cwc book 6 - sample armies
TRANSCRIPT
-
8/18/2019 CWC Book 6 - Sample Armies
1/60
BOOK SIX
CLASSIC RULES 2.0Book 6: Armies of the Chaos Wars
-
8/18/2019 CWC Book 6 - Sample Armies
2/60
CHAOS WARS: CLASSIC RULES
2
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.
-
8/18/2019 CWC Book 6 - Sample Armies
3/60
CHAOS WARS: CLASSIC RULES
3
This material may be reproduced for non-commercial use only.
Reproduction of this material for commercial use is prohibited.
Ral Partha and Chaos Wars are trademarks of Iron Wind Metals.
10488 Chester Road Cincinnati, OH 45215
www.IronWindMetals.com
www.RalPartha.com
CHAOS WARS: CLASSIC RULES, EDITION 2.0 BOOK 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.
-
8/18/2019 CWC Book 6 - Sample Armies
4/60
CHAOS WARS: CLASSIC RULES
4
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.
:
i l
-
8/18/2019 CWC Book 6 - Sample Armies
5/60
CHAOS WARS: CLASSIC RULES
5
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
-
8/18/2019 CWC Book 6 - Sample Armies
6/60
CHAOS WARS: CLASSIC RULES
6
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
-
8/18/2019 CWC Book 6 - Sample Armies
7/60
CHAOS WARS: CLASSIC RULES
7
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
-
8/18/2019 CWC Book 6 - Sample Armies
8/60
CHAOS WARS: CLASSIC RULES
8
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
i
-
8/18/2019 CWC Book 6 - Sample Armies
9/60
CHAOS WARS: CLASSIC RULES
9
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.
-
8/18/2019 CWC Book 6 - Sample Armies
10/60
CHAOS WARS: CLASSIC RULES
10
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
-
8/18/2019 CWC Book 6 - Sample Armies
11/60
CHAOS WARS: CLASSIC RULES
11
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
-
8/18/2019 CWC Book 6 - Sample Armies
12/60
CHAOS WARS: CLASSIC RULES
12
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
-
8/18/2019 CWC Book 6 - Sample Armies
13/60
CHAOS WARS: CLASSIC RULES
13
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
-
8/18/2019 CWC Book 6 - Sample Armies
14/60
CHAOS WARS: CLASSIC RULES
14
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
-
8/18/2019 CWC Book 6 - Sample Armies
15/60
CHAOS WARS: CLASSIC RULES
15
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
:
:
i
i
-
8/18/2019 CWC Book 6 - Sample Armies
16/60
CHAOS WARS: CLASSIC RULES
16
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
-
8/18/2019 CWC Book 6 - Sample Armies
17/60
CHAOS WARS: CLASSIC RULES
17
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
-
8/18/2019 CWC Book 6 - Sample Armies
18/60
CHAOS WARS: CLASSIC RULES
18
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
-
8/18/2019 CWC Book 6 - Sample Armies
19/60
CHAOS WARS: CLASSIC RULES
19
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
-
8/18/2019 CWC Book 6 - Sample Armies
20/60
CHAOS WARS: CLASSIC RULES
20
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
-
8/18/2019 CWC Book 6 - Sample Armies
21/60
CHAOS WARS: CLASSIC RULES
21
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
-
8/18/2019 CWC Book 6 - Sample Armies
22/60
CHAOS WARS: CLASSIC RULES
22
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
-
8/18/2019 CWC Book 6 - Sample Armies
23/60
CHAOS WARS: CLASSIC RULES
23
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
-
8/18/2019 CWC Book 6 - Sample Armies
24/60
CHAOS WARS: CLASSIC RULES
24
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
-
8/18/2019 CWC Book 6 - Sample Armies
25/60
CHAOS WARS: CLASSIC RULES
25
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
-
8/18/2019 CWC Book 6 - Sample Armies
26/60
CHAOS WARS: CLASSIC RULES
26
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
-
8/18/2019 CWC Book 6 - Sample Armies
27/60
CHAOS WARS: CLASSIC RULES
27
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
-
8/18/2019 CWC Book 6 - Sample Armies
28/60
CHAOS WARS: CLASSIC RULES
28
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
-
8/18/2019 CWC Book 6 - Sample Armies
29/60
CHAOS WARS: CLASSIC RULES
29
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
:
-
8/18/2019 CWC Book 6 - Sample Armies
30/60
CHAOS WARS: CLASSIC RULES
30
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
-
8/18/2019 CWC Book 6 - Sample Armies
31/60
CHAOS WARS: CLASSIC RULES
31
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
-
8/18/2019 CWC Book 6 - Sample Armies
32/60
CHAOS WARS: CLASSIC RULES
32
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
-
8/18/2019 CWC Book 6 - Sample Armies
33/60
CHAOS WARS: CLASSIC RULES
33
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
-
8/18/2019 CWC Book 6 - Sample Armies
34/60
CHAOS WARS: CLASSIC RULES
34
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
-
8/18/2019 CWC Book 6 - Sample Armies
35/60
CHAOS WARS: CLASSIC RULES
35
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
-
8/18/2019 CWC Book 6 - Sample Armies
36/60
CHAOS WARS: CLASSIC RULES
36
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