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8/18/2019 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
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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
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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
:
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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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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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CHAOS WARS: CLASSIC RULES
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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
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CHAOS WARS: CLASSIC RULES
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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)
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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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15
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).
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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
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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
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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.
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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