cwc book 6 - sample armies

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    BOOK SIX  

    CLASSIC RULES 2.0Book 6: Armies of the Chaos Wars

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    CHAOS WARS: CLASSIC RULES

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    GAME REFERENCE SHEET

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

    Individuals Making Ranged Attacks

    Roll Number of D6s equal to Ranged Prowess:

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

    Troops Making Melee Attacks

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

    Individuals Making Melee AttacksRoll 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 5Mounted

    Yeomen2 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 4The Creature withdraws one full move to its rear. It will remain

    there 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 SIX

    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 _____ (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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    BOOK 6 TABLE OF CONTENTS35:0 Sample Army Rosters

    35:2.1 Men of Avalon (Humans)

    35:3.1 Undead

    35:4.1 Dwarves

    35:5.1 Chaos Warriors

    35:6.1 High Elves35:7.1 Wood Elves

    35:8.1 Sea Elves

    35:9.1 Lizardmen

    35:10.1 Orcs

    35:11.1 Goblins

    35:12.1 Hobgoblins

    35:13.1 Beastmen

    35:14.1 Dark Elves

    35:15.1 Atlanteans (Humans)

    35:16.1 Forest Defenders

    35:17.1 Hellenic States (Humans)

    35:18.1 Trolls

    35:19.1 Ogres

    35:20.1 Celestials (Humans)

    35:21.1 Norsemen (Humans)

    35:22.1 Half-Elves

    35:23.1 Demons

    35:24.1 Centaurs

    35:25.1 Forces of Light Alliance

    35:26.1 Forces of Darkness Alliance

    BOOK 2 CONTENTS

    BUILDING AN

    ARMY ROSTER

    BOOK 3 CONTENTSANCIENT RIVALRY

    CAMPAIGN

    BOOK 4 CONTENTS

    LEGENDARY SCENARIOS

    BOOK 5 CONTENTS

    PERSONALITIES

    BOOK 1 CONTENTS

    GAME MECHANICS

    BOOK 7 CONTENTSARMY BUILDING TOOLS

    Reminder: Everything found here is also

    available online as free downloads at:www.RalPartha.com 

    The subjects listed here are found in additiona

    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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    35:2. SAMPLE ARMY ROSTERSx

    These 26 Army Rosters are intended to give you some examples of the types of armies that can be built for playing games with

    CHAOS WARS: CLASSIC RULES. While these do give some insight into the possabilities, the different options you have when building

    your Army Roster are near-limitless.

    Several of the concepts which were marked as , suggested for Intermediate-Experienced players, have been used in these

    lists. We incorporated Melee and Ranged Weapon Upgrades (3:9), Skill Upgrades (3:10), Titans (6:0), War Altars (7:4), and

    Necromancy (21:0). These were included to gently assist players in experimenting with these rules and options.

    All of these Rosters were built for an average sized, high-fantasy game: 300 Troop Points, 90 Fantasy Points. 

      :

     

       i

     

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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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    35:3.1 UNDEAD ARMY . Totals: 300 Troop Points. 90 Fantasy Points.  

    Wight Lord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Undead Champion 5 Inf 6" n/a 10 10 5 2.5 3 4 0

    Upgrades: Army Commander (one free per army).

    Upgrade Rank 1 to Rank 5. (1st rank free for one Character).

    Liche Priest

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

    1 Undead Necromancer 4 Inf 6" n/a 2 2 8 12 2 20 6

    Upgrades: General

    Wraith Hero

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

    1 Undead Champion 2 Inf 6" n/a 4 4 4 1 3 3 6

    Upgrades: General

    Throne of Bone

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

    1 CreatureThrone of

    Bonen/a n/a 8" n/a 12 n/a 13 18 3 30 0

    Notes: Operates as a Rank 6 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.

    Skeletal Archers

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

    12 Undead Peasant Inf 6" 1 -1 0 36

    Upgrades: Common Bows (Range: 12”).

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

    6 Undead Peasant Cav 10" 2 0 0 24

    Skeletal Great Swords

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

    12 Undead Knight Inf 6" 3 +1 0 96

    Upgrades: Great Weapons (Reduces target's Armor Value by 2).

    Skeletal Swordsmen

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

    12 Undead Yeoman Inf 6" 2 0 0 48

    Skeletal Spearmen

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

    12 Undead Yeoman Inf 6" 2 0 0 48

    Skeletal Cavalry

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

    6 Undead Yeoman Cav 10" 3 +1 0 36

    SAMPLE ARMY ROSTERS

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    35:3.1 UNDEAD ARMY . Continued

    SPECIAL RULES: UNDEAD

    Skeletal Giant

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Creature Skel Giant n/a n/a 8" n/a 6 2 12 2 3 8 0

    Skeletal Greater Demon

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

    1 Creature

    Skeletal

    Greater

    Demon

    n/a n/a 8" 16" 7 3 14 4 4 13 0

    Unit of 3 Skeletal Pegasus Knights

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

    1 Titan Pegasus n/a n/a 10" 16" 2 n/a 4 0 2 9 0

    Skeletal Sabretooth

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

    1 Creature Skel Sabre n/a n/a 8* n/a 4 n/a 3 1 2 3 0

    Move: All infantry move 6” per turn, cavalry move 10” per turn 

    Terrain: Undead never suffer any terrain penalties. If they ford a river, they

    suffer damage as if attacked by a full troop unit armed with common bows.

    Fearsome: Opponents in Melee with this unit suffers a -1 modifier to their

    Morale Check rolls. Other units which have this rule are immune to this modifier.

    Morale: Undead units never check morale unless the unit they are in Melee

    Combat against has a Priest attached to it.

    Super-Natural Armor: Gains +1 Armor value against all non-enchanted, non-

    magical attacks. Note: all Creatures have magical attacks. Maximum Armor

    Value is always 4.

    Sight: They are unaffected by darkness, magical darkness, or magical light.

    Enchanted weapons gain a +1 modifier to attacks against Undead characters.

    SAMPLE ARMY ROSTERS

    Skeletal Giants 

    Skeletal giants can appear

    anywhere. Although usually

    under the direct command of

    a powerful necromancer,

    these massive undeadcreatures have been

    encountered creating wide

    swaths of destruction on their

    own.

    Scholars theorize that

    such independent monsters

    have slain the necromancer

    who raised them and now

    wander, venting their rage at

    their unnatural state.

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    35:4.1 DWARF ARMY x Totals: 300 Troop Points. 90 Fantasy Points.  

    2 Units of Armored Axemen

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

    12 Dwarf Knight Inf 7" 3 +1 0 72 (ea)

    Upgrades: Axes (Reduces target's Armor Value by 1).

    Dwarves with Great AxesQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Dwarf Yeoman Inf 7" 2 0 0 60

    Upgrades: Great Weapons (Reduces target's Armor Value by 2).

    Dwarf Crossbowmen

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

    12 Dwarf Peasant Inf 7" 1 -1 0 30

    Upgrades: Crossbows (Range: 14. Reduced target's Armor Value by 1,

    The unit may not move after firing).

    Bear Pack

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

    6 Anmals Yeomen Cav 12" 3 +1 0 30

    Dwarf Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Dwarf Champion 4 Inf 7" 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).

    Dwarf Mage

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

    1 Dwarf Wizard 4 Inf 7" n/a 2 2 4 12 2 12 8

    Upgrades: General.

    Dwarf Cleric

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

    1 Dwarf Priest 2 Inf 7" n/a 2 2 2 4 3 4 2

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

    Dwarf Hero

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

    1 Dwarf Champion 1 Inf 7" n/a 2 2 1 .05 3 1 2

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

    Dwarf Bearmaster

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

    1 Dwarf Champion 2 Inf 7" n/a 4 4 2 1 3 2 6

    Upgrades: Beastmaster. Captain to the Bear Pack. Axe (-1 to Target’s Armor Value). 

    Dwarf Steam Cannon

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

    1 EngineSteam

    Cannonn/a n/a 6" n/a 2 6 10 2 4 7 0

    Colossus (Living Statue)

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

    1 Creature Giant 2 Inf 8" n/a 4 1 4 1 3 5 0

    Ogre Cavalry

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

    3 TitanWar

    Elephantsn/a Cav 8" n/a 8 n/a 6 0 3 15 0

    SAMPLE ARMY ROSTERS

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    35:4.1 DWARF ARMY x Continued 

    Dragon with Howdah and Dwarf Riders 

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

    1 Creature Less. Dragon 4 n/a 6" 12”  12 *4 11 n/a 4 19 18

    Upgrades: Howdah (+1 Vitality. Already reflected on Stat Line).

    *Equip with 4 Swivel Guns (4 Shots. Range is 18”. -1 Target’s Armor). 

    *Crew with unit of Dwarf Yeomen (18 Troop Points).

    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.

    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.

    Ballista

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

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

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

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

    Ranged Attack distance is 30". Reduces the Target's Armor Value by 1.

    SPECIAL RULES: DWARVES

    SPECIAL RULES: BEAR PACK

    Move: When moving up hills or over hedges and

    walls they will only lose 1” of movement, instead of

    the usual 2”. Beastmen infantry may move through

    woods at normal movement rates and operate with

    their normal melee modifiers and morale

    classification.

    Fearsome: Opponents in Melee with these troops

    suffer a -1 modifier to their Morale Check rolls.

    Other units which have this rule are immune to this

    modifier.

    Move: All Dwarves move 7” on foot and 10”

    mounted, regardless of their troop type. They

    never suffer any movement penalties for terrain.

    Sight: Dwarves see in the dark.

    Elves: Dwarf units must fail a morale check (vs.

    magic spells) in order to join a melee to aid an Elf

    unit already in, or moving into combat.

    Morale: Dwarves receive +1 to all morale and rally

    die rolls, except when rolling to aid Elves.

    SAMPLE ARMY ROSTERS

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    35:5.1 CHAOS WARRIORS ARMY  (HUMAN)x Totals: 300 Troop Points. 90 Fantasy Points.

    Chaos 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 (D) 3 3 0

    Upgrades: Army Commander (one free per army).

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

    Chaos 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).

    Chaos High Priest

    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).

    Chaos Hero

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

    1 Human Champion 2 Inf 6" n/a 4 4 2 1 3 2 2

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

    Chaos Acolyte Swordsmen

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

    12 Human Yeoman Inf 8" 2 +1 0 36

    Upgrades: Swords (+1 Melee Modifier, already reflected on Stat Line).

    Chaos Acolyte Great WeaponsQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Yeoman Inf 8" 2 0 0 60

    Upgrades: Great Weapons (-2 to target’s Armor Value).

    Chaos Acolyte Bowmen

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

    12 Human Peasant Inf 8" 1 -1 0 24

    Upgrades: Common Bows (Range: 12”).

    Chaos Monks

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

    12 Human Yeoman Inf 8" 2 0 12 36

    Upgrades: Upgrade to Fighter-Mages (3:10.6).

    Chaos Veterans

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

    12 Human Knight Inf 6" 3 +1 0 60

    Chaos Acolyte Cavalry

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

    6 Human Yeoman Cav 12" 3 +1 0 30

    Upgrades: Cavalry Spears (When charging, target’s Armor Value at -1).

    Demon Infantry

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

    12 Demon Yeoman Inf 8" 2 0 0 48

    SAMPLE ARMY ROSTERS

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    x35:5.1 CHAOS WARRIORS ARMY  (HUMAN)x Continued 

    2 Chimeras

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Creature Chimera n/a n/a 6" 10" 3 n/a 3 1 2 3x2 0

    Black Dragon

    Qty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T1 Creature

    True

    Dragon3 n/a 6" 12" 9 3 6 6 4 14 0

    2 Catapults

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

    2 Machines Catapults n/a n/a 4* n/a 2 4 8** 0 3 8x2 0

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

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

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

    Demon Lord

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

    1 CreatureDemon

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

    Notes: Follows all rules for Demons.

    Unit of 3 Greater Demon Titanic Infantry

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

    3 TitanGreater

    Demonsn/a Inf 6" 10" 4 n/a 4 1 4 12 0

    Notes: Follows all rules for Demons.

    SPECIAL RULES: FIGHTER-MAGES

    a) Fighter-Mages are units of undistinguished Druids, Monks, Clerics, Zealots,

    Priests, and other students of the magical arts.

    b) The unit has a Magic rating equal to the number of figures still alive in the unit.c) The unit may cast spells as if it were a Wizard. It may measure the spell from any

    point in the unit.

    d) Only Peasants or Yeomen can be Fighter-Mages. Knights can never be.

    e) The unit may challenge or be challenged.

    SPECIAL RULES: DEMONS

    Move: All infantry move 6”, cavalry move 10” per turn  

    Fearsome: Opponents in Melee with this unit suffers a -1 modifier to their

    Morale Check rolls. Other units which have this rule are immune to this

    modifier.

    Morale: Demon units never check morale unless the unit they are in MeleeCombat against has a Priest attached to it.

    Super-Natural Armor: Gains +1 Armor value against all non-enchanted, non-

    magical attacks. Note: all Creatures have magical attacks. Maximum Armor

    Value is always 4.

    Sight: They are unaffected by darkness, magical darkness, or magical light.

    Flight: Half of the Demon Infantry in your army may be given wings at a cost of

    +1 troop point per figure. If purchased, they then operate under the rules for

    Winged Humanoids (3:7.15), in addition to rules for their race.

    SAMPLE ARMY ROSTERS

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    x35:6.1 HIGH ELF ARMYx Totals: 300 Troop Points. 90 Fantasy Points.

    High Elf Spearmen

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

    12 Elf Yeoman Inf 8" 2 0 0 42

    Upgrades: Spears (When receiving a charge, +1 Melee Modifier).

    High Elf Axemen

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

    12 Elf Yeoman Inf 8" 2 0 0 48

    Upgrades: Axes (Reduces target's Armor Value by 1).

    High Elf Heavily Armored Archers

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

    12 Elf Knight Inf 6" 3 +1 0 72

    Upgrades: Common Bows (Range: 12”). 

    High Elf Swordsmen

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

    12 Elf Knight Inf 8" 3 +2 0 72

    Upgrades: Swords (+1 Melee Modifier. Already reflected on Stat Line)High Elf Halberdiers

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

    12 Elf Yeoman Inf 8" 2 +1 0 60

    Upgrades: Polearms (+1 Melee Modifier. Target's Armor Value at -1).

    High Elf Warlord

    Qty Race Type RankInf/

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Elf 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 4. (1st rank free for one Character).

    High Elf Mage

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

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

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

    High Elf Priest

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

    1 Elf Champion 1 Inf 8" n/a 1 1 1 3 3 2 4

    Upgrades: Colonel to Elf Yeomen.

    High Elf Hero on Armored Dragon

    Qty Race Type Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T1 Elf Champion 3 Cav 8" n/a 6 6 3 1.5 3 3 0

    1 Creature Dragon 3 n/a 6" 12" 9 n/a 6 n/a 4 9 0

    SAMPLE ARMY ROSTERS

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    x35:6.1 HIGH ELF ARMYx Continued 

    2 High Elf Chariots

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    2 Elf Machine n/a n/a 10" n/a 6 2 3 1 3 4 x 2 2

    Notes: Crew equipped with Common Bows (Range: 12").

    2 Elven Colossi

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

    2 Creature Giant 2 Inf 8" n/a 4 1 4 1 (D) 3 5 x 2 0

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

    Two Ballistae

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

    2 Machine Ballista n/a n/a 4* n/a 2 2 8** 0 3 4 x 2 0Notes: Artillery may not Move after shooting in the same turn (*).

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

    Ranged distance is 30". Reduces the Target's Armor Value by -1.

    Unit of 3 War Dragon Riders

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

    3 TitanYoung

    War Dragonn/a Cav 6" 12" 9 n/a 6 0 4 27 0

    SPECIAL RULES: ELVES

    Woods: Elven infantry suffer no penalties (of any kind) due to being in the woods.

    Ranged: Elven units gain a +1 modifier to ranged attack die rolls.Knights: Elven Knight units may be armed with bows.

    Dwarves: Elven units must fail a morale check (vs. magic spells) in order to enter a

    melee to aid a Dwarven unit already in, or moving into, combat.

    Personalities: Elven characters receive a +1 stat line modifier to their Magic Rating.

    SAMPLE ARMY ROSTERS

      :

     

      :

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    x35:7.1 WOOD ELF ARMYx Totals: 300 Troop Points. 90 Fantasy Points.

    2 Units of Wood Elf Archers

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

    12 Elf Peasant Inf 8" 1 -1 0 36 x 2

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

    +1 Ranged Modifier (Due to Elf).Wood Elf Elite Swordsmen

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

    12 Elf Knight Inf 8" 3 +1 0 60

    Wood Elf Spearmen

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

    12 Elf Yeoman Inf 8" 2 0 0 42

    Upgrades: Spears (When receiving a charge, +1 Melee Modifier).

    Wood Elf Cavalry Archers

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

    6 Elf Peasant Cav 12" 2 0 0 30

    Upgrades: Long Bows (Range: 18. +1 Ranged Modifier).+1 Ranged Modifier (Due to Elf).

    Pack of Wild Cats 

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

    6 Animals Yeoman Cav 12" 3 +1 0 30

    Unit of Small Forest Animals (Squirrels, Rabbits, Racoons, etc) 

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

    12 Animals Peasants Inf 8" 1 -1 0 12

    Fairy Swarm

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

    12 Fae Peasant Inf 8" 1 -1 0 36

    Upgrades: Winged Humanoid. See (3:7.11). Common Bows (Range: 12").

    Wood Elf Warlord

    Qty Race Type RankInf/

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Elf Champion 4 Inf 8" n/a 8 8 4 2 (D) 3 3 0

    Upgrades: Army Commander (one free per army).

    Upgrade Rank 1 to Rank 4. (1st rank free for one Character).

    Wood Elf Mage

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

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

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

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

    1 Elf Champion 1 Inf 8" n/a 1 1 1 3 3 2 4

    Upgrades: Colonel to Elf Yeomen.

    Wood Elf Beastmaster on Foot

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

    1 Elf Champion 3 Inf 8" n/a 6 6 3 1.5 3 3 2

    Upgrades: Beastmaster. Captain to Forest Animals.

    SAMPLE ARMY ROSTERS

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    x35:7.1 WOOD ELF ARMYx Continued 

    Wood Elf Beastmaster on Unicorn

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

    1 Elf Champion 3 Inf 8" n/a 6 6 3 1.5 3 3 6

    Upgrades: Beastmaster. Captain to Wild Cats. Riding Large Mount (+2 Melee Modifier).

    2 Treemen

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

    2 Monster Treeman n/a n/a 8" n/a 10 4 10 4 3 9 x 2 0

    Notes: Ranged Attack is 12".

    Unit of 6 Tree Creatures

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

    6 TitanTree

    Creaturesn/a Inf 10" n/a 3 1 5 1 3 24 0

    Griffin

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

    1 Monster Griffin n/a n/a 8" 12" 4 n/a 5 0 2 4 0

    Forest Dragon

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

    1 CreatureLesser

    Dragon4 n/a 6" 12" 12 n/a 10 n/a 4 13 0

    Elemental

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

    1 Monster Elemental n/a n/a 6" n/a 6 3 8 3 3 8 0

    SPECIAL RULES: ELVES SPECIAL RULES: FAE

    Woods: Elven infantry suffer no penalties (of any kind) due

    to being in the woods.

    Ranged: Elven units gain a +1 modifier to ranged attack dierolls.

    Knights: Elven Knight units may be armed with bows.

    Dwarves: Elven units must fail a morale check (vs. magic

    spells) in order to enter a melee to aid a Dwarven unit

    already in, or moving into, combat.

    Personalities: Elven characters receive a +1 stat line

    modifier to their Magic Rating.

    SPECIAL RULES: BEASTMEN

    Move: When not flying, infantry deduct -2” from all troop

    type movement rates.

    Flight: Infantry may be given wings at a cost of +1 trooppoint per figure. If purchased, they also use the rules for

    Winged Humanoids (3:7.15), in addition to rules for their

    race.

    Delicate: They suffer a -1 modifier to all Armor Values,

    unless part of the unit is covered by Magical Light.

    Ranged: Gain a +1 modifier to all ranged attack die rolls.

    May only be equipped with Common Bows or Slings.

    Knights: Fae Knight units may be armed with Common

    Bows.

    Sight: They can see in extreme darkness and light. Magical

    Darkness or Light does not effect them negatively.

    Movement: When moving up hills or over hedges and wallsthey will only lose 1” of movement, instead of the usual 2”.

    Beastmen infantry may move through woods at normal

    movement rates and operate with their normal melee

    modifiers and morale classification.

    Fearsome: Opponents in Melee with this unit suffers a -1

    modifier to their Morale Check rolls. Other units which

    have this rule are immune to this modifier.

    SAMPLE ARMY ROSTERS

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    x35:8.1 SEA ELF ARMYx Totals: 300 Troop Points. 90 Fantasy Points.

    2 Units of Sea Elf Halberdiers

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

    12 Elf Yeoman Inf 8" 2 +1 0 54 x 2

    Upgrades: Polearms (+1 Melee Modifier. Target's Armor Value at -1.)

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

    12 Elf Knight Inf 6" 3 +1 0 60

    Sea Elf Spearmen

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

    12 Elf Yeoman Inf 8" 2 0 0 42

    Upgrades: Spears (When receiving a charge, gains +1 Melee Modifier).

    Sea Elf Heavy Cavalry

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

    6 Elf Knight Cav 10" 4 +2 0 54

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

    Sea Elf Archers 

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

    12 Elf Peasant Inf 8" 1 -1 0 24

    Upgrades: Common Bows (Range: 12").

    Sea Elf Warlord

    Qty Race Type RankInf/

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Elf Champion 4 Inf 8" n/a 8 8 4 2 (D) 3 3 0

    Upgrades: Army Commander (one free per army).

    Upgrade Rank 1 to Rank 4. (1st rank free for one Character).

    Sea Elf Mage

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

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

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

    Sea Elf Priest

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

    1 Elf Champion 1 Inf 8" n/a 1 1 1 3 3 2 4

    Upgrades: Colonel to Elf Yeomen.

    Sea Elf Hero

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

    1 Elf Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 2

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

    SAMPLE ARMY ROSTERS

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    x35:8.1 SEA ELF ARMYx Continued 

    Sea Dragon

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

    1 CreatureLesser

    Dragon4 n/a 6" 12" 12 n/a 10 n/a 4 13 0

    Unit of 3 Kracken Cavalry

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

    3 Titan Kracken n/a Cav 10" n/a 3 n/a 4 3 3 9 0

    Notes: Aquatic

    2 Cannons

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

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

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

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

    Ranged distance is 48". Reduces the Target's Armor Value by -2.

    Unit of 3 Sea Titans

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

    3 Titan Sea Titan n/a Inf 8" n/a 4 n/a 4 1 3 9 0Notes: Amphibious

    Giant Kracken

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

    1 Creature Kracken n/a n/a 10" n/a 3 n/a 4 3 3 3 0

    Notes: Aquatic

    Leviathan

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

    1 Creature Leviathan n/a n/a 6" n/a 15 n/a 16 1 4 12 0

    Notes: Aquatic 

    Sea Drake

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

    1 Creature Sea Drake n/a n/a 6" n/a 9 n/a 6 1 4 6 0

    Notes: Aquatic

    SPECIAL RULES: ELVESSPECIAL RULES: AQUATIC

    Moves thru all water-based terrain (rivers, ponds,

    larger bodies of water, streams, marshes, swamps)

    without penalty, and increases their movement by +2"

    when doing so.

    SPECIAL RULES: AMPHIBIOUS

    May move across rivers, ponds, and larger bodies of

    water at half speed. Movement through swamps or

    marshes occurs at normal rates.

    Woods: Elven infantry suffer no penalties (of any kind) due to

    being in the woods.

    Ranged: Elven units gain a +1 modifier to ranged attack die rolls.

    Knights: Elven Knight units may be armed with bows.

    Dwarves: Elven units must fail a morale check (vs. magic spells)

    in order to enter a melee to aid a Dwarven unit already in, or

    moving into, combat.

    Personalities: Elven characters receive a +1 stat line modifier to

    their Magic Rating.

    SAMPLE ARMY ROSTERS

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    35:9.1 LIZARDMEN ARMY x Totals: 300 Troop Points. 90 Fantasy Points.

    Lizardmen Warriors

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

    12 Lizardmen Yeomen Inf 8" 3 0 0 36

    Lizardmen Veterans

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)12 Lizardmen Knight Inf 6" 4 +1 0 60

    Lizardmen Cavalry

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

    6 Lizardmen Yeomen Inf 12" 4 +1 0 30

    Reptile Hunting Pack

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

    6 Lizardmen Yeoman Cav 12" 4 +1 0 30

    Lesser Troglodytes

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

    12 Lizardmen Yeoman Inf 8" 3 0 0 36

    Saurians

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

    6 Lizardmen Knight "Cav" 6" 5 +2 0 42

    Dragon Men

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

    12 Lizardmen Yeomen Inf 8”/10" 3 0 0 60

    Upgrades: Winged Humanoid. See (3:7.15)

    Lizardmen Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Lizardmen Champion 4 Inf 8" n/a 8 8 4 2 (D) 3 3 0

    Upgrades: Army Commander (one free per army).

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

    Amphibian Sorcerer

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

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

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

    Lizardmen Priest

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

    1 Lizardmen Priest 2 Inf 8" n/a 2 2 2 4 3 4 2

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

    Lizardmen Hero

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

    1 Lizardmen Champion 5 Inf 8" n/a 10 10 5 2.5 3 5 2

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

    SAMPLE ARMY ROSTERS

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    x35:9.1 LIZARDMEN ARMY x Continued 

    Unit of 3 Pteranodon Riders

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    3 TitanWinged

    Lizardsn/a Cav 8" 14" 6 n/a 4 0 3 15 0

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

    1 Creature Salamander n/a n/a 9" n/a 3 6 4 1 4 6 0

    3 Thunder Lizards

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

    1 CreatureThunder

    Lizardn/a n/a 8" n/a 4 n/a 4 1 4 4x3 0

    Great Thunder Lizard

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

    1 Creature

    Great

    Thunder

    Lizard

    n/a n/a 7" n/a 16 n/a 16 n/a 4 12 0

    Unit of 3 Pteradactyl-MenQty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T

    3 TitanWinged

    Titansn/a Inf 6" 10" 2 4 4 1 3 12 0

    Lizardmen Giant

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

    1 CreatureCommon

    Giant5 Inf 8" n/a 10 4 10 4 3 9 0

    SPECIAL RULES: LIZARDMEN

    Aquatic: Lizardmen may move across rivers, ponds,

    and larger bodies of water at half speed. Movement

    through swamps or marshes occurs at normal rates.

    Cavalry: Larger lizards such as Greater Troglodytes

    can be fielded as Cavalry, having the same numbers,

    costs, movement and melee modifications as if they

    were cavalry units with standard mounts.

    Flight: One out of every three units of Lizardmen

    Infantry may be given wings at a cost of +2 trooppoints per figure. If purchased, they also operate

    under the rules for Winged Humanoids (3:7.15), in

    addition to rules for their race.

    SAMPLE ARMY ROSTERS

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    x35:10.1 ORC ARMY xTotals: 300 Troop Points. 90 Fantasy Points.  

    Orc Archers

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

    12 Orc Yeoman Inf 8" 2 0 0 36

    Upgrades: Common Bows (Range: 12").

    Orc Warriors with SwordsQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Orc Knight Inf 6" 3 +2 0 48

    Upgrades: Swords (+1 Melee Modifier. already reflected on stat line).

    Orc Warriors with Spears

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

    12 Orc Knight Inf 6" 3 +1 0 42

    Upgrades: Spears (When receiving a charge, +1 Melee Modifier).

    Orc Warriors with Polearms

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

    12 Orc Knight Inf 6" 3 +2 0 54

    Upgrades: Polearms (+1 Melee Modifier. Target's Armor Value at -1).

    Orc Warriors with AxesQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Orc Knight Inf 6" 3 +1 0 48

    Upgrades: Axes (Target's Armor Value at -1).

    Orc Boar Riders

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

    6 Orc Yeoman Cav 12" 3 +3 0 36

    Upgrades: Upgrade to Very Large Mount (+3 Melee Modifier, already on stat line).

    Wolf Pack

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

    6 Animals Peasant Cav 12" 2 0 0 18

    Orc Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Orc 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 4. (1st rank free for one Character).

    Orc Shaman

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

    1 Orc Wizard 3 Inf 8" n/a 1.5 1.5 3 9 2 12 2

    Upgrades: Captain to Orc Warriors with Swords.

    Orc Priest

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

    1 Orc Priest 3 Inf 8" n/a 3 3 3 6 3 9 6

    Upgrades: Captain to Orc Warriors with Polearms.

    Orc Hero

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

    1 Orc Champion 2 Inf 8" n/a 4 4 2 1 3 2 2

    Upgrades: Captain to Orc Warriors with Spears.

    Orc Hero

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

    1 Orc Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 2

    Upgrades: Captain to Orc Warriors with Axes.

    SAMPLE ARMY ROSTERS

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    x35:10.1 ORC ARMY x Continued 

    Orc Hero on Giant Boar

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

    1 Orc Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 6

    Upgrades: Captain to Orc Boar Riders. Upgreade to Very Large Mount (+3 Melee Modifier).

    Unit of 3 Wyvern Riders

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

    3 Titan Winged Lizard n/a Cav 8" 14" 6 n/a 4 0 3 15 0

    War Altar

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

    1 War Machine War Altar n/a n/a 6" n/a 2 n/a 8 2 3 5 0

    Unit of 6 Swamp Trolls

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

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

    Notes: Regeneration

    2 Heavy Chariots

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

    2 Engine Heavy Chariot n/a n/a 8" n/a 10 1 5 0 4 6 x 2 0

    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.

    Ballista

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

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

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

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

    Ranged distance is 30". Reduces the Target's Armor Value by 1.

    SPECIAL RULES: ORCS & GOBLINS SPECIAL RULES: REGENERATION

    On any turn in which the unit is not; in combat, in magical

    light, or attacked by missile fire (magic or ranged), it will

    regain one point of Vitality. Causalities caused by enchanted

    weapons, magical spells or dragon fire cannot be regained in

    this way.

    SPECIAL RULES: WAR ALTAR

    War Altars may be placed on their own, but often are

    embedded in units of troops. The troops attach to both sides

    of the altar, in relatively even numbers. As they move, Units

    can join or leave the altar as desired. This means that one

    unit can leave the altar, and another can join it, if movement

    permits.

    War Altars take Morale Checks and Rallies as Yeoman

    Infantry.

    The War Altar and any unit joined to it gain a +1 Melee

    Modifier and +2 Morale Modifier.

    Sight: They can see in the dark, and prefer to fight at

    night or in twilight. They deduct 1 from all morale die

    rolls when in magical light.

    Leaders: They deduct -1 from Morale checks if no

    leader is with the unit.

    Quarrelsome: Each unit of a type (i.e. peasant, yeoman,

    etc.) is considered to be from a separate level of

    heierarchy within their tribe. Units on the same

    hierarchy level are constantly vying for position, and

    often will not assist eachother. A unit of one troop

    type must pass a special morale check (vs bow fire) in

    order to aid another unit of the same type. This special

    morale check must be made if the other unit is already

    in combat or if it is just moving into combat. If the

    modified die roll for this special check is a 1, even if this

    means the special check was passed, the checking unit

    will actually attack the other Orc or Goblin unit.

    SAMPLE ARMY ROSTERS

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    x35:11.1 GOBLIN ARMY x Totals: 300 Troop Points. 90 Fantasy Points.  

    2 Units of Goblin Archers

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

    12 Goblin Peasant Inf 8" 1 -1 0 24

    Upgrades: Common Bows (Range: 12").

    3 Units of Goblins with Great WeaponsQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Goblin Yeoman Inf 8" 2 0 0 48

    Upgrades: Great Weapons (Reduces target's Armor Value by 2).

    2 Units of Lesser Goblins

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

    12 Goblin Peasant Inf 6" 1 -1 0 12

    2 Units of Goblin Wolf Riders 

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

    6 Goblin Yeoman Cav 12" 3 +1 0 24 x 3

    Goblin Warlord

    Qty Race Type Rank Inf /Cav

    GroundMove

    FlyingMove

    MeleeProwess

    RangeProwess

    Vitality Magic ArmorValue

    PointsF T

    1 Goblin 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 4. (1st rank free for one Character).

    Goblin Shaman

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

    1 Goblin Wizard 3 Inf 8" n/a 1.5 1.5 3 9 2 12 2

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

    Goblin Priest

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

    1 Goblin Priest 3 Inf 8" n/a 3 3 3 6 3 9 2

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

    Goblin Hero on Wolf

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

    1 Goblin Champion 1 Cav 8" n/a 2 2 1 0.5 3 1 4

    Upgrades: Captain to Goblin Wolf Riders

    Goblin Hero on Wolf

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

    1 Goblin Champion 1 Cav 8" n/a 2 2 1 0.5 3 1 4

    Upgrades: Captain to Goblin Wolf Riders

    SAMPLE ARMY ROSTERS

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    x35:11.1 GOBLIN ARMY x Continued 

    Unit of 6 Stone Trolls

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

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

    Notes: Regeneration

    2 Wyverns

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

    2 CreatureLesser

    Dragon2 n/a 8" 16" 6 0 4 0 3 5 x 2 0

    3 Goblin Chariots

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

    1 EngineCommon

    Chariotn/a n/a 10" n/a 6 2 3 0 3 12 0

    Unit of 3 Thunder Lizard Riders

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

    3 TitansThunder

    Lizardsn/a Cav 8" n/a 4 n/a 4 1 3 12 0

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

    2 Machine Ballista n/a n/a 4* n/a 2 2 8** 0 3 4 x 2 0

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

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

    Ranged distance is 30". Reduces the Target's Armor Value by -1. 

    2 Giant Spiders

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

    2 CreatureGiant

    Spidern/a n/a 12" n/a 3 0 2 0 2 2 x 2 0

    SPECIAL RULES: GOBLINS SPECIAL RULES: REGENERATION

    On any turn in which the unit is not; in combat, in magical

    light, or attacked by missile fire (magic or ranged), it will

    regain one point of Vitality. Causalities caused by enchanted

    weapons, magical spells or dragon fire cannot be regained in

    this way.

    Sight: They can see in the dark, and prefer to fight at

    night or in twilight. They deduct 1 from all morale die

    rolls when in magical light.

    Leaders: They deduct -1 from Morale checks if no

    leader is with the unit.

    Quarrelsome: Each unit of a type (i.e. peasant, yeoman,

    etc.) is considered to be from a separate level of

    heierarchy within their tribe. Units on the same

    hierarchy level are constantly vying for position, andoften will not assist each other. A unit of one troop

    type must pass a special morale check (vs bow fire) in

    order to aid another unit of the same type. This special

    morale check must be made if the other unit is already

    in combat or if it is just moving into combat. If the

    modified die roll for this special check is a 1, even if this

    means the special check was passed, the checking unit

    will actually attack the other Orc or Goblin unit.

    SAMPLE ARMY ROSTERS

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    x35:12.1 HOBGOBLIN ARMY xTotals: 300 Troop Points. 90 Fantasy Points.  

    Hobgoblins with Swords

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

    12 Hobgoblin Knights Inf 6" 3 +2 0 60

    Upgrades: Swords (+1 Melee Modifier. already reflected on stat line)

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

    12 Hobgoblin Yeoman Inf 8" 2 +1 0 42

    Upgrades: Polearms (+1 Melee Modifier. Target's Armor Value at -1.)

    2 Units of Hobgoblin Archers

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

    12 Hobgoblin Peasants Inf 8" 1 -1 0 36x 2

    Upgrades: Longbows (Range: 18", +1 Ranged Modifier).

    2 Units of Hobgoblin Boar Riders

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

    6 Hobgoblin Yeoman Cav 12" 3 +3 0 36 x 2

    Upgrades: Upgrade to Very Large Mount (+3 Melee Modifier, already on stat line).

    2 Units of War DogsQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    6 Animals Peasant Cav 12" 2 0 0 18 x 2

    Hobgoblin Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Hobgoblin 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 4. (1st rank free for one Character).

    Hobgoblin Sorcerer

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

    1 Hobgoblin Wizard 3 Inf 8" n/a 1.5 1.5 3 9 2 12 2

    Upgrades: Colonel to Hobgoblin Yeomen.

    Hobgoblin Cleric

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

    1 Hobgoblin Priest 3 Inf 8" n/a 3 3 3 6 3 9 2

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

    Hobgoblin Beastmaster

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

    1 Hobgoblin Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 2

    Upgrades: Beastmaster. Captain to War Dogs

    Hobgoblin Beastmaster

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

    1 Hobgoblin Champion 1 Inf 8" n/a 2 2 1 0.5 3 1 2

    Upgrades: Beastmaster. Captain to War Dogs

    Hobgoblin Hero on Horse

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

    1 Hobgoblin Champion 1 Cav 8" n/a 2 2 1 0.5 3 1 4

    Upgrades: Captain to Hobgoblin Boar Riders.

    SAMPLE ARMY ROSTERS

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    x35:12.1 HOBGOBLIN ARMY x Continued

    Hobgoblin Hero on Horse

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

    1 Hobgoblin Champion 1 Cav 8" n/a 2 2 1 0.5 3 1 4

    Upgrades: Captain to Hobgoblin Boar Riders.

    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)

    Black Dragon

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

    1 Creature Lesser Dragon 4 n/a 6" 12" 12 n/a 10 n/a 4 13 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

    Chimera

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

    1 Creature Chimera n/a n/a 6" 10" 3 n/a 3 1 2 3 0

    2 Cannon

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

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

    SPECIAL RULES: HOBGOBLINS SPECIAL RULES: BEASTMEN

    Sight: They can see in the dark, and prefer to fight atnight or in twilight. They deduct 1 from all morale die

    rolls when in magical light.

    Leaders: They deduct -1 from Morale checks if no

    leader is with the unit.

    Quarrelsome: Each unit of a type (i.e. peasant, yeoman,

    etc.) is considered to be from a separate level of

    heierarchy within their tribe. Units on the same

    hierarchy level are constantly vying for position, and

    often will not assist each other. A unit of one troop

    type must pass a special morale check (vs bow fire) in

    order to aid another unit of the same type. This special

    morale check must be made if the other unit is already

    in combat or if it is just moving into combat. If the

    modified die roll for this special check is a 1, even if this

    means the special check was passed, the checking unit

    will actually attack the other Orc or Goblin unit.

    Movement: When moving up hills or over hedges and wallsthey will only lose 1” of movement, instead of the usual 2”.

    Beastmen infantry may move through woods at normal

    movement rates and operate with their normal melee

    modifiers and morale classification.

    Fearsome: Opponents in Melee with this unit suffers a -1

    modifier to their Morale Check rolls. Other units which

    have this rule are immune to this modifier.

    SAMPLE ARMY ROSTERS

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    x35:13.1 BEASTMEN ARMY x Totals: 300 Troop Points. 90 Fantasy Points. 

    Doom-Thumper Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Beastmen 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).

    Ratling Sorcerer

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

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

    Upgrades: Ratling Colonel.

    Beastmen Cleric

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

    1 Beastmen Priest 2 Inf 8" n/a 2 2 2 4 3 4 6

    Upgrades: Beastmen General.

    Beastmen Hero

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

    1 Human Champion 3 Inf 6" n/a 6 6 3 1.5 3 3 2

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

    Ratling Marksmen

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

    12 Beastmen Peasant Inf 8" 1 -1 0 24

    Upgrades: Common Bows / Slings (Range: 12”).

    Forest Dwellers (Small Animals) 

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

    12 Animals Peasant Inf 8" 1 -1 0 12

    2 Units of Doom Thumpers

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

    12 Beastmen Yeoman Inf 8" 2 0 0 36x2

    Ratling Warriors

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

    12 Beastmen Yeoman Inf 8" 2 0 0 36

    Bugbears

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

    12 Beastmen Yeoman Inf 8" 2 0 0 36

    Gnolls

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

    12 Beatsmen Knight Inf 6" 3 +1 0 60

    Gnoll Heavy Cavalry

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

    6 Beastmen Yeoman Cav 12" 3 +2 0 48

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

    Upgrade to Large Mount (Tigers). Modifier included on stat line.

    SAMPLE ARMY ROSTERS

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    x35:13.1 BEASTMEN ARMY x Continued 

    2 Rat Swarms

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    3 Creature Rat Swarm n/a n/a 10" n/a 3 n/a 6 0 2 4 0

    Drakonne

    Qty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T1 Creature

    Lesser

    Dragon5 n/a 6" 12" 15 n/a 16 n/a 4 16 0

    Beastial Giant

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

    1 Creature War. Giant 3 Inf 8" n/a 9 2 9 2 3 11 0

    Manticore

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

    1 Creature Manticore n/a n/a 8" 12" 3 2 4 0 2 4 0

    Chimera

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

    1 Creature Chimera n/a n/a 6" 10" 3 n/a 3 1 2 3 0

    Unit of 6 MinotaursQty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T

    6 Titan Minotaurs n/a Inf 7" n/a 5 n/a 3 n/a 4 18 0

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

    Ballista

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

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

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

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

    Ranged Attack distance is 30". Reduces the Target's Armor Value by 1.

    SPECIAL RULES: BEASTMEN

    Move: When moving up hills or over hedges and walls

    they will only lose 1” of movement, instead of the usual

    2”. Beastmen infantry may move through woods at

    normal movement rates and operate with their normal

    melee modifiers and morale classifications.

    Fearsome: Opponents in Melee with these troops suffer

    a -1 modifier to their Morale Check rolls. Other units

    which have this rule are immune to this modifier.

    SAMPLE ARMY ROSTERS

      :

     

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    35:14.1 DARK ELF ARMY x Totals: 300 Troop Points. 90 Fantasy Points.

    Dark Elf Archers

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

    12 Elf Peasant Inf 8" 1 -1 0 36

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

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

    12 Elf Yeoman Inf 8" 2 +1 0 48

    Upgrades: Swords (+1 Melee Modifier, already reflected on Stat Line).

    Dark Elf Spearmen

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

    12 Elf Yeoman Inf 8" 2 0 0 42

    Upgrades: Spears (On the turn it receives a charge, the unit adds +1 to the Melee Roll).

    Elite Dark Elf Halberdiers

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

    12 Elf Knight Inf 6" 3 +1 0 78

    Upgrades: Polearms (Adds +1 to the Melee Roll. Reduces target's Armor Value by 1).

    Dark Elf Cavalry

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

    6 Elf Knight Cav 10" 4 +2 0 42

    Harpies

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

    12 Winged H. Yeoman Inf 7”/10" 2 0 0 36

    Dark Elf Warlord

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    1 Elf 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).

    Dark Elf Mage

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

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

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

    Dark Elf High Priest

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

    1 Elf Priest 2 Inf 8" n/a 2 2 2 4 3 4 2

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

    Dark Elf Hero on Horse

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

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

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

    SAMPLE ARMY ROSTERS

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    35:14.1 DARK ELF ARMY x Continued 

    Giant Hydra

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

    1 Creature Giant Hydra n/a n/a 6" n/a 15 n/a 16 1 4 11 0

    Unit of 3 Serpent Riders

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

    3 Titans Thunder Lizards n/a Cav 8" n/a 4 n/a 4 1 3 12 0

    Jabberwock

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

    1 Creature Jabberwock n/a n/a 6" 10" 4 n/a 4 1 3 4 0

    Manticore

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

    1 Creature Manticore n/a n/a 8" 12" 3 2 4 0 2 4 0

    Doom Wurm

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

    1 Dragon Land Dragon 3 n/a 6" n/a 9 n/a 6 n/a 4 6 0

    3 Cannons

    Qty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T1 Machine Cannon n/a n/a 4* n/a 2 4 8** 0 3 30 0

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

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

    Ranged distance is 48”. Reduces the Target's Armor Value by 2.

    SPECIAL RULES: ELVES

    Woods: Elven infantry suffer no penalties (of any kind) due

    to being in the woods.

    Ranged: Elven units gain a +1 modifier to ranged attack dierolls.

    Knights: Elven Knight units may be armed with bows.

    Dwarves: Elven units must fail a morale check (vs. magic

    spells) in order to enter a melee to aid a Dwarven unit

    already in, or moving into, combat.

    Personalities: Elven characters receive a +1 stat line modifier

    to their Magic Rating.

    SPECIAL RULES: WINGED HUMANOIDS

    Ground Move: When on the ground, they suffer -1

    movement.

    Flying Move: When flying, they move 10”. Winged Cavalry

    move 16”. See (23:6) for other movement values. 

    Flight: All Winged Humanoids follow the rules for Flyers. See

    section (10:0).

    SAMPLE ARMY ROSTERS

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    35:15.1 ATLANTEAN ARMY (HUMAN) x Totals: 300 Troop Points. 90 Fantasy Points.

    Atlantean Archers

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

    12 Human Peasant Inf 8" 1 -1 0 24

    Upgrades: Common Bows (Range: 12”).

    2 Units of Atlantean WarriorsQty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)

    12 Human Yeoman Inf 8" 2 0 0 24x2

    Atlantean Warriors with Great Weapons

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

    12 Human Yeoman Inf 8" 2 0 0 48

    Upgrades: Great Weapons (-2 to Target Armor Value).

    Atlantean Priest Guild

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

    12 Human Yeoman Inf 8" 2 0 12 24

    Upgrades: Upgrade to Fighter-Mages (3:10.6).

    Lesser Water Elementals

    Qty. Race Type Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)12 Animals Yeoman Inf 8" 2 0 0 36

    Atlantean Beastmasters

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

    12 Human Yeoman Inf 9" 2 0 0 48

    Upgrades: Berzerkers (roll two dice when attacking in melee combat.

    The higher of the two dice rolls is used as the unit’s melee result).

    Amphibians

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

    12 Lizardmen Yeoman Inf 8" 3 0 0 36

    Pre-Historic Warhounds

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

    6 Animals Yeoman Cav 12" 3 +1 0 30

    Atlantean 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).

    Atlantean 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 0

    Atlantean High Priest

    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).

    Atlantean Hero

    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 3 1.5 3 3 2

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

    Atlantean Beastmaster

    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 2

    Upgrades: Beastmaster. Captain to Prehistoric Warhounds.

    SAMPLE ARMY ROSTERS

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    x35:15.1 ATLANTEAN ARMY (HUMAN) x Continued 

    Unit of 3 Atlantean Kraken Cavalry

    Qty Race Type RankInf /

    Cav

    Ground

    Move

    Flying

    Move

    Melee

    Prowess

    Range

    ProwessVitality Magic

    Armor

    Value

    Points

    F T

    3 Titan Kraken n/a Cav 10" n/a 3 n/a 4 3 3 9 0

    Sea Dragon

    Qty Race Type Rank I / C Move Flying M Prow R Prow Vitality Magic Armor F T1 Creature

    Lesser

    Dragon4 n/a 6" 12" 12 n/a 10 n/a 4 13 0

    Unit of 3 Sea Titans

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

    3 Titan Sea Titan n/a Inf 8" n/a 4 n/a 4 1 3 9 0

    Giant Kraken

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

    1 Creature Kraken n/a n/a 10" n/a 3 n/a 4 3 3 3 0

    Atlantean War Mastodon 

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

    1 Creature Mastodon n/a n/a 8" n/a 15 2 15 n/a 4 12 0

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

    2 Machine Ballista n/a n/a 4* n/a 2 2 8** 0 3 4x2 0

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

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

    Ranged Attack from the Ballista reduces the Target's Armor Value by 1.

    SPECIAL RULES: FIGHTER-MAGES

    a) Fighter-Mages are units of undistinguished

    Druids, Monks, Clerics, Zealots, Priests, and

    other students of the magical arts.

    b) The unit has a Magic rating equal to the

    number of figures still alive in the unit.

    c) The unit may cast spells as if it were a

    Wizard. It may measure the spell from

    any point in the unit.

    d) Only Peasants or Yeomen can be

    Fighter-Mages. Knights may never be.

    e) The unit may challenge or be challenged.

    SPECIAL RULES: LIZARDMEN

    Aquatic: Lizardmen may move acrossrivers, ponds, and larger bodies of water

    at half speed. Movement through swamps

    or marshes occurs at normal rates.

    Armor: Lizardmen benefit from a +1

    Armor Value (peasants at 2, yeomen at 3,

    knights at 4) due to their scaly skins, at no

    additional cost.

    SAMPLE ARMY ROSTERS

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    35:16.1 FOREST DEFENDER ARMY x Totals: 300 Troop Points. 90 Fantasy Points.

    2 Units of Halfling Archers

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

    12 Halfling Peasant Inf 6" 1 -1 0 24 x 2

    Upgrades: Common Bows (Range: 12”). +1 Ranged Modifier (Halfling)

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

    6 Centaur Knight Cav 10" 4 +2 0 30

    2 Units of Centaur Scouts

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

    6 Centaur Yeoman Cav 12" 3 +1 0 24 x 2

    Upgrades: Common Bows (Range 12”).

    Wind Lord Archers

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

    12 Winged H. Knight Inf 5"/10”  3 +1 0 72

    Upgrades: Common Bows (Range 12”).

    Fairy Swarm

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

    12 Fae Peasant Inf 6"/10”  1 -1 0 24

    Upgrades: Winged Humanoid. See (3:7.15).

    Amazon Priestesses

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

    12 Human Yeomen Inf 8" 2 0 12 24

    Upgrades: Upgrade to Fighter-Mages (3:10.6).

    Amazon Guards

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

    12 Human Knight Inf 6" 3 +1 0 48

    Centaur Warlord

    Qty Race Type Rank Inf /Cav GroundMove FlyingMove MeleeProwess RangeProwess Vitality Magic ArmorValue PointsF T

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

    Upgrades: Army Commander (one free per army).

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

    Fae Mage

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

    1 Human Wizard 4 Inf 6" n/a 2 2 4 12 2 12 2

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

    Amazon High Priestess

    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 Amazon Priestesses.Halfling Hero

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

    1 Halfling Champion 2 Inf 6" n/a 4 4 2 1 3 2 2

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

    SAMPLE ARMY ROSTERS

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    35:16.1 FOREST DEFENDER ARMY x Continued 

    SPECIAL RULES: HALFLINGS

    Melee & Morale: They suffer a -1 modifier to all morale and combat rolls, during the Melee Event.

    Ranged: Gain a +1 modifier to all ranged attack die rolls.

    Knights: Halfling Knight units may be armed with any type of bows.

    SPECIAL RULES: CENTAURS

    Restrictions: Centaur units are always cavalry (6 figures). They do not pay additional points for mounts.

    Woods: Centaurs retain their normal melee and morale modifiers in woods.

    Morale: Centaurs cause morale checks as mounted troops. They themselves check Morale as their respective foot type.

    SPECIAL RULES: WINGED HUMANOIDS

    Ground Move: When on the ground, they suffer -1 movement.

    Flying Move: When flying, they move 10”. Winged Cavalry move 16”. See (23:6) for other movement values. 

    Flight: All Winged Humanoids follow the rules for Flyers. See section (10:0).

    SPECIAL RULES: FAE

    Flight: Infantry may be given wings at a cost of +1 troop point per figure. If purchased, they also use the rules for

    Winged Humanoids (3:7.15), in addition to rules for their race.

    Delicate: They suffer a -1 modifier to all Armor Values, unless part of the unit is covered by Magical Light.

    Ranged: Gain a +1 modifier to all ranged attack die rolls. May only be equipped with Common Bows or Slings.

    Knights: Fae Knight units may be armed with Common Bows.

    SPECIAL RULES: FIGHTER-MAGES

    a) Fighter-Mages are units of undistinguished Druids, Monks, Clerics, Zealots, Priests, and other students of the magical arts.

    b) The unit has a Magic rating equal to the number of figures still alive in the unit.

    c) The unit may cast spells as if it were a Wizard. It may measure the spell from any point in the unit.

    d) Only Peasants or Yeomen can be Fighter-Mages. Knights can never be Fighter-Mages.

    e) The unit may challenge or be challenged.

    Griffin Chariot of the Wind Lords

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

    1 Engine Griff Char n/a n/a 8" 12" 18 1 15 0 4 14 0

    Amazon Slave Chariot

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

    1 Engine Slave Chariot n/a n/a 8" n/a 10 1 5 0 4 6 0Unit of 5 Tree Creatures

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

    5 Titan Tree Creatures n/a Inf 10" n/a 3 1 5 1 3 20 0

    Treeman

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

    1 Creature Treeman n/a n/a 8" n/a 10 4 10 4 3 9 0

    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 distance is 36”. Reduces the Target's Armor Value by 2.

    SAMPLE ARMY ROSTERS

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    35:17.1 HELLENIC STATES ARMY (HUMAN) x Totals: 300 Troop Points. 90 Fantasy Points. 

    Hellenic Phalanx Pikemen

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

    12 Human Knight Inf 6" 3 +1 0 78

    Upgrades: Pikes (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).

    2 Units of Hellenic Auxillary Pikemen

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

    12 Human Yeoman Inf 6" 2 0 0 56 (each)

    Upgrades: Pikes (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).

    Hellenic Auxillary Cavalry

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

    6 Human Yeoman Cav 12" 3 +1 0 24

    Hellenic Javelineers

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

    12 Human Peasant Inf 8" 1 -1 0 18

    Upgrades: Javelins (Range: 8”. User suffers -1 on Ranged Attack Roll.

    User may move at full speed after using this weapon).

    Gladiators

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

    12 Human Yeoman Inf 8" 2 0 0 60

    Upgrades: Berserkers (Roll two dice when attacking in melee combat.

    The higher of the two dice rolls is used as the unit’s melee result).

    Hellenic 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 (D) 3 3 0

    Upgrades: Army Commander (one free per army).

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

    Hellenic Sorceress

    Qty Race Type Rank I