CWC Book 2 - Building Armies

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    BOOK TWO 

    CLASSIC RULES 2.0Book 2: Building Army Rosters

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    CHAOS WARS: CLASSIC RULES

    2

    GAME REFERENCE SHEETTURN ORDER

    Event I Initiative and Personal Challenges 

    Event II Spell Casting 

    Event III Ranged Attacks 

    Event IV Movement 

    Event V Melee Combat 

    Event VI Rally

    Troops Making Ranged Attacks

    Roll 1D6: (D6 Roll +/- Ranged Modifiers) / Target’s Armor Value 

    Individuals Making Ranged AttacksRoll Number of D6s equal to Ranged Prowess:

    Result needed to hit: (D6 Roll +/- Ranged Modifiers +/- Armor Modifier) = 5+

    Troops Making Melee AttacksRoll 1D6: (D6 Roll +/- Melee Modifiers) / Target’s Armor Value 

    Individuals Making Melee Attacks

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

    Rally without a Leader

    Rallying

    Unit

    D6 Roll must meet or

    exceed this number to Rally

    Peasants 5+

    Yeomen 4+

    Knights 3+

    Creatures 4+

    MORALE CHECK CHART 

    Unit Taking the Morale Check

    Cause of Check CreatureMounted

    Knights

    Foot

    Knights

    Mounted

    Yeomen

    Foot

    YeomenPeasants

    Creatures 3 3 3 4 5 5

    Mounted

    Knights3 2 2 3 4 5

    Foot Knights 3 1 2 2 3 5

    MountedYeomen

    2 1 1 2 3 4

    Foot Yeomen 0 -1 1 1 2 3

    Peasants -1No

    Check

    No

    Check0 1 2

    Ranged Attacks 1 0 0 1 2 3

    Spells & Fire 3 1 1 2 3 5

    ^ Roll must meet or exceed to pass ̂

    MORALE MODIFIERSSituation

    (The Unit Checking Morale is…)  Mod

    …is being attacked in the Flank -1

    …is being attacked in the Rear -2

    …has lost 50% or more Troops -2

    …has lost 50% or more Vitality -2

    Attached Leader has been killed

    this turn-1

    Army Commander has been killed

    this turn

    -1

    …is attacking an enemy in the Flank +1

    …is attacking an enemy in the Rear +2

    …outnumbers total of all combat

    opponent(s) in contact.

    *Each Cavalry count as 2 each.

    *Individuals use their remaining

    Vitality to calculate.

    +1

    …has a friendly unit also engaged in

    the combat+1

    …has a Leader attached +1CREATURE MORALE FAILURE TABLED6 Roll Result

    1 to 4 The Creature withdraws one full move to its rear. It will remainthere until rallied. It will fight anyone who attacks it.

    5

    The Creature Flees. It withdraws one full move to its rear. It will

    continue to move in that direction until it has moved off the table.

    It will attack ANY units or figures that block its way.

    6

    The Creature goes Berserk. It turns in a random direcion, see the

    Random Movement Table (9:8), then moves up to its full distance

    towards the nearest unit it faces (in 180 degree arc), and attacks.

    It will continue to move in this fashion every turn, even if engaged

    in combat, until destroyed. The creature cannot be rallied.

    RANDOM MOVEMENT

    D6 Result

    1-2 Moves to its rear

    3 Moves to its right

    4 Moves to its left

    5 Moves forward

    6Stands in place.

    +1 Melee Modifier.

    Charts for

    Ranged and Melee

    Combat Attacks

    are found on the

    back interior cover.

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    CHAOS WARS: CLASSIC RULES

    3

    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.

    10488 Chester Road Cincinnati, OH 45215

    www.IronWindMetals.com

    www.RalPartha.com

    CHAOS WARS: CLASSIC RULES, EDITION 2.0 BOOK TWO

    The original Chaos Wars rules set was conceived and written by:

    Bob Charrette Rich Smethurst Marc Rubin Chuck Crain

    Second Edition rules edited and expanded by:

    Jacob Fathbruckner 

    Primary Artwork by:

    Bill Neff

    Inspired by the sculpting of:

    Tom Meier, Dennis Mize, Julie Guthrie, Bob Charrette,

    C. Brad Gorby, Richard Kerr, Dave Summers, Sandra Garrity, Bob Olley, Chris Atkin, George Freeman, Ann Gallup,

    Chris Fitzpatrick, Jeff Wilhelm, Jim Johnson, Drew Williams, Geoff Valley, John Winters, Nick Bibby, Tim Prow, Jeff Grace,

    Steve Saunders, Brady Bugge, Ken Kersey, Robert Kyde, Phil Lewis, Behrle Hubboch, Bobby Jackson, and many more.

    Additional Material by:

    Name (w/a)  book . page  Gennifer Bone (a) 2.21, 3.17, 3.20  Fred Fields (a) 2.10, 2.13, 3.28, 6.4 C. Brad Gorby (a) 4.4, 5.20  Dale Kemper (w) 5.13, 5.25  Richard Kerr (w) 4.40-45 Cynthia Kirk (a) 3.19, 3.24,3.30-31, 5.15-16, 6.15, 6.53 

    Tom Meier (a) 1.40, 1.65, 2.15, 2.22, 2.24, 6.41  Thomas Miller (a) 2.4, 6.11, 6.45 Doug Mize (a) 4.5  Melissa Morello (a) 1.52, 4.10, 4.33, 4.39 

    Dean Morrissey (a) 6.5  Mike Noe (w) 3.30, 3.33, 5.12, 5.15, 5.18  Frank Neeley (a) 2.5, 2.10 Loren Muzzy (a) 3.4, 3.13, 3.17, 6.29  Mark Rogers (a) 2.4, 2.27, 5.5  Penni Rubin & Bill Neff (a) 1.3, 1.28, 1.65 Bill Stolpin (a) 4.28, 6.21  Bill Sutherland & Richard Kerr (a) 1.12  Tony [Last Unknown] (a) 1.39, 1.55, 2.19, 4.36 Chad Thorson (a) 1.10-11, 3.27,3.29-33, 5.12, 5.14-18, 6.9, 6.10, 6.15 

    Sue Tilvers (a) 5.19  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  Michael Weaver (a) 1.58, 2.21 

    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.

    A DIVISION OF

    Dedicated to the founders, sculptors, artists, associates, and staff of Ral Partha Enterprises, too many

    to name, living and gone, who together created something bigger than the sum of its parts, and that lives

    on in spirit here at Iron Wind Metals.And to all of the fans of Ral Partha miniatures, old and new, who helped bring this project to life.

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    CHAOS WARS: CLASSIC RULES

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    = Suggested for Intermediate and Experienced players only. 

    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

    29:0 Troops (pages 7 – 9) 

    29:1 How to Calculate 29:4 Equipment Upgrades

    29:2 Troop Points Costs 29:5 Skill Upgrades

    29:3 Cavalry Upgrades

    30:0 Characters (pages 9 – 11) 

    30:1 Basics 30:4 Leadership Titles 

    30:2 Types 30:5 Equipment Upgrades

    30:3 Character Costs 30:6 Mounts

    31:0 Creatures (pages 12 – 16) 

    31:1 The Basics 31:4 Monsters31:2 Dragons 31:5 Creature Upgrades

    31:3 Giants

    32:0 Titanic Units (page 17) 

    32:1 Titanic Infantry Rules 32:3 Titanic Cavalry Rules

    32:2 Titanic Infantry Options 32:4 Titanic Cavalry Options

    33:0 War Machines (pages 18 – 19) 

    33:1 Types 33:3 Engines

    33:2 Artillery 33:4 Others

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

    34:1.1 Troop Instructions 34:1.3 Fantasy Instructions34:1.2 Troop Points Example 34:1.4 Fantasy Pts Example

    35:0 Sample Army Rosters (pages 26 – 29) 

    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

      :

        i    l    l

     

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    CHAOS WARS: CLASSIC RULES

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    BOOK 1 TABLE OF CONTENTS

    GAME CONCEPTS

    1:0 Introduction

    2:0 The Basics

    3:0 Troops

    4:0 Individual Characters

    5:0 Individual Creatures

    6:0 Titans

    7:0 War Machines

    8:0 Battlefield & Terrain

    9:0 Morale

    10:0 Flying Units

    11:0 Water-Bound Vessels

    PLAYING THE GAME

    12:0 Pregame

    13:0 The Game Turn14:0 Event IA - Initiative

    15:0 Event IB - Personal Challenges

    16:0 Event II - Spell Casting

    22:0 Event III - Ranged Attacks

    23:0 Event IV – Movement 

    24:0 Event V - Melee Combat 

    25:0 Event VI – Rally 

    26:0 Ending the Game & Determining Victors 

    27:0 Surviving the Chaos Wars 

    BOOK 3 TABLE OF CONTENTS

    ANCIENT RIVALRY

    CAMPAIGN ROSTERS & SCENARIOS

    BOOK 5 CONTENTS

    PERSONALITIES

    BOOK 6 CONTENTS

    SAMPLE ARMIES

    BOOK 7 CONTENTS

    ARMY BUILDING TOOLS

    BOOK 4 CONTENTS

    LEGENDARY SCENARIOS

    Reminder: Everything found here

    is also available online as free

    downloads at:

    www.RalPartha.com 

    Please Note:

    The subjects listed on this page are found in the additional documents, also released as

    part of the: CHAOS WARS: CLASSIC RULES, EDITION 2.0

    Only books 1 and 2 are required to play a game. Books 3 and up are all supplemental. 

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    CHAOS WARS: CLASSIC RULES

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    28:0 BUILDING YOUR ARMY ROSTER . 

    28:1 POINTS SYSTEM 28:1.1 Players should agree beforehand on the number of

    fantasy points to be allowed.

    28:1.2 Infantry and Cavalry units are purchased for your

    roster using “Troop Points” 28:1.3 Creatures, War Machines, Titans, and Characters are

    purchased using “Fantasy Points” 

    28:2 TYPE OF GAME 28:2.1 There are generally two types of games.

    28:2.2 “Low Fantasy Games” have some fantasy creatures

    and characters, but they are unique pieces, very

    special, and outnumbered by the units of Troops.

    28:2.3 “High Fantasy Games” have many fantasy creatures

    and characters. There may be as many or more

    fantasy creatures in the army, as there are units of

    Troops.

    28:2.4 Players should agree beforehand on if they will be

    playing a Low Fantasy or High Fantasy game.

    28:3 SUGGESTED ARMY SIZES & POINTS 

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

    unique armies.

    Game

    Size

    Troop

    Points

    Fantasy Points

    Low Fantasy

    Games

    High Fantasy

    Games

    Small 180 18 54

    Average 300 30 90

    Large 500 50 150

    Epic 750 75 225

    28:3.2 Point costs for Troops are found in section (29:0)

    28:3.3 Point costs for Characters are found in section (30:0)

    28:3.4 Point costs for Creatures are found in section (31:0)

    28:3.4 Point costs for Titans are found in section (32:0)

    28:3.5 Point costs for War Machines are in section (33:0)

    28:4 ARMY COMMANDER 28:4.1 Each army receives one Rank 1 Champion, which may

    be mounted on a standard Cavalry Mount, with the

    Army Commander leadership title, for free (no points

    cost).

    28:4.2 This character has the Leadership Ability for an Army

    Commander.

    28:4.3 If desired, the Army Commander’s rank may be

    increased by spending the appropriate number of

    fantasy points equal to the upgrade.

    28:5 LIST BUILDING RESTRICTIONS 28:5.1 No more than 80% of the Troops in an army may be

    Knights.

    28:5.2 No more than 50% of the Troops in an army may be

    equipped with Ranged Weapons.

    28:5.3 Infantry units must be purchased in quantities of 12

    figures, no more and no less (unless rules state

    otherwise).

    28:5.4 Cavalry units must be purchased in quantities of 6

    figures, no more and no less (unless rules state

    otherwise).28:5.5 If the unit purchases an upgrade (Equipment or Skill

    Upgrades), the points must be paid for all figures in

    the unit.

    28:5.6 No more than 50% of Fantasy Points should be spent

    on Spell Casters (unless opponent agrees otherwise).

    28:5.7 A player may build one partial unit per army, with

    remaining unused troop points, after all full units have

    been purchased.

    28:5.8 Since the partial unit will have less than the normal

    number of figures, for all die rolls, treat the unit as

    though it were a full unit which had suffered casualties

    equal to the number of missing figures.

    BUILDING AN ARMY ROSTER

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    CHAOS WARS: CLASSIC RULES

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    29:0 TROOP POINTS COSTS . 

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

    calculating 4 different sets of points costs, and

    multiplying the total by number of figures in the unit.

    29:1.2 How to calculate Troop Points Cost for a Unit: 

    Base Cost for Troop Type and Race x (number of figures)

    Cost of Cavalry Mounts (optional) x (number of figures)

    Cost of Skill Upgrades (optional) x (number of figures)

    + Cost of Add.Equipment (optional) x (number of figures)

    Total Points Per Unit

    29:2 TROOP TYPE COSTS - BY RACE 

    Troop

    Types

    Infantry

    Move

    Cavalry

    Move

    Combat

    Modifier

    Infantry

    Armor

    Value

    Cavalry

    Armor

    Value

    Troop Points - Cost Per Figure

    HumansOrcs, Goblins,

    Halflings, Fae

    Undead,

    Demons,

    All

    Others

    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

    29:3 COST OF CAVALRY MOUNTS 29:3.1 Mounts for Troops may be purchased with either Troop or Fantasy points.

    29:3.2 Details on mounts are found in section (3:8).

    29:3.3 PURCHASING A MOUNT WITH TROOP POINTS 

    Mount Type Points Cost Each 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

    MOUNT TYPEGround

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    Points Cost

    Standard Mount 12" n/a 2 n/a 3 0 3 2

    Large Mount 12" n/a 3 n/a 4 1 3 3

    Very Large Mount 8" n/a 4 n/a 5 1 3 4

    Giant Mount 8" n/a 5 n/a 6 1 4 5

    Aerial Mount 10" 16" 2 n/a 4 0 2 3

    Large Aerial Mount 8" 14" 4 n/a 4 0 3 4

    Very Large Aerial Mount 6" 12" 4 n/a 4 0 4 5

    BUILDING AN ARMY ROSTER

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    CHAOS WARS: CLASSIC RULES

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    TROOP POINTS COSTS . Continued 

    29:4 COST OF EQUIPMENT UPGRADES Each unit may have a maximum of one Melee Weapon Upgrade and one Ranged Weapon Upgrade.

    Models MUST be equipped appropriately to be given Weapon Upgrades (within reason).

    29:4.1 MELEE WEAPON UPGRADES All units are purchased with “undefined weapons”.

    If desired, you may pay Troop Points to give them a specific weapon upgrade.

    WeaponCost Per

    FigureAvailable to: Special Rules

    Mixed Weapons /

    Undefined Weaponsfree All Troops None. Everyone starts with this unless an Upgrade is purchased.

    Infantry Spears 0.5 All Infantry On the turn it receives a charge, the unit adds +1 to the Melee Roll.

    Axes, Flails, Clubs,

    Maces, Hammers1 All Troops Reduces target's Armor Value by 1.

    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.

    Great Weapons 2Infantry Yeomen

    All KnightsReduces target's Armor Value by 2.

    Pike 2.5Infantry Yeomen

    Infantry Knights

    Maximum movement for the unit is 6" (unless other restrictions reduce

    it further). On the first turn of melee combat, the unit with pikes will

    attack first, and the opponent removed casualties before striking back.

    Any cavalry, chariot, or creature of any kind in combat with the unit

    suffers -1 to their Morale Check when in combat against pikemen.

    Cavalry Spears 1 Cavalry OnlyWhen charging, on the first turn of Melee Combat, the spear reduces

    the target's armor value by 1.

    Lance 2 Cavalry OnlyWhen charging, on the first turn of Melee Combat, the lance reduces

    the target's armor value by 2.

    29:4.2 RANGED WEAPON UPGRADES 

    Weapon Range Cost PerFigure

    Available to: Special Rules

    Common Bows

    & Slings12" 1

    All Peasants

    All Yeomen

    Centaur, Elf, Fae, Halfling Knights

    None

    Longbows 18" 2

    All Peasants

    All Yeomen

    Centaur, Elf, Fae, Halfling Knights

    Receives a +1 modifier to Ranged Attack rolls.

    Crossbows 14" 1.5

    All Peasants

    All Yeomen

    Dwarf Knights

    Reduces the Target's Armor Value by 1.

    Unit may not move after firing.

    Arbalests

    (Steel Crossbows)18" 3

    All Peasants

    All Yeomen

    Reduces Target's Armor Value by 2.

    Unit may not move after firing.

    Arquebus (Musket) 12" 2 All Yeomen

    Gains +1 modifier to Ranged Attack rolls.

    Reduces the Target's Armor Value by 1.

    Unit may not move after firing.

    Blunderbuss 8”  3All Yeomen

    All Dwarves

    The unit makes a ranged attack as if it it were a

    Creature. Treat the number of troops alive in the

    unit as the Ranged Prowess value. A roll of 5 or 6

    causes 1 hit. Armor does modify the roll.

    Throwing Axes,

    Knives, Stars, Blow

    Darts, Javelins

    8" 0.5All Peasants

    All Yeomen

    User suffers -1 on Ranged Attack Rolls. User may

    move at full speed after using this weapon.

    BUILDING AN ARMY ROSTER

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    CHAOS WARS: CLASSIC RULES

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    TROOP POINTS COSTS . Continued 

    29:4.3 OTHER UPGRADES

    29:5 COST OF SKILL UPGRADES 29:5.1 A unit of Troops may purchase one Skill Upgrade.

    29:5.2 Details can be found in section (3:10).

    29:5.3 Each unit may have a maximum of one Skill Upgrade. 29:5.4 If a player wishes to have more than one unit with the same Skill Upgrade, the points cost to upgrade the second unit

    will be doubled.

    29:5.5 Some subtypes of Humans do not pay the double points for having multiple units with the same Skill Upgrade.

    See (3:7.9) for details.

    Upgrade Available to: Cost in Troop Points Special Rules

    Unit Standard All Troops +4 per unit See section 3:9.5

    Unit Musician All Troops +4 Per unit See section 3:9.6

    Dwarven Armor Dwarves Only +1 per figure Gains +1 Armor Value

    Daeshiru Centaurs Only +1 per figure Fearsome (2:7.5)

    Demonic WingsDemons Only

    Available to 1 out of 1-2 units.+1 per figure Flight (3:7:15)

    Fairy WingsFae Only

    No restrictions on availability.+1 per figure Flight (3:7:15)

    Bestial WingsBeastmen & Lizardmen Only

    Available to 1 out of 1-3 units.+2 per figure Flight (3:7:15)

    Incorporeal FormUndead Only

    Available to 1 out of 1-3 units.+2 per figure See section (3:7:14)

    Skill Upgrade: 

    Cost Per Troop (by Race and Foot or Mounted)

    Human Infantry Human Cavalry All Other Infantry All Other Cavalry

    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 PointsBodyguard 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

    BUILDING AN ARMY ROSTER

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    30:0 CHARACTER POINTS COSTS . 

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

    used as individual characters, adding

    leadership and fantasy flair to the game as

    they take the field.

    30:1.2 All Characters are paid for with Fantasy Points.  

    30:2 TYPES OF CHARACTERS30:2.1 Characters fall into 4 types.

    30:2.2 Warlords, Heroes, Paladins, Kings, Hunters,

    Mercenaries, Sergeants, Captains, Thieves,

    Bards, Highwaymen, Assassins, Sappers,

    Beastmasters, and Engineers can all be

    fielded using the character type “Champions”.

    See (30:3.3).

    30:2.3 Clerics, Druids, Zealots, Monks, Priests,

    Cultists, Witch Hunters, and Inquisitorscan all be fielded using the character type

    “Priests”. See (30:3.4).

    30:2.4 Sorcerers, Sorceresses, Mages, Wizards,

    Alchemists, and Shamen can all be fielded

    using the character type “Wizards”.

    See (30:3.5).

    30:2.5 Witches, Necromancers, and any Sorcerers

    using magic to raise the dead or control

    demons can all be fielded using the character

    type “Necromancers/Demonologists”.

    See (30:3.6).

    30:3 INDIVIDUAL CHARACTER COSTS30:3.1 Each type of Character is available to be purchased under 5

    different “ranks”. The higher the Rank number, the more

    powerful the Character.

    30:3.2 Depending on the race of the character, different points

    must be paid (to compensate for the race-specific rules

    that it benefits from). 

    30:3.3 CHAMPIONS 

    Ground

    Move

    Mounted

    Move

    Flying

    Mount

    Melee

    Prowess

    Range

    ProwessVitality 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

    BUILDING AN ARMY ROSTER

      :

     

        l

     

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    CHARACTER POINTS COSTS . Continued 

    30:3.4 PRIESTS 

    Ground

    Move

    Mounted

    Move

    Flying

    Mount

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Cost in Fantasy Points

    Orc/Goblin Undead/Demon All Other

    Rank 1 8" 12" 16" 1 1 1 2 3 3 n/a 2

    Rank 2 8" 12" 16" 2 2 2 4 3 6 n/a 4

    Rank 3 8" 12" 16" 3 3 3 6 3 9 n/a 6Rank 4 8" 12" 16" 4 4 4 8 3 12 n/a 8

    Rank 5 8" 12" 16" 5 5 5 10 3 15 n/a 10

    30:3.5 WIZARDS 

    Ground

    Move

    Mounted

    Move

    Flying

    Mount

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Cost in Fantasy Points

    Orc/Goblin Undead/Demon  All Other

    Rank 1 8" 12" 16" 0.5 0.5 1 3 2 4 4 3

    Rank 2 8" 12" 16" 1 1 2 6 2 8 8 6

    Rank 3 8" 12" 16" 1.5 1.5 3 9 2 12 12 9

    Rank 4 8" 12" 16" 2 2 4 12 2 16 16 12

    Rank 5 8" 12" 16" 2.5 2.5 5 15 2 20 20 15

    30:3.6 NECROMANCERS & DEMONOLOGISTS 

    Groun

    d

    Move

    Mounte

    d Move

    Flying

    Mount

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armo

    r

    Value

    Cost in Fantasy Points

    Orc/Goblin Undead/Demon  All Other

    Rank 1 8" 12" 16" 0.5 0.5 1 3 2 5 5 4

    Rank 2 8" 12" 16" 1 1 2 6 2 10 10 8

    Rank 3 8" 12" 16" 1.5 1.5 3 9 2 15 15 12

    Rank 4 8" 12" 16" 2 2 4 12 2 20 20 16

    Rank 5 8" 12" 16" 2.5 2.5 5 15 2 25 25 20

    30:4 LEADERSHIP TITLES & POINTS COSTS30:4.1 A character may be given Leadership abilities.

    30:4.2 This costs troop points unless the character already has specific leadership abilities designated.

    30:4.3 Additional details found in section (4:12).

    Leadership Title Restrictions Troop Points Cost

    Army Commander Max 1 per army 0

    General None 6

    Colonel None 4

    Captain None 2

    Army Standard Bearer Max 1 per army 24

    BeastmasterFree. May combine

    with another title0

    30:5 EQUIPMENT UPGRADES 30:5.1 Characters may purchase Weapon Upgrades with Troop Points. You may use Fantasy Points if you wish, but it is unadvised. 

    30:5.2 Characters pay more points for upgrades than troops do.

    30:5.3 A Character may purchase one Melee Weapon Upgrade (29:4.1). To purchase the Upgrade, the player pays the points cost

    multiplied by the Character’s Melee Prowess. Pay: (Upgrade Points Cost) x (Character’s Melee Prowess) 

    30:5.4 A Character may purchase one Ranged Weapon Upgrade (29:4.2). To purchase the Upgrade, the player pays the points cost

    multiplied by the Character’s Ranged Prowess. Pay: (Upgrade Points Cost) x (Character’s Ranged Prowess) 

    BUILDING AN ARMY ROSTER

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    30:6 CHARACTER POINTS COSTS: MOUNTS . 

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

    using the chart “Purchasing a Mount with Troop Points” (section 30:6.3)

    or with fantasy points using the charts

    “Purchasing a Mount with Fantasy Points” (section 30:6.4),

    Dragons (section 31:2), or Monsters (31:4).

    30:6.2 Centaurs and Winged Humanoids may not ride mounts.

    30:6.3 PURCHASING A MOUNT WITH TROOP POINTS 

    Mount Type Points Cost Per Rank Examples Movement Combat Modifier

    Standard Mount 2 per rank Horse, Wolf, Pony, Small Lizards 10" or 12" +1

    Large Mount 3 per rank Bison, Camel, Hexatrix, Lizard, Unicorn 10" or 12" +2

    Very Large Mount 4 per rank Rhino, Giant Boar, Heavy Lizard 8" +3

    Giant Mount 5 per rank Elephant, Land Dragon, Kraken 8" +4

    Aerial Mount 3 per rank Pegasus, Giant Insect 16" +1Large Aerial Mount 4 per rank Young Wyvern, Young Griffin, Pteranodon 14" +2

    Very Large Aerial Mount 5 per rank Young Dragon, Griffin, Hippogriff 12" +3

    a) Characters pay a points cost for the Mount that is multiplied by the Character’s Rank.

    Example: For a Rank 1 Character, a Very Large Mount costs 3 Troop Points.

    For a Rank 4 Character, the same mount would cost 12 Troop Points.

    b) Additional details found in section (4:15.4)

    30:6.4 PURCHASING A MOUNT WITH FANTASY POINTS

    MOUNT TYPE GroundMove

    FlyingMove

    MeleeProwess

    RangedProwess

    Vitality Magic ArmorValue

    FantasyPoints Cost

    Standard Mount 12" n/a 2 n/a 3 0 3 2

    Large Mount 12" n/a 3 n/a 4 1 3 3

    Very Large Mount 8" n/a 4 n/a 5 1 3 4

    Giant Mount 8" n/a 5 n/a 6 1 4 5

    Aerial Mount 10" 16" 2 n/a 4 0 2 3

    Large Aerial Mount 8" 14" 4 n/a 4 0 3 4

    Very Large Aerial Mount 6" 12" 4 n/a 4 0 4 5

    Additional details found in section (4:15.5)

    Mounts for Characters may also be purchased with Fantasy Points from the Dragons (section 31:2), or Monsters (31:4),

    or Engines (33:2.1).

    30:6.5 PALANQUINS 

    a) A Character not riding a mount may instead be placed atop a Palanquin.

    b) Additional details found in section (4:15.6)

    STAT MODIFIERS Ground Move Melee Prowess Vitality Armor Fantasy Points Cost

    Palanquin 6" +4 +4 +1 5

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    The AdventurerThe 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 beenanswered more than a few times. His

    axe is larger now, as is his strength to

    wield it; and he has managed to

    acquire little more in the way of armor.

    Where there was once trepidation

    and inexperience, now there is grim

    self-confidence and awesome fighting

    power. The Adventurer now wields a

    massive, ornate axe and wears massive

    ornate armor; he is the master of his

    profession and few foes will now dare

    to contest him. 

    The ClericAlthough 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 theworld.

    As he moves through successful

    adventures and advances in

    power, the cleric improves his

    knowledge and wisdom, learns

    new spells, and these give him

    strength. Ultimately he may

    achieve the level of a High Priest – 

    and become a fighter to be

    reckoned with.

    The AssassinIn the beginning, he’s just like any

    other young man of ambition looking

    to get ahead in the 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 of magic use. Hefinds that there is wealth to be gained

    nevertheless – by sticking a knife in the

    appropriate back.

    From his furtive, lean beginnings, the

    assassin moves up in his trade, until

    ultimately he is a master assassin – the

    best of the cutthroats, a deadly and

    expensive weapon, to be used against

    only the highest-placed and most

    influential targets.

    The Dwarf FighterHe moves in the

    cavernous deep places of

    the earth, shunning the too-

    bright, 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.

    The DruidAs 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

    The Fighter-MageA rare combination of skills – a fighter who is

    also a magic user. As the young fighter leave

    the serenity of their home and embarks upon

    the strenuous double career. Clothing and

    weapons are simple and the search for wealth

    and experience is just beginning.

    In time, successful adventures and profitable

    encounters permit the young fighter to acquire

    a better sword and stronger armor. The

    talismans he carries are ancient and powerful.

    Ultimately, fortune smiles upon the once-

    humble 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.

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    31:0 INDIVIDUAL CREATURES POINTS COSTS. 

    31:1.1 The fantastic creatures of popular myth and quests

    can be employed in support of your forces.

    31:1.2 There are 3 categories of Individual Creatures:

    Dragons, Giants, and Monsters.

    31:1.3 All creatures are paid for with Fantasy Points.

    31:2 COSTS OF DRAGONS 31:2.1 More information on Dragons is found in section (5:5).

    31:2.2 ‘Approx Model Size’ shown below is to assist you in

    determining what stat line best serves your model.

    Size is measured from the 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 number, the more powerful the Dragon. 

    31:2.4 The Magic value on the Dragon’s stat line is defensive only as with champions.

    31:2.5 LAND DRAGONS 

    Move on

    Foot

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Approx

    Model Size

    Cost in

    Fantasy Points

    Rank 1 8" n/a 3 n/a 2 n/a 3 1" 2

    Rank 2 8" n/a 6 n/a 4 n/a 3 2" 3

    Rank 3 6" n/a 9 n/a 6 n/a 4 3" 6

    Rank 4 6" n/a 12 n/a 10 n/a 4 4" 9

    Rank 5 6" n/a 15 n/a 16 n/a 4 5" 11

    31:2.6 LESSER DRAGONS 

    Move on

    Foot

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Approx

    Model Size

    Cost in

    Fantasy Points

    Rank 1 8" 16" 3 n/a 2 n/a 3 1" 3

    Rank 2 8" 16" 6 n/a 4 n/a 3 2" 5

    Rank 3 6" 12" 9 n/a 6 n/a 4 3" 9

    Rank 4 6" 12" 12 n/a 10 n/a 4 4" 13

    Rank 5 6" 12" 15 n/a 16 n/a 4 5" 16

    31:2.7 TRUE DRAGONS 

    Move on

    Foot

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Approx

    Model Size

    Cost in

    Fantasy Points

    Rank 1 8" 16" 3 1 2 2 3 1" 4

    Rank 2 8" 16" 6 2 4 4 3 2" 9

    Rank 3 6" 12" 9 3 6 6 4 3" 14

    Rank 4 6" 12" 12 4 10 8 4 4" 20Rank 5 6" 12" 15 5 16 10 4 5" 27

    31:2.8 DRAGON UPGRADES: ELEMENTAL ASPECTSDragons may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).

    31:2.9 HOWDAHSa) A Rank 4 or 5 Dragon may have a Howdah placed on its back (or slung under its

    torso). The Howdah gives the Dragon +1 Vitality, and allows for 1 Artillery Piece

    and a Crew to be added. See sections (33:3.3) & (33:3.4) for details.

    Vitality Fantasy Points

    Howdah +1 2

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    Fear the Denizens of the SeasEven inland, warriors of the world must battle the horrors of the

    deep. Kraken, Sea Drakes, and Giant Leviathans are all regular features

    in the armies of the Atlanteans, Sea Elves, and other sea-faring races.

    Under the protective enchantments of Water Mages, these monsters are

    no longer confined to bodies of water. When they charge, the magic

    emanating from their bodies causes the very ground around them to

    liquify, and they swim without effort, through the mix of muddy water

    towards their next victim.

    INDIVIDUAL CREATURES POINTS COSTS. Continued 

    31:3 COSTS OF GIANTS 31:3.1 More information on Giants is found in section (5:6). 31:3.2 The following 2 charts show the different Giants available.

    31:3.3 Each type of Giant is available to be purchased under 5 different “ranks”.

    The higher the Rank number, the more powerful the Giant.

    31:3.4 ‘Approx Model Size’ shown below is to assist you in determining what stat linebest serves your model. Size is measured by height of the Giant. Some adjustment,

    as agreed upon by all players, is allowed to account for exceptionally skinny or bulky giants.

    31:3.5 Magic on the Giant’s stat line is defensive only as with Champions.

    31:3.6 You may choose to increase the Giant’s Armor Value by +1.

    The charts below show how many Fantasy Points are to be paid for the upgrade.

    31:3.7 COMMON GIANTS 

    Move on

    Foot

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Approx

    Model Size

    Fantasy

    Points Cost

    Cost to

    Upgrade Armor [+1]

    Rank 1 8" 2 0 2 0 2 1.5" 1 +1

    Rank 2 8" 4 1 4 1 2 2" 3 +2

    Rank 3 8" 6 2 6 2 3 2.5" 5 +3

    Rank 4 8" 8 3 8 3 3 3" 7 +4

    Rank 5 8" 10 4 10 4 3 3.5" 9 +5

    31:3.8 WARRIOR GIANTS 

    Move on

    Foot

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Approx

    Model Size

    Fantasy

    Points Cost

    Cost to Upgrade

    Armor [+1]

    Rank 1 8" 3 0 3 0 2 1.5" 3 +1

    Rank 2 8" 6 1 6 1 2 2" 7 +2

    Rank 3 8" 9 2 9 2 3 2.5" 11 +3

    Rank 4 8" 12 3 12 3 3 3" 15 +4

    Rank 5 8" 15 4 15 4 3 3.5" 19 +5

    Note: Warrior Giants takes Morale Checks and Rally as a Foot Knight.

    31:3.9 MOUNTS A giant may be mounted on a

    monster from section (31:4).

    Appropriate Fantasy Points must

    be paid.

    31:3.10 UPGRADES:Giants may be upgraded to have

    an Elemental Aspect.

    Each unit may only have one upgrade.

    See (31:5).

    BUILDING AN ARMY ROSTER

    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.

      :

     

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    INDIVIDUAL CREATURES POINTS COSTS . Continued 

    31:4 COSTS OF MONSTERS 31:4.1 There are many different types of monsters available, listed here.

    31:4.2 Additional information can be found in section (5:7).

    31:4.3 If the monster you are looking for cannot be found here, please

    take a look at the “Generic Monster” stats (see 31:4.6), to

    see if one of these stat lines would be appropriate for you to field your monster.

    31:4.3 FLYING MONSTERS 

    All of these have the

    ‘Flight’ special rule. 

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality 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 Regenerate

    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

    31:4.4 NON-FLYING MONSTERS

    MONSTERSGround

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    PointsSpecial Rules

    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 Regenerate, Aquatic

    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

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    INDIVIDUAL CREATURES POINTS COSTS . Continued 

    31:4.4 NON-FLYING MONSTERS (CONTINUED) 

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    PointsSpecial 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 10Relentless,

    Flaming Pitch

    Mechanical Knight 6" n/a 6 n/a 6 4 3 5 Relentless

    Mech. Knight on Horse 10" n/a 7 n/a 7 4 4 6Relentless,

    +1 Melee Mod

    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 Undead

    Rat, Giant 12" n/a 3 n/a 3 0 2 3Rat Swarm 10" n/a 3 n/a 6 0 2 4

    Salamander 9" n/a 3 6 4 1 4 6 Dragon Fire

    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 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

    Throne of Bone - Special Rules

    Operates as a Necromancer.

    The Throne of Bone may release up to 4 units of 12

    Skeletal Yeomen, which then operate as independent

    units. Each time this is done, the Throne's

    Movement, Magic, Melee Prowess, and Vitality stats

    are reduced by 2. Also operates under the 'Undead'

    Special Rule.

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    xINDIVIDUAL CREATURES POINTS COSTS . Continued 

    31:4.6 GENERIC MONSTERS 

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    Points Cost

    Small Ground Monster 6" n/a 3 n/a 3 1 2 2

    Medium Ground Monster 8" n/a 8 n/a 6 0 3 5

    Large Ground Monster 6" n/a 15 n/a 16 0 4 11

    Small Flying Monster 6" 10" 3 n/a 3 1 2 3

    Medium Flying Monster 8" 16" 6 n/a 4 0 3 5

    Large Flying Monster 6" 12" 15 n/a 16 0 4 16

    31:4.7 GENERIC MONSTER UPGRADES: ELEMENTAL ASPECTSGeneric Monsters may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).

    31:5 CREATURE UPGRADES: ELEMENTAL ASPECTS 31:5.1 Dragons, Giants, Generic Monsters, and all Titanic Infantry may be upgraded to have an Elemental Aspect. Each unit may

    only have one upgrade.

    Upgrade Examples Special Rules Cost

    Fire

    Aspect

    Red Dragon Fire Giant+1 Melee Modifier against Ice and Earth Aspects.

    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.Fire Dragon Fire Trolls

    Ice

    Aspect

    Ice Dragon Frost Giant+1 Melee Modifier against Fire and Water Aspects.

    Immune to Armor Reduction Modifiers.

    Frost Aura: Creatures and characters within 6” ofthe unit suffers -1 to Melee Prowess Value

    3 Fantasy Points

    per 1-3 miniatureFrost Dragon Snow Trolls

    Water

    Aspect

    Blue Dragon Storm Giant +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 miniatureSea Dragon Sea Trolls

    Air

    Aspect

    Celestial Dragon Silver Dragon The Creature may cast spells as a Rank 2 Wizard.

    Gains the special rule ‘Incorporeal’ (2:7.9).

    6 Fantasy Points

    Per miniatureGolden Dragon Cloud Giant

    Earth / Life

    Aspect

    Green Dragon Troll Giant Gains special rules 'Forest Walker' (2:7.6) &

    ‘Amphibious’ (2:7.1).

    +1 Morale Modifier (unless against fire-based

    attacks).

    1 Fantasy Point

    per every 1-3

    vitalityForest Dragon Swamp Trolls

    Stone / Metal

    Aspect

    Black Dragon Stone Giant Suffers -2 to all movement.

    Gains +1 Armor Value and +1 Vitality.

    2 Fantasy Points

    per miniatureBrass Dragon Stone Trolls

    Undead

    Aspect

    Undead Dragon Zombie DragonSuffers -2 to all movement.

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

    1 Fantasy Point

    per every 1-3

    vitalitySkeletal Trolls Skeletal Giant

    Demonic

    Aspect

    Demonic Dragon Pit FiendsGains special rule 'Demonic' (2:7.3).

    1 Fantasy Point

    per every 1-2

    vitalityPosessed Giant Great Demons

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    WasteLands Raiders

    Beyond the caravan paths of the

    southern kingdoms, lies a world ofpowerful 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.

    32:0 TITANS POINTS COSTS . 

    32:1 TITANIC INFANTRY32:1.1 Titanic Infantry may be fielded in sets of 2 to 6, as desired. All must be the same type of Monster.

    32:1.2 Additional details on Titanic Infantry found in section (6:1)

    32:2 TITANIC INFANTRY OPTIONS 

    32:3 TITANIC CAVALRY32:3.1 Titanic Cavalry must be fielded in sets of 2 to 3. All must be the same type of Monster.

    32:3.2 Additional details on Titanic Cavalry found in section (6:2)

    32:4 TITANIC CAVALRY OPTIONS 

    32:5 TITANIC UPGRADES: ELEMENTAL ASPECTSTitanic Infantry may be upgraded to have an Elemental Aspect. Each unit may only have one upgrade. See (31:5).

    TITANIC INFANTRY Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    Prowess Vitality MagicArmor

    Value

    Fantasy Points

    Cost Each Special Rules

    Greater Demons 6" 10" 4 n/a 4 1 3 4 Flight. Demoni

    Winged Titans 6" 10" 4 4 4 1 3 4 Flight

    Minotaurs 7" n/a 5 n/a 3 n/a 4 3

    Ogres 8" n/a 4 n/a 4 n/a 3 3 Fearsome

    Titans (Lizard, Sea, Etc) 8" n/a 4 n/a 4 1 3 3 Amphibious

    Tree Creatures 10" n/a 3 1 5 1 3 4 Forest Walker

    Trolls 8" n/a 4 n/a 4 n/a 3 3 Regenerate

    TITANIC CAVALRY Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy Points

    Cost EachSpecial Rules

    Behemoth 6" n/a 3 n/a 3 1 3 3

    Chimera 6" 10" 3 n/a 3 1 2 3 Flight

    Griffin 8" 12" 4 n/a 5 0 2 4 Flight

    Hippogriff 8" 14" 3 n/a 3 0 2 3 Flight

    Kraken 10" n/a 3 n/a 4 3 3 3 Aquatic

    Land Dragon 6" n/a 9 n/a 6 n/a 4 6

    Young War Dragon 6" 12" 9 n/a 6 n/a 4 9

    Manticore 8" 12" 3 2 4 0 2 4 Flight

    Pegasus 10" 16" 2 n/a 4 0 2 3 FlightThunder Lizard 8" n/a 4 n/a 4 1 3 4 Amphibious

    War Elephant 8" n/a 8 n/a 6 0 3 5

    Winged Lizard 8" 14" 6 n/a 4 0 3 5 Flight

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    33:0 WAR MACHINE POINTS COSTS .

    33:1 TYPES OF WAR MACHINES33:1.1 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

    MoveMelee

    Prowess

    Range

    Prowess

    Range

    DistanceLine of Sight?

    Target's

    Armor ValueVitality Magic Armor

    Fantasy

    Points

    Ballista 4* 2 2 30”  Required -1 8** n/a 3 4

    Catapult 4* 2 4 36”  Not Required -2 8** n/a 3 8

    Cannon 4* 2 5 48”  Required -2 8** n/a 3 10

    Volley Gun 4* 2 D6+2 18”  Required -1 6** n/a 3 6

    Flame Cannon 4* 2 2D6 12”  Required *** 6** n/a 3 8

    Mortar / Rockets 4* 2 6 36”  Not Required *** 6** n/a 3 8

    Swivel Gun 4* 2 1 18”  Required -1 1 n/a 2 1

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

    33:3 ENGINES 

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    Points Cost

    Light Chariot 12" n/a 4 3 2 0 2 2

    Common Chariot 10" n/a 6 2 3 0 3 4

    Heavy Chariot 8" n/a 10 1 5 0 4 6

    War Wagon 6" n/a 4 4 + * 8 0 3 7

    Steam Engine 8" n/a 10 4 + * 10 0 4 9

    Ornithopter n/a 12" 3 4 4 0 3 3

    Blimp n/a 10" 2 4 + * 8 0 3 8

    Boat 8** n/a 2 0 4 0 3 2

    War Ship 6** n/a 4 * 8 0 4 6

    33:3.1 Additional Rules for Engines found in section (7:3). Additional Rules for Boats and War Ships found in section (11:0).

    33:3.2 CHARIOT & WAR WAGON UPGRADE OPTIONS  a) Scythed Wheels, increasing the Melee prowess by +2. The cost is 1 Fantasy Point.

    b) Each Chariot or War Wagon comes with 2 standard sized Draft Creatures (Horses, wolves, etc). Additional Draft Creatures may be

    purchased at the cost of 1 Fantasy Point Each. Each additional creature increases Melee Prowess by +2, and Vitality by +1.

    c) The standard draft creatures pulling the engine may be replaced with any Monsters. Add the full cost of every monster that is

    added to the engine. The engine's stat line will have its Melee Prowess and Vitality increased by the value of the Monster's

    Melee Prowess and Vitality. The engine now uses the movement of the monsters. If the monsters have Flight, the chariot now

    does as well. All other stat values remain the same. Treat the entire model (chariot, crew, monsters) as one Complete unit.

    When it is reduced to 0 vitality, the entire model is removed. See (31:4) for info on Monsters.

    d) Light Chariots may be purchased and fielded in units of up to 8 Chariots each, operating as Tians do.

    33:3.3 LARGE ENGINE UPGRADES: ARTILLERYa) The War Wagon, Steam Engine, Blimp, War Ship, or Howdah may each have up to 1 Artillery piece, or 4 Swivel Guns attached

    to their hulls.

    b) The cost of the artillery piece is reduced to half price.

    c) Additional details found in section (7:3.5) 

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    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 chaos and their

    “Gremlin” warriors. These winged champions continued the

    eternal fight, shaping the destiny of their primordial world.

    Orc War Machine 

    WAR MACHINE POINTS COSTS . Continued 

    33:3.4 LARGE ENGINE UPGRADES: ADDITIONAL CREW a) The War Wagon, Steam Engine, Blimp, War Ship, or Howdah may each

    have up to 1 unit of (12) Yeomen Infantry riding inside or atop the engine.

    b) The crew count as Infantry.

    c) The cost of the Yeomen, and any Upgrades that the troops take,

    must be purchased with Troop Points.

    d) The unit may upgrade Melee and/or Ranged Weapons.

    e) You pay only 1/2 price for the crew (full price for weapon upgrades)

    f) Be sure to list any crew on your Troop Army Roster, for later reference.

    g) Additional details found in section (7:3.6)

    33:3.5 FAMOUS ENGINES

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy

    Points CostAlignment

    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 Value against this Ranged Attack.

    ***Chariot of Fear has Army Commander abilities, and follows rules as a Demon, at no additional cost.

    33:4 OTHER WAR MACHINES 

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Ranged

    ProwessVitality Magic

    Armor

    Value

    Fantasy Points

    Cost

    War Altar, Carried 6" n/a 2 n/a 8 2 3 5

    War Altar, Wheeled 10" n/a 6 n/a 10 2 3 7

    33:4.1 WAR ALTAR UPGRADES a) A Wheeled War Altar may add steeds and upgrade to monsters if desired, just as an Engine can. See (33:3.2)

    b) If desired, one Character may ride atop the War Altar

    c) Additional details found in section (7:4)

    BUILDING AN ARMY ROSTER

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    34:1  FILLING OUT AN ARMY ROSTER: TROOPS . 

    34:1 TROOP POINTS OUTLINE 34:1.1 These steps should guide you thru filling out your own Army Roster.

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    *A *B *C *D *E *F *G *I *J

    Upgrades: *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"

    *B: Race: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Halflings", "Fae", "Humans", "Lizardmen",

    "Troglodytes", "Orcs", "Goblins", "Hobgoblins", "Half-Orcs", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids".

    See (3:7).

    *C: Type: Choose from "Peasants", "Yeomen", or "Knights". See (29:2).

    *D: Inf / Cav: Choose "Infantry" or "Cavalry". See (29:3).

    *E: Movement: Use the Movement Rate Chart found in section (23:6) to determine this value.*F: Armor: Use the Troop Type Chart found in section (29:2) to determine this. Note: Some upgrades may change this value.

    *G: Base Combat Modifier: Use the Troop Type Chart found in section (29:2), and Melee Weapon Upgrades chart found in

    section (27:5.1) if you purchase a weapons upgrade for the unit. The appropriate Melee Modifiers are cumulative. Use the total

    modifier number here, representing the Troop Type and Melee Equipment.

    *H: Upgrades: List all Melee Weapon Upgrades (29:4.1), Ranged Weapon Upgrades (29:4.2), Other Upgrades (29:4.3), Skill

    Upgrades (29:5), and any other pertinent information that may assist you during the game.

    *I: Points (F): FANTASY POINTS TOTAL: Place the sum of all FANTASY points here that were needed to purchase all aspects of the

    unit.

    Note: Very few Fantasy points will be spent on Troops. Usually this will be due to a purchased upgrade, and that upgrade will

    indicate that FANTASY points are to be paid.

    *J: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed to purchase all aspects of the

    unit. Calculate the following:

    (Cost of the Troop Type [section 29:2]) x (Qty Troops)

    (Cost of Cavalry Mounts [section 29:3] if used) x (Qty Troops)

    (Cost of Equipment Upgrades [section 26:4] if used) x (Qty Troops)

    + (Cost of Skill Upgrades [section 29:5] if used) x (Qty Troops)

    Total Points for the Unit

    34:1.2 TROOP POINTS EXAMPLE 

    Reviewing how the Point Total was determined:

    (Cost of Troop Type) x (Qty Troops) Human Yeomen: 2 x 6 = 12

    (Cost of Cavalry Mounts) x (Qty Troops) Standard Mounts: 2 x 6 = 12

    (Cost of Skill Upgrades) x (Qty Troops) Holy Warriors: 1 x 6 = 6

    (Cost of Equipment Upgrades) x (Qty Troops) Swords: 1 x 6 = 6

    + (Cost of Equipment Upgrades) x (Qty Troops) Longbows: 2 x 6 = 12

    Total Points for the Unit Total = 48

    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, Holy Warriors

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    FILLING OUT AN ARMY ROSTER: FANTASY . 

    34:1.3 FANTASY POINTS OUTLINE These steps should guide you thru filling out your own Army Roster.  

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    *A *B *C *D *E *F *G *H *I *J *K *L *N *O

    Notes: *M 

    How to fill out the Fantasy Points Stat Line + Calculate Points Cost

    *A: Quantity:

    This reflects the number of figures in a unit. One of the following Quantities should be used:Characters, Creatures, War Machines: "1" Titanic Infantry: "2" to "6" Titanic Cavalry: "2" or "3"

    *B: Race:

    [For Characters]: Choose from "Beastmen", "Centaurs", "Dwarves", "Gnomes", "Elves", "Halflings", "Fae", "Humans",

    "Lizardmen", "Troglodytes", "Orcs", "Goblins", "The Undead", "Demons", "Trolls", "Ogres", or "Winged Humanoids"

    [For Creatures, War Machines, Titans]: use "Creature", "Machine", or "Titans"

    *C: Type:

    [For Characters]: Choose from "Champion", "Priest", "Wizard", "Necromancer", or "Demonologist". See (30:0).

    [For Dragons]: Choose from "Land Dragon", "Lesser Dragon", "True Dragon". See (31:2).

    [For Giants]: “Common Giant", "Warrior Giant". See (31:3).

    [For Monsters]: Use the name of the Monster. See (31:4).

    [For Titans]: Use the name of the Titan Type. See (32:0).

    [For War Machines]: Use the name of the machine. See (33:0).*D: Rank:

    [For Characters (30:0), Dragons (31:2), and Giants (31:3)]: use the Rank you are purchasing.

    [For Monsters (31:4), Titans (32:0), and War Machines (33:0)]: use "n/a"

    *E: Inf / Cav:

    [For Characters (30:6), Giants (31:3), and Titans (32:0)], choose from: "Infantry" or "Cavalry".

    [For Dragons, Monsters, and War Machines] use: "n/a".

    *F: Movement: Use the Ground Movement Rate (or simply Movement Rate) found in the appropriate section:

    [Characters]: See section (30:0) [Giants]: See section (31:3) [Titans]: See section (32:0)

    [Dragons]: See section (31:2) [Monsters]: See section (31:4) [War Machines]: See section (33:0)

    *G: Flying Movement:

    [For Dragons (31:2), Monsters (31:4), and Titans (32:0)]: Use the Flying Movement Rate (same sections as above).

    [For Characters]: If they will be riding a Flying mount, use the value found in section (30:3) under "Flying Mount".

    If the character will not be on a flying mount, use "n/a".

    [For units without Flight]: use "n/a".

    *H: Melee Prowess:

    *I: Ranged Prowess:

    *J: Vitality:

    *K: Magic:

    *L: Armor Value:

    <

    This information can be found in the appropriate sections to determine the values:

    [Characters]: See section (30:3) [Monsters]: See section (31:4)

    [Dragons]: See section (31:2) [Titans]: See section (32:0)

    [Giants]: See section (31:3) [War Machines]: See section (33:0)

    *M: Notes: Some units have special rules which may you may wish to include here. Some, like several Engines, have

    upgrades that are specific to them. If theses upgrades are to be used, include them here.

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    FILLING OUT AN ARMY ROSTER: FANTASY Continued 

    *N: Points (F): Place the sum of all Fantasy points here that were needed to purchase all aspects of the unit.

    [Characters]: Cost of the Character based upon Type & Rank [section 30:3]

    [Dragons]: Cost of the Character based upon Type & Rank [section 31:2]

    [Giants]: Cost of the Character based upon Type & Rank [section 31:3]

    [Monsters]: Cost of the specific Monster [section 31:4]

    [Titans]: (Cost of the specific Titan [section 32:0]) x (number of Titans)

    [War Machines]: Cost of the specific War Machine [section 33:0]

    *O: Points (T): TROOP POINTS TOTAL: Place the sum of all TROOP points here that were needed to purchase all aspects

    of the unit.

    Note: Very few TROOP points will be spent on Fantasy Units. Usually this will be due to a purchased upgrade, and that

    upgrade will indicate that TROOP points are to be paid.

    [For Characters]: Leadership Titles cost Troop Points. See (30:4).

    [For Engines]: Some Large Engines may purchase additional crew, costing Troop Points. See (33:3.4)

    34:1.4 FANTASY POINTS EXAMPLES

    Example of a Character: 

    Qty Race Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Human Champion 4 Cav 12" n/a 8 8 4 2 3 4 6

    Notes: Colonel

    Reviewing how the Points Total was determined:

    Cost of the Character based upon Type & Rank (30:3.3) = 4 Fantasy Points

    Cost of a Standard Mount (30:6) = 2 Troop Points

    Cost of the Leadership Title: Colonel (30:4) = 4 Troop Points

    Example of a Dragon: 

    Qty Race Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    ValuePoints

    F T

    1 CreatureLesser

    Dragon3 n/a 6" 12" 9 n/a 6 n/a 4 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 Type Rank InfCav

    GroundMove

    FlyingMove

    MeleeProwess

    RangeProwess

    Vitality Magic ArmorValue

    PointsF T

    1 CreatureCommon

    Giant2 Inf 8" n/a 4 1 4 1 2 3 0

    Notes: n/a

    Reviewing how the Points Total was determined:

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

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    FILLING OUT AN ARMY ROSTER: FANTASY Continued 

    Example of a Monster: 

    Qty Race Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    ValuePoints

    F T

    1 Creature Unicorn n/a n/a 14" n/a 6 n/a 4 3 2 4

    Notes: n/a

    Reviewing how the Points Total was determined:

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

    Example of a Titanic Infantry: 

    Qty Race Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    6 Titans Ogres n/a Inf 8" n/a 4 n/a 4 n/a 3 18 0

    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 Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Machine Cannon n/a n/a 4* n/a 2 5 8** n/a 3 10 0

    Notes: May not Shoot and Move in the same turn. Suffers double damage in combat.

    Range: 48. Line of Sight Required. Target's Armor -2 modifier.

    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 Type RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    ValuePoints

    F T

    1 MachineSteam

    Enginen/a n/a 8" n/a 10 4 + * 10 0 4 14 30

    Notes: Attaching a Cannon. (5 Fantasy Points).

    Adding a unit of Yeoman Crew (12 Troop Points). With Crossbows (18 Troop Points)

    Crew added to the 'Troop' Army Roster for reference.

    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

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    35:0 SAMPLE ARMY ROSTERS . 

    35:1.1 BEGINNER ARMY – TROOPS We recommend beginners try playing without the Characters at first

    180 Troop Points

    35:1.2 BEGINNER ARMY – CHARACTERSAfter 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 RankInf

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Human Champion 4 Inf 8" n/a 8 8 4 2 3 3 0

    Notes: Army Commander. (First Rank was Free) +3 Fantasy Points to upgrade to Rank 4.

    Paladin

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Human Champion 2 Inf 8" n/a 4 4 2 1 3 2 0

    Mercenary

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Human Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 0

    Mage

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T1 Human Wizard 2 Inf 8" n/a 1 1 2 6 2 6 0

    Cleric

    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

    1 Unit of Foot Knights

    Qty Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Knight Inf 6" 3 +1 0 48

    1 Unit of Spearmen

    Qty Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Yeoman Inf 8" 2 0 0 24

    2 Units of Archers

    Qty Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Peasant Inf 8" 1 -1 0 24 (each)

    Upgrades: Common Bows (Range: 12").

    1 Unit of Cavalry Knights

    Qty Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    6 Human Knight Cav 10" 4 +2 0 36

    1 Unit of Cavalry Men-at-Arms

    Qty Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    6 Human Yeoman Cav 12" 3 +1 0 24

    SAMPLE ARMY ROSTERS

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    35:1.3 BEGINNER ARMY – CREATURESAfter you have some experience with just the Troops and Characters, try adding these Creatures to your force.

    Giant

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Giant Common 3 Inf 8" n/a 6 2 6 2 4 8 0

    Upgrade +1 Armor Value (already on Stat Line).

    Dragon

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 CreatureLesser

    Dragon3 n/a 6" 12" 9 n/a 6 n/a 4 9 0

    Winged Panther

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 CreatureWinged

    Panthern/a n/a 8" 10" 1 n/a 1 n/a 2 2 0

    35:1.4 BEGINNER ARMY – WAR MACHINES

    Catapult

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Machine Catapult n/a n/a 4* n/a 2 4 8** 0 3 8 0

    Notes: Artillery may not Move after shooting in the same turn (*).

    All Artillery suffer double damage in melee combat (**).

    Ranged Attack distance is 36". Reduces the Target's Armor Value by 2.

    35:1.5 BEGINNER ARMY – TITANS

    Unit of 3 Ogres

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    3 Titan Ogre n/a Inf 8" n/a 4 n/a 4 n/a 3 9 0

    SAMPLE ARMY ROSTERS

    FOREST DRAGONS

    A creature of the forest,

    scurrying between the

    massive trunks and

    camouflaging itself beneath

    the forest canopy.

    Even a creature as mightyas a dragon can be

    transformed by too many

    years spent in the twilight of

    the forest. Nevertheless, the

    Forest Dragon’s low-slung

    body and gait take nothing

    away from its badger-like

    toughness and power in a

    fight. 

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    35:2.1 MEN OF AVALON ARMY (HUMAN)x Totals: 300 Troop Points. 90 Fantasy Points.

    Avalon Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Human Champion 4 Inf 8" n/a 8 8 4 2 3 3 0

    Upgrades: Army Commander (one free per army).

    Upgrade Rank 1 to Rank 3. (1st rank free for one Character).

    Avalon Mage

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Human Wizard 4 Inf 8" n/a 2 2 4 12 2 12 2

    Upgrades: Captain to _____________________ (Declare one unit prior to the game).

    Avalon Cleric

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Human Priest 2 Inf 8" n/a 2 2 2 4 3 4 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 Magic Armor F T

    1 Human Champion 3 Cav 12" n/a 6 6 4 1.5 3 3 5

    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 Magic Armor F T

    1 Human Champion 2 Inf 12" n/a 4 4 2 1 3 2 2

    Upgrades: Captain to _____________________ (Declare one unit prior to the game).

    2 Units of Militia Archers

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Peasant Inf 8" 1 -1 0 36 (ea)

    Upgrades: Long Bows (Range: 18”, +1 Ranged Modifier).

    Men-at-Arms SwordsmenQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Yeoman Inf 8" 2 0 0 24

    Men-at-Arms Spearmen

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Yeoman Inf 8" 2 0 0 30

    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) Points (T)

    12 Human Yeoman Inf 8" 2 +1 0 42

    Upgrades: Polearms (+1 Melee Modifier, already on stat line.

    Reduces target's Armor Value by 1).

    Armored Foot Knights

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Knight Inf 6" 3 +1 0 48

    Knight Cavalry

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    6 Human Knight Cav 10" 4 +2 0 48

    Upgrades: Lances (When charging, target's Armor Value is at -2).

    Men-at-Arms Cavalry

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    6 Human Yeoman Cav 12" 3 +1 0 24

    SAMPLE ARMY ROSTERS

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    35:2.1 MEN OF AVALON ARMY (HUMAN) x Continued 

    Unit of 3 Hippogriff Knights

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    3 Titan Hippogriff n/a Cav 8" 14" 3 n/a 3 0 2 9 0

    Unit of 3 Pegasus Knights

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T3 Titan Pegasus n/a Cav 10" 16" 2 n/a 4 0 2 9 0

    Unit of 6 Ogres

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    6 Titan Ogre n/a Inf 8" n/a 4 n/a 4 n/a 3 18 0

    Unicorn

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Creature Unicorn n/a n/a 14" n/a 6 n/a 4 3 2 4 0

    Giant

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Giant Common 3 Inf 8" n/a 6 2 6 2 4 8 0

    Upgrade +1 Armor Value (already on Stat Line).

    CatapultQty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Machine Catapult n/a n/a 4* n/a 2 4 8** 0 3 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.

    Cannon

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T

    1 Machine Cannon n/a n/a 4* n/a 5 4 8** 0 3 10 0

    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.

    SAMPLE ARMY ROSTERS

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    99:1  CONTRIBUTORS

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

    ARTISTS

    EDITORS, PLAYTESTERS, DEMO TEAM MEMBERS

    Wes Hempfield James Shaw Ross RodmanMark Graham Rob Dean Norm Dean

    Jeff Berry Jim Dupps Rich Smethurst

    MINIATURE PAINTERSJeff Moore Cail Hill Luke Trimble Joe Elverson

    Mark Iddings Tom Sheaffer Mike Hernandez Corey Lenigar

    Wes Hempfield James Shaw Ross Rodman Mikael Igge Holmberg

    Jamie Long Kam Aronhalt Greg Jones Justin Chandler

    Brad Cashdollar  Ed White Chad Thorson 

    Chad ThorsonContributed Artwork for: book. page. Beastmen Troops b.1 p.10

    Fae, Gnome, and Halfling Troops b.1 p.11

    Orcs Encounter - Dwarven Tunnels b.3 p.27

    Elf Warlord – Dartheren Mythos b.3 p.29 & b.5 p.14 Elf Warlord – Hemsle the Hunter b.3 p.30 & b.5 p.15 Elf Warlord – Wentle the Trapper b.3 p.31 & b.5 p.16 Orc Warlord – Gaxken Lukcokvich b.3 p.32 & b.5 p.17

    Orc Warlord – Garrik b.3 p.33 & b.5 p.18

    Personalities – The Doom Bunny b.5 p.12

    Orcs Encounter - Wraith b.6 p.9

    Orcs Encounter - Skeletal Sabretooth b.6 p.9 Orcs Encounter - Dwarven Statues b.6 p.10

    Elfin War Chariot b.6 p.15 Commission and Contact info at: 

    Black and White Illustrator

    Email: [email protected]

    Website: MaximumRockRolePlaying.blogspot.com/ 

    Loren MuzzyContributed Artwork for:  book. page. Goblin Archer b.3 p.4

    Orc Shaman b.3 p.13

    Hooded Goblin Archer b.3 p.17

    Bugbears b.6 p.29

    Commission and Contact info at: 

    Email: [email protected]

    Facebook: FaceBook.com/Loren.the.Black

    Gennifer Bone

    Contributed Artwork for:  book. page. Orc Encounter – Steam Cannon b.2 p.19Elf 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=hCynthia KirkContributed Artwork for:  book. page. 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.16Elite 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

    Bill Stolpin

    Contributed Artwork for:  book. page. Dwarf Steam Cannon b.4 p.28Fire Breathing Salamander b.6 p.21

    Commission and Contact info at: 

    Email: [email protected]

    Website: StolpinArt.com 

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    99:2  NOTESx 

    YOUR EXPERIENCE

    We hope you enjoy playing these introductory Fantasy Rules. Whether you are an experienced gamer or a beginner, these rules

    were designed as a simple, straight-forward gaming system. Experienced players should find these rules ideal for a quick evening

    game. The newcomer to miniatures gaming should find our rules easy to understand, yet challenging to play. No matter what your

    gaming experience, as you master the rules, we encourage you to invent your own rule variations, create new spells, and discover

    new monsters. As you come up with new ideas, we invite you to share them on the forums at www.RalPartha.com.

    THIS DOCUMENT

    In addition to providing you with the Classic CHAOS WARS rules, this document is also a celebration of everything that has come

    before. After much consideration, we chose to attempt to find and use as much classic Ral Partha artwork as possible. We wanted

    to share with you, everything that brought us to where we are today. This document contains most of the artwork from past blister

    cards, bag headers, boxes, catalogs, and magazine advertisements, generated from Ral Partha’s art department. We have attemted

    to include all of the artwork, stories, scenarios, and ephemera that have made Ral Partha miniatures a staple of the hobby industry.

    It is with respect and rememberence of the past, that we move forward together into the future.

    WEBSITE

    Visit our website:  WWW.RALPARTHA.COM  where you will find: 

    Regularly Released New Material New Scenarios Background Information

    Sample Army Rosters Campaign Settings More Artwork

    Army Building Tools Alternate Spell Lists Experimental Rules

    New Special Characters Interviews Concept Sketches

    Previews of Upcoming Releases Forum Unreleased Minis

    Skirmish Rules Advanced Rules

    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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    AN INVITATIONFROM IRON WIND METALS

    Having successfully funded our kickstarter to produce Wave 1 of the Chaos Wars miniature

    releases, Iron Wind Metals is in full swing preparing to send out rewards to our backers, and

    preparing the reformatted Classic Rules and new Advanced Rules for Chaos Wars.

    As members of the gaming community ourselves, IWM leadership has always appreciated the

    elaborate story backgrounds, wonderfully painted miniatures, fan generated artwork, and special rules and campaigns that gamers

    have created for many gaming systems.

    Many of these efforts go unpublicized and many fans never get a chance to enjoy them. We intend to change that.

    We are inviting active MINIATURE PAINTERS, ARTISTS, WRITERS, PHOTOGRAPHERS, and potential DEMO TEAM members to work

    with us to create the authorized lore of the Chaos Wars.

    We can’t pay you 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 ofminiatures sculpted over 25 years by some of the best sculptors in the business. Currently, IWM is producing over 1200 miniatures

    that are compatible with Chaos Wars. Our plan is to expand the range by re-mastering and releasing an additional 1800 classic Ral

    Partha sculpts, so that 3000 different miniatures are available, in a variety of sculpting styles, scales, and themes.

    We are offering skilled painters the opportunity to paint a 12 figure unit of infantry or a 6 figure unit of cavalry which we will use

    in demo games, and feature in advertising, and on packaging. You will be compensated with an additional set of the unpainted

    figures. We will also credit you for your work wherever it is used or pictured.

    IWM will offer the best painters the opportunity to paint additional miniatures, including monsters, dragons, and new releases.

    ARTISTS & DESIGNERS

    We have several major projects that will feature artwork in the coming years: Advanced Rules, additional RPG modules, Skirmish

    rules, and several Campaign books.

    All of the written Chaos Wars materials (plus scenarios and background stories) will be available on our website as a free

    download. We will be regularly plugging the availability of these downloads in our electronic and physical advertising, with inserts

    inside our sets of miniatures. Printed copies will also be available. As a miniatures company, we want to get the Chaos Wars rules

    and stories into the hands of as many gamers as possible. We believe that your artwork (and contact information) will end up in the

    hands of thousands of gamers and industry professionals.

    When the artwork is used by IWM, a clear and visible caption will be included in the document, stating the title of the piece

    (Determined jointly by IWM and the artist), 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. Additiona

    details will be worked out between the artist and IWM.

    PHOTOGRAPHERS

    Photographers are invited to help us create a vast array of images for our catalogs, advertising, and future rules and campaign

    sets. All Photography work will be credited.

    WRITERS

    The world of the Chaos Wars is a fantasy setting where a Greater Demon has torn holes in reality, allowing forces from various

    places, times, and realities to spill into the world. This is a large canvass to work on, and allows for many interpretations of new and

    classic fantasy concepts. Once the basic guidelines of the Chaos Wars world are available, writers are invited to create storylines and

    background for specific armies within the Chaos Wars world. The only requirement is that the writing must remain within the

    guidelines. Submissions will be reviewed, and if published electronically or in print, the writer will be credited. We will especially be

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    looking for the individual histories of the warriors fighting 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, 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 a