CWC Book 2 - Building Armies

April 17, 2018 | Author: Rick Ward | Category: Unrest, Armed Conflict
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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.

3

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

7

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

9

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

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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

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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.

31

CHAOS WARS: CLASSIC RULES

AN INVITATION FROM IRON WIND METALS Having successfully funded our kickstarter to produce Wave 1 of the Chaos Wars miniature 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

35

CHAOS WARS: CLASSIC RULES

AN IRON WIND METALS PRODUCT PRINTED IN THE USA

CHAOS WARS: CLASSIC RULES, Edition 2.0

Book Two SKU: CWC-202

36

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