will be spent on Fantasy Units. Usually this will be due to a purchased upgrade, and that upgrade will indicate that TROOP points are to be paid.
[For Characters]: Characters]: Leadership Titles cost Troop Points. See (30:4). [For Engines]: Engines]: Some Large Engines may may purchase additional crew, crew, costing Troop Points. See (33:3.4)
34:1.4 FANTASY POINTS EXAMPLES Example of a Character:
Qty
Race
Type
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
1
Human
Champion
4
Cav
12"
n/a
8
8
4
2
3
Points F T 4
6
Notes: Colonel Reviewing how the Points Total was determined: Cost of the Character based upon Type & Rank (30:3.3) Cost of a Standard Mount (30:6) Cost of the Leadership Title: Colonel (30:4)
i
= 4 Fantasy Points = 2 Troop Points = 4 Troop Points
:
Example of a Dragon:
Qty
Race
Type
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
1
Creature
Lesser Dragon
3
n/a
6"
12"
9
n/a
6
n/a
4
Points F T 9
0
Notes: n/a Reviewing how the Points Total was determined: Cost of a Lesser Dragon shown in section (30:2)
= 9 Fantasy Points
Example of a Giant:
Qty
Race
1
Creature
Type Common Giant Notes: n/a
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
2
Inf
8"
n/a
4
1
4
1
2
Reviewing how the Points Total was determined: Cost of a Common Giant shown in section (30:3)
24
= 3 Fantasy Points
Points F T 3
0
CHAOS WARS: CLASSIC RULES
BUILDING AN ARMY ROSTER
FILLING OUT AN ARMY ROSTER: FANTASY Continued Example of a Monster:
Qty
Race
Type
1
Creature
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
n/a
n/a
14"
n/a
6
n/a
4
3
2
Unicorn Notes: n/a
Reviewing how the Points Total was determined: Cost of a Monster shown in section (31:4)
Points F T 4
= 4 Fantasy Points
Example of a Titanic Infantry:
Qty
Race
Type
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Magic
Armor Value
6
Titans
Ogres
n/a
Inf
8"
n/a
4
n/a
4
n/a
Vitality
Points F
T
3
18
0
Magic
Armor Value
n/a
3
Points F T 10 0
Magic
Armor Value
Points F T
Notes: n/a Reviewing how the Points Total was determined: Cost of a Titanic Infantry shown in section (32:0) x Qty 3 Fantasy Points Each Ogre x Qty of 6
= 18 Fantasy Points
Example of a War Machine:
Qty
Race
1
Machine
Type
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Cannon n/a n/a 4* n/a 2 5 8** Notes: May not Shoot and Move in the same turn. Suffers double damage in combat. Range: 48. Line of Sight Required. Target's Armor Armor -2 modifier.
Reviewing how the Points Total was determined: Cost of a Cannon shown in section (33:0)
= 10 Fantasy Points
Example of War Machine with Upgrades Added To It.
Qty
Race
1
Machine
Type
Rank
Inf Cav
Ground Move
Flying Move
Melee Prowess
Range Prowess
Vitality
Steam n/a n/a 8" n/a 10 4+* 10 0 Engine Notes: Attaching a Cannon. (5 Fantasy Points). Adding a unit of Yeoman Yeoman Crew (12 Troop Points). With Crossbows (18 Troop Points) Crew added to the 'Troop' Army Roster for reference.
4
14
30
Reviewing how the Points Total was determined: Cost of the Steam Engine shown in section (33:3) = 9 Fantasy Points Info on adding an artillery piece (and price reduction) found in section (33:3.3) Cost of a Cannon shown in section (33:2) = 5 Fantasy Points (10 points x 1/2) Info on adding additional crew (and price reduction) found in section (33:3.4) Cost of Yeomen Crew shown in section (29:2) = 12 Troop Points (24 points x 1/2) Cost of adding Crossbows shown in section (29:5.2) = 18 Troop Points
25
CHAOS WARS: CLASSIC RULES
SAMPLE ARMY ROSTERS 35:0 SAMPLE
ARMY ROSTERS .
35:1.1 BEGINNER ARMY – ARMY – TROOPS TROOPS We recommend beginners try playing without the Characters at first 1 Unit of Foot Knights Qty Race Type 12 Human Knight
Inf / Cav Inf
Move 6"
Armor 3
Base Combat Modifier +1
Points (F) 0
Points (T) 48
1 Unit of Spearmen Qty Race 12 Human
Inf / Cav Inf
Move 8"
Armor 2
Base Combat Modifier 0
Points (F) 0
Points (T) 24
Type Inf / Cav Move Armor Base Combat Modifier Peasant Inf 8" 1 -1 Upgrades: Common Bows (Range: 12").
Points (F) 0
Points (T) 24 (each)
2 Units of Archers Qty Race 12 Human
Type Yeoman
1 Unit of Cavalry Knights Qty Race Type 6 Human Knight
Inf / Cav Cav
Move 10"
Armor 4
Base Combat Modifier +2
Points (F) 0
Points (T) 36
1 Unit of Cavalry Men-at-Arms Qty Race Type 6 Human Yeoman
Inf / Cav Cav
Move 12"
Armor 3
Base Combat Modifier +1
Points (F) 0
Points (T) 24 180 Troop Points
35:1.2 BEGINNER ARMY – ARMY – CHARACTERS CHARACTERS After you have some experience with just the troops, add the Characters to the troops for a better feel of the whole game. Warlord Qty
Race
Type
Rank
1
Human
Champion
4
Inf Cav Inf
Ground Move 8"
Flying Move n/a
Notes: Army Commander. Commander. (First Rank was was Free) Free)
Melee Prowess 8
Range Prowess 8
2
Armor Value 3
Points F T 3 0
Vitality
Magic
4
+3 Fantasy Points to upgrade upgrade to Rank 4.
Paladin Qty
Race
1 Human Mercenary
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
Champion
2
Inf
8"
n/a
4
4
2
1
3
2
0
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1 Mage
Human
Champion
1
Inf
8"
n/a
2
2
1
0.5
3
1
0
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1 Cleric
Human
Wizard
2
Inf
8"
n/a
1
1
2
6
2
6
0
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1
Human
Priest
3
Inf
8"
n/a
3
3
3
6
3
6
0
26
CHAOS WARS: CLASSIC RULES
SAMPLE ARMY ROSTERS
35:1.3 BEGINNER ARMY – ARMY – CREATURES CREATURES After you have some experience with just the Troops a nd Characters, try adding these Creatures to your force. Giant Qty 1
Race Giant
Dragon Qty Race 1
Creature
Winged Panther Qty Race 1
Creature
Type Rank I/C Move Flying M Prow Common 3 Inf 8" n/a 6 Upgrade +1 Armor Value (already on Stat Line).
R Prow 2
Vitality 6
Magic 2
Armor Armor 4
F 8
T 0
Type Lesser Dragon
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor Armor
F
T
3
n/a
6"
12"
9
n/a
6
n/a
4
9
0
Type Winged Panther
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor Armor
F
T
n/a
n/a
8"
10"
1
n/a
1
n/a
2
2
0
Armor Armor 3
F 8
T 0
Armor Armor 3
F 9
T 0
35:1.4 BEGINNER ARMY – ARMY – WAR WAR MACHINES Catapult Qty Race 1 Machine
Type Rank I/C Move Flying M Prow R Prow Vitality Magic Catapult n/a n/a 4* n/a 2 4 8** 0 Notes: Artillery may not Move after shooting in the same turn (*). All Artillery suffer double damage in melee combat (**). Ranged Attack distance is 36". Reduces the Target's Armor Value by 2.
35:1.5 BEGINNER ARMY – ARMY – TITANS TITANS Unit of 3 Ogres Qty Race 3 Titan
Type Ogre
Rank n/a
I/C Inf
Move 8"
Flying n/a
M Prow 4
R Prow n/a
Vitality 4
Magic n/a
FOREST DRAGONS A creature of the forest, scurrying between the massive trunks and camouflaging itself beneath the forest canopy. Even a creature as mighty as a dragon can be transformed by too many years spent in the twilight of the forest. Nevertheless, the Forest Forest Dragon’s low-slung low-slung body and gait take nothing away from its badger-like toughness and power in a fight.
:
27
CHAOS WARS: CLASSIC RULES
SAMPLE ARMY ROSTERS 35:2.1 MEN OF AVALON ARMY (HUMAN)x Totals: 300 Troop Points. 90 Fantasy Points. 2 Units of Militia Archers Qty. Race Type 12 Human Peasant
Inf / Cav Inf
Base Combat Modifier -1
Points (F) 0
Points (T) 36 (ea)
Upgrades: Long Bows (Range: 18”, 18 ”, +1 +1 Ranged Modifier). Men-at-Arms Swordsmen Qty. Race Type Inf / Cav Move Armor Base Combat Modifier 12 Human Yeoman Inf 8" 2 0
Points (F) 0
Points (T) 24
Men-at-Arms Spearmen Qty. Race Type 12 Human Yeoman
Points (F) 0
Points (T) 30
Inf / Cav Inf
Move 8"
Move 8"
Armor 1
Armor 2
Base Combat Modifier 0
Upgrades: Spears (When receiving a charge, +1 Melee Modifier). Men-at-Arms Halberdiers Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) 12 Human Yeoman Inf 8" 2 +1 0 Upgrades: Polearms (+1 Melee Modifier, already on stat line. line. Reduces target's Armor Value by 1). Armored Foot Knights Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) 12 Human Knight Inf 6" 3 +1 0 Knight Cavalry Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) 6 Human Knight Cav 10" 4 +2 0 Upgrades: Lances (When charging, target's target's Armor Value Value is at -2). Men-at-Arms Cavalry Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) 6 Human Yeoman Cav 12" 3 +1 0
Points (T) 42
Points (T) 48 Points (T) 48
Points (T) 24
Avalon Warlord
2
Armor Value 3
Points F T 3 0
Type Rank I/C Move Flying M Prow R Prow Vitality Wizard 4 Inf 8" n/a 2 2 4 Upgrades: Captain to _____________________ _____________________ (Declare one unit prior to the game).
Magic 12
Armor 2
F 12
T 2
Type Rank I/C Move Flying M Prow R Prow Vitality Priest 2 Inf 8" n/a 2 2 2 Upgrades: Captain to _____________________ _____________________ (Declare one unit prior to the game). Avalon Hero on Armored Unicorn Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Human Champion 3 Cav 12" 12 " n/a 6 6 4 Upgrades: Captain of Knight Cavalry. Upgrade to Large Mount (+2 Melee Modifier). Avalon Hero Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Human Champion 2 Inf 12" n/a 4 4 2 Upgrades: Captain to _____________________ _____________________ (Declare one unit prior to the game).
Magic 4
Armor 3
F 4
T 2
Magic 1.5
Armor 3
F 3
T 5
Magic 1
Armor 3
F 2
T 2
Qty
Race
1
Human
Avalon Mage Qty Race 1 Human Avalon Cleric Qty Race 1 Human
28
Inf / Ground Flying Melee Range Cav Move Move Prowess Prowess Champion 4 Inf 8" n/a 8 8 Upgrades: Army Commander (one free per army). Upgrade Rank 1 to Rank 3. (1st rank free for one Character). Character). Type
Rank
Vitality
Magic
4
CHAOS WARS: CLASSIC RULES 35:2.1 MEN
SAMPLE ARMY ROSTERS
OF AVALON ARMY (HUMAN) x Continued
Unit of 3 Hippogriff Knights Qty
Race
Type
Rank
Inf / Cav Cav
Ground Move 8"
Flying Move 14"
Melee Prowess 3
Range Prowess n/a
Vitality
3 Titan Hippogriff n/a 3 Unit of 3 Pegasus Knights Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 3 Titan Pegasus n/a Cav 10" 16" 2 n/a 4 Unit of 6 Ogres Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 6 Titan Ogre n/a Inf 8" n/a 4 n/a 4 Unicorn Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Creature Unicorn n/a n/a 14" n/a 6 n/a 4 Giant Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Giant Common 3 Inf 8" n/a 6 2 6 Upgrade +1 Armor Value (already on Stat Line). Catapult Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Machine Catapult n/a n/a 4* n/a 2 4 8** Notes: Artillery may not Move after shooting in the same turn (*). All Artillery suffer double damage in melee combat (**). Ranged Attack distance is 36". Reduces the Target's Armor Armor Value by 2. Cannon Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality 1 Machine Cannon n/a n/a 4* n/a 5 4 8** Notes: Artillery may not Move after shooting in the same turn (*). All Artillery suffer double damage in melee combat (**). Ranged Attack distance is 48". Reduces the Target's Armor Value by 2.
0
Armor Value 2
Points F T 9 0
Magic 0
Armor 2
F 9
T 0
Magic n/a
Armor 3
F 18
T 0
Magic 3
Armor 2
F 4
T 0
Magic 2
Armor 4
F 8
T 0
Magic 0
Armor 3
F 8
T 0
Magic 0
Armor 3
F 10
T 0
Magic
29
CHAOS WARS: CLASSIC RULES 99:1 CONTRIBUTORS
The following people have donated time, talent, and energy to make the return of the Chaos Wars successful.
ARTISTS Chad Thorson
Loren Muzzy
book. page. Contributed Artwork for: Beastmen Troops b.1 p.10 Fae, Gnome, and Halfling Troops b.1 p.11 Orcs Encounter - Dwarven Tunnels b.3 p.27 Elf Warlord – Warlord – Dartheren Mythos b.3 p.29 & b.5 p.14 Elf Warlord – Warlord – Hemsle the Hunter b.3 p.30 & b.5 p.15 Elf Warlord – Warlord – Wentle the Trapper b.3 p.31 & b.5 p.16 Orc Warlord – Warlord – Gaxken Lukcokvich b.3 p.32 & b.5 p.17 Orc Warlord – Warlord – Garrik b.3 p.33 & b.5 p.18 Personalities – Personalities – The Doom Bunny b.5 p.12 Orcs Encounter - Wraith b.6 p.9 Orcs Encounter - Skeletal Sabretooth b.6 p.9 Orcs Encounter - Dwarven Statues b.6 p.10 Elfin War Chariot b.6 p.15 Commission and Contact info at: Black and White Illustrator Email:
[email protected] Website: MaximumRockRolePlaying.blogspot.com/
book. page. Contributed Artwork for: Goblin Archer b.3 p.4 Orc Shaman b.3 p.13 Hooded Goblin Archer b.3 p.17 Bugbears b.6 p.29 Commission and Contact info at: Email:
[email protected] Facebook: FaceBook.com/Loren.the.Black
Cynthia Kirk book. page. Contributed Artwork for: Goblin Archer b.3 p.19 Orc Command b.3 p.24 Starburst Shield & Cleric’s Shield b.3 p.30 & b.5 p.15 Round Elfin Shield b.3 p.31 & b.5 p.16 Elite Elfin Shield b.3 p.31 & b.5 p.16 Elf Swordsman b.6 p.15 Orc Shaman b.6 p.53 Commission and Contact info at: Email:
[email protected] Phone: 740-253-1691 Facebook: facebook.com/vanystuff Twitter: twitter.com/vanyell1967
Gennifer Bone book. page. Contributed Artwork for: Orc Encounter – Encounter – Steam Cannon b.2 p.19 Elf Study b.3 p.17 Elf Warlord b.3 p.20 Commission and Contact info at: Email:
[email protected] Website: onwingsofink.blogspot.com/ Patreon: patreon.com/ladyredfingers?ty=h
Bill Stolpin book. page. Contributed Artwork for: Dwarf Steam Cannon b.4 p.28 Fire Breathing Salamander b.6 p.21 Commission and Contact info at: Email:
[email protected] Website: StolpinArt.com
EDITORS, PLAYTESTERS, DEMO TEAM MEMBERS Wes Hempfield Mark Graham Jeff Berry
James Shaw Rob Dean Jim Dupps
Ross Rodman Norm Dean Rich Smethurst
MINIATURE PAINTERS Jeff Moore Mark Iddings Wes Hempfield Jamie Long Brad Cashdollar 30
Cail Hill Tom Sheaffer James Shaw Kam Aronhalt Ed White
Luke Trimble Mike Hernandez Ross Rodman Greg Jones Chad Thorson
Joe Elverson Corey Lenigar Mikael Igge Holmberg Justin Chandler
CHAOS WARS: CLASSIC RULES 99:2
NOTESx NOTESx
YOUR EXPERIENCE We hope you enjoy playing these introductory Fantasy Rules. Whether you are an experienced gamer or a beginner, these rules were designed as a simple, straight-forward gaming system. Experienced players should find these rules ideal for a quick evening game. The newcomer to miniatures gaming should find our rules easy to understand, yet challenging to play. No matter what your gaming experience, as you master the rules, we encourage y ou to invent your own rule variations, create new spells, and discover new monsters. As you come up with new ideas, we invite you to share them on the forums at www.RalPartha.com. THIS DOCUMENT In addition to providing you with the Classic CHAOS WARS rules, this document is also a c elebration of everything that has come before. After much consideration, we chose chose to attempt to find and use as much classic Ral Partha artwork as possible. We wanted to share with you, everything that brought us to where we are today. This document contains most of the artwork from past blister cards, bag headers, boxes, catalogs, and magazine advertisements, generated from Ral Partha’s art department. We h ave attemted to include all of the artwork, stories, scenarios, and ephemera that have made Ral Partha miniatures a staple of the hobby industry. It is with respect and rememberence of the past, that we move forward together into the future. WEBSITE
Visit our website:
WWW.RALPARTHA.COM
Regularly Released New Material Sample Army Rosters Army Building Tools New Special Characters Previews of Upcoming Releases Skirmish Rules
New Scenarios Campaign Settings Alternate Spell Lists Interviews Forum Advanced Rules
where you will find: Background Information More Artwork Experimental Rules Concept Sketches Unreleased Minis
CONCEPTS FOR THE ADVANCED RULES We have a lot of weird and fun stuff planned for the Advanced Rules. As much as the classic rules are for introductory or quick and fun games, the advanced rules will be a setting that allows players perform complex maneuvers, field lots of spell and weapon options, for a immersive experience.
Troops can be fielded in groups of 12-51 Infantry or 6-27 Cavalry. Features a “Command Event” where the player may Move, Shoot, Cast Spells, etc. in an order of their choosing. Features progressive Morale levels, where Morale diminishes, and troops weaken, before they break. Combat is resolved by rolling 1 (or more) D6 per figure engaged in combat, applying some situational modifiers, and rolling against the target's Combat Ability, Armor Value, and Defense. Allows players to field any type of model they wish, under both generalized and many specific unit entries, with appropriate points costs. Options for troops to be equipped with a vast array of combat weapons, ranged weapons, armor types, and special equipment for Characters and Elite Troops.
Ability to field Beast masters & Hounds, with optional upgrades to small and medium sized monsters. Artillery, Weapons Teams, Chariots, War Wagons, Steam-Powered Engines, Air Ships, Baggage Trains, War Ships, and Battlefield Fortifications. Character Skill Types allow for Engineers, Sappers, Hunters, Bards, Assassins, Rangers, Clerics, and more. Designed for both controlled, competitive play, and narrative scenarios games. Options to Break from Combat, Countercharge, Make Way, and perform combat operations like Shield Wall or Push Forward. Multiple troop formation options such as Rank & File, Line, and Skirmishing. The gaming community will be actively involved in the development and refinement of the rules.
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CHAOS WARS: CLASSIC RULES
AN INVITATION FROM IRON WIND METALS Having successfully funded our kickstarter to produce Wave 1 of the Chaos Wars miniature miniature releases, Iron Wind Metals is in full swing preparing to send out rewards to our backers, and preparing the reformatted Classic Rules and new Advanced Rules for Chaos Wars. As members of the gaming community ourselves, IWM leadership has always appreciated the elaborate story backgrounds, wonderfully painted miniatures, fan generated artwork, and special rules and campaigns that game rs have created for many gaming systems. Many of these efforts go unpublicized and many fans never get a chance to enjoy them. We intend to change that. We are inviting active MINIATURE PAINTERS, ARTISTS, WRITERS, PHOTOGRAPHERS, and potential DEMO TEAM members to work with us to create the authorized lore of the Chaos Wars. We can’t pay y ou for your work but will give you credit in the publication, exposure to the marketplace, and published work t o build your portfolio. Here is how it works: MINIATURE PAINTERS
IWM holds the production rights to the vast majority of the classic Ral Partha fantasy ranges. This gives us a portfolio of miniatures sculpted over 25 years by some of the best sculptors in the business. Currently, IWM is producing over 120 0 miniatures that are compatible with Chaos Wars. Our plan is to expand the range by re-mastering and releasing an additional 1800 classic Ral Partha sculpts, so that 3000 different miniatures are available, in a variety of sculpting styles, scales, and themes. We are offering skilled painters the opportunity to paint a 12 figure unit of infantry or a 6 figure unit of cavalry which we will use in demo games, and feature in advertising, and on packaging. You will be compensated with an additional set of the unpainted figures. We will also credit you for your work wherever it is used or pictured. IWM will offer the best pai nters the opportunity to paint additional miniatures, including monsters, dragons, and new release s. ARTISTS & DESIGNERS
We have several major projects that will feature artwork in the coming years: Advanced Rules, additional RPG modules, Skirmish rules, and several Campaign books. All of the written Chaos Wars materials (plus scenarios and background stories) will be available on our website as a free download. We will be regularly plugging the availability of these downloads in our electronic and physical advertising, with inserts inside our sets of miniatures. miniatures. Printed copies will also be available. As a miniatures company, we want to get the Chaos Wars rules and stories into the hands of as many gamers as possible. We believe that your artwork (and contact information) will end up in the hands of thousands of gamers and industry professionals. When the artwork is used by IWM, a clear and visible caption will be included in the document, stating the title of the piece (Determined (Determined jointly by IWM and the artist), artist’s name, and whatever contact info the artist desires. If the artwork is on the front or back cover, the caption will be placed on the interior front or back cover, respectively. The artist will have permission to use the Chaos Wars logo, and the branding: “[Title], of Ral Partha’s Chaos Wars” whenever the artist sells prints or the original artwork for this specific piece of art, and may use the image of the artwork for self-promotion such as in a gallery or on a website. Additional details will be worked out between the artist and I WM. PHOTOGRAPHERS
Photographers are invited to help us create a vast array of images for our catalogs, advertising, and future rules and campaign sets. All Photography work work will be credited. credited. WRITERS
The world of the Chaos Wars is a fantasy setting where a Greater Demon has torn holes in reality, allowing forces from various places, times, and realities to spill into the world. This is a large canvass to work on, and allows for many interpretation s of new and classic fantasy concepts. Once the basic guidelines of the Chaos Wars world are available, writers are invited to create storylines and background for specific armies within the Chaos Wars world. The only requirement is that the writing must must remain within the guidelines. Submissions will be reviewed, reviewed, and if published electronically or in print, the writer will will be credited. We will especially be 32
CHAOS WARS: CLASSIC RULES looking for the individual histories of the warriors f ighting the Chaos Wars. We will invite the best writers to create and d evelop new characters and campaign settings. DEMO TEAM
We are currently building a network of Demo Teams. We are looking for active players with a strong sense of sportsmanship, and a dedication to fantasy war gaming. We need point-persons in every community, community, and a local demo team to support each point person at regional events, and local conventions. IWM will invite the best Demo Team members to demo at major gaming events. Demo Team members will help IWM create new rules, consider revisions, and build future scenarios and campaign settings. Demo team members will also be supported with badge assistance a t major events, special discounts, exclusive miniatures, and the opportunity to purchase new releases before the retail market. In Conclusion
Help us shape the world of the Chaos Wars, and be publicly recognized for your efforts. Together we can build a unique miniatures driven fantasy gaming universe that the entire fantasy gaming c ommunity can participate in. Personal Messages from Iron Wind Metals
As someone who more and more with each pa ssing year finds himself limping further into that venerable group known as “industry oldold -timers” it takes a lot to get me excited about a project. While 33 years of making minis doesn’t exactly make me an elder sage of the gaming community, it certainly qualifies me for the title of “grizzled veteran”, and as such I’m a bit jaded. The amazing response and support that we’ve received for our KickStarter to re -ignite the Chaos Wars and return to the timeless miniatures minia tures of Ral Partha’s gol den age, and further, to move forward with exciting new sculpts in that grand tradition has re -lit a fire in me - one that I hope we can all share in. I look forward to joining together with dedicated friends and partners, and with the creative and talented brothers and sisters of the gaming community, as we work to build a new fantasy universe made by and for people who love amazing miniature sculptures and miniatures gaming. Sincerely, Michael Noe President, Iron Wind Metals Last weekend [March 2015], I had the pleasure of introducing my 22 year old son to Ral Partha's Chaos Wars. We hav e been gaming together since he was five, but I had never played Chaos Wars with him. It was wonderful to pull out the classic Ral Partha Elves and Orcs that I love, and to play a traditional fantasy war game with him. Thanks to everyone who is backing us and helping bring Tom Meier's exquisite fantasy minis back into this world and into the world of the Chaos Wars. By the way, I lost the game. Sincerely, Marc Rubin Partner, Iron Wind Metals
As a longtime proponent of tabletop fantasy battles, this project is very exciting exciting to me personally. For years, I had hoped for a game that would allow players versatility and range in their choices of what they field on a tabletop, and access to a more enriching and fulfilling experience. The classic rules for Chaos Wars come a long way towards this. With the Advanced Rules, we intend intend to go even further towards making the best game possible. This is your opportunity to participate in that effort, and create a game that we all can enjoy for many years to come. If you are interested in participating in this project in any way, please contact me directly. Thank you for your time and consideration. Sincerely, Jacob Fathbruckner Partner, Iron Wind Metals Chaos Wars Sales & Product Development
[email protected] 33
CHAOS WARS: CLASSIC RULES
CHAOS WARS: CLASSIC RULES EDITION 2.0 BOOKS NEEDED TO PLAY
Book 1: GAME MECHANICS Concepts – Concepts – How How to Play - Campaigns
Book 2: BUILDING AN ARMY ROSTER Options - Step by Step Instructions
ALSO AVAILABLE
Book 3:
CAMPAIGN Elf and Orc & Goblin Army Rosters – Rosters – Personalities Personalities - 14 Campaign Scenarios
Book 4: LEGENDARY SCENARIOS 10 Classic Chaos Wars Large Scale Scenarios
Book 5: PERSONALITIES OF THE CHAOS WARS WARS Classic Chaos Wars Personalities – Personalities – RPGs RPGs – – Additional Additional Materials
Book 6: ARMIES OF THE CHAOS WARS Sample Army Rosters
Book 7: ARMY BUILDING TOOLS To Assist with Army Roster Building
FUTURE RELEASES
Book 8:
Campaign Dwarf, Undead, and Troglodyte Army Rosters New Campaign Scenarios (Tunnel Fighting, Cursed Grounds, Jungles) New Dwarf, Undead, and Troglodyte Personalities
Book 9: CHRONICLES OF THE WANDERER History / Timeline of the Chaos Wars world
Book 10: Book 11:
TO BE ANNOUNCED TO BE ANNOUNCED
Campaign Campaign
As these books are made available, they will be available for free download at:
www.RalPartha.com 34
CHAOS WARS: CLASSIC RULES
GAME REFERENCE SHEET RANGED ATTACK MODIFIERS
Troops Making Ranged Attacks (D6 Roll +/- Ranged M Modifiers) odifiers) / Target’s Armor
Individuals Making Ranged Attacks Roll Number of D6s equal to Ranged Prowess: (D6 Roll +/- Ranged Modifiers +/- Armor Modifier) = 5+
Troops Making Melee Attacks (D6 Roll +/- Melee Modifiers) / Target’s Armor Value
Situation For every 1 Cavalry Casualties from the firing unit For every 2 Infantry Casualties from the firing unit Firing thru or into terrain Firing from, thru, into Darkness/Magical Darkness The Target is airborne Less than half of the firing unit have line of sight Firing over friendly troops (Volley Fire) Firing from an elevated position (hill, tower, etc.) Firing at an elevated target
Modifier -1 -1 -1 -1 -1 -1 -2 +1 +1
Individuals Making Melee Attacks Roll Number of D6s equal to Melee P rowess: (D6 Roll +/- Melee Modifiers +/- Armor Modifier) = 5+
Troop Attacks Modified Roll Divided by Armor Value Target's Armor Modified Roll 1 2 3 4 1 1 1 0 0 2 2 1 1 1 3 3 2 1 1 < 4 4 2 1 1 Number 5 5 3 2 1 of hits on 6 6 3 2 2 target 7 7 4 2 2 < 8 8 4 3 2 9 10
9 10
5 5
3 3
2 3
Rule Name
MELEE COMBAT MODIFIERS Situation Attacker is a Peasant Troop Type Attacker is a Yeoman Troop Type Attacker is a Knight Troop Type Attacker is riding a Standard Mount Attacker is riding a Large Mount Attacker is riding a Very Large Mount Attacker is riding a Giant Mount Every 2 Infantry missing from Attackers unit Every 1 Cavalry missing from Attackers unit Attacking the enemy's Flank Attacking the enemy's Rear A Leader is attached to the attacking unit Attacking while in a River Ford Attacking while in a Stream Attacking an opponent that is Uphill Darkness or Unable to see
Modifiers -1 0 +1 +1 +2 +3 +4 -1 -1 +1 +2 +1 -2 -1 -1 -1
Details
Amphibious
May move across rivers, ponds, and larger bodies of water at half speed. Movement through swamps or marshes occurs at normal rates.
Aquatic
Moves thru all water-based terrain (rivers, ponds, larger bodies of water, streams, marshes, swamps) without penalty, and increases their movement by +2" when doing so. Suffers - 1” when on solid ground.
Demonic
Benefits from the rules: ‘Relentless’, ‘Fearsome’, and ‘Super -Natural Armor’.
Dragon Fire
Ranged attack used primarily by Dragons. Range distance is 12”+ the Dragon’s Rank. The attack does not apply any modifiers due to the target’s Armor Value, when rolling to cause damage. Non-Dragons with this rule count as having a Rank of 0.
Fearsome
Opponents in Melee with this unit suffers a -1 modifier to their Morale Check rolls. Units which have this rule are immune to this modifier.
Forest Walker
Suffers no penalties for being in a woods, forest, swamp. Gains the Regenerate ability when in contact with a woods, forest, stream, pond, marsh, river, or lake.
Flaming Pitch
Ranged attack distance is 14". Target T arget suffers -2 to Armor Value.
Relentless
When flying, Infantry Troops move 10”, Winged Cavalry Troops and Characters move 16”. When not flying, Troops suffer -1 movement. Additional rules for Flyers found in section (10:0). The unit gains +2 Movement, are unaffected by terrain, and immune to non-enchanted missile fire (not immune to magic spells and dragon fire). They may move through friendly and enemy models without penalty, and have a magic resistance of D3, rolled each time the unit is magically attacked. When in magical light, enemies gain a +1 Melee Modifier against the unit. On any turn in which the unit is not; in combat, in magical light, or attacked by missile fire (magic or ranged), it will regain one point of Vitality. Causalities caused by enchanted weapons, magical spells or dragon fire cannot be regained in this way. Does not Check Morale, unless in Melee Combat against a Priest, or unit with a Priest attached.
Super-Natural Armor
Gains +1 Armor value against all non-enchanted, non-magical attacks. Note: all Creatures have magical attacks. Maximum Armor Value is always 4.
Tough Hide
Modifies Armor Value by +1, due to their thick hide or scaly skin. Max Armor Value is always 4.
Undead
Benefits from the rules: ‘Relentless’, ‘Fearsome’, and ‘Super -Natural Armor’.
Flight Incorporeal Regeneration
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CHAOS WARS: CLASSIC RULES
AN IRON WIND METALS PRODUCT PRINTED IN THE USA
CHAOS WARS: CLASSIC RULES, Edition 2.0
Book Two SKU: CWC-202
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