Professional Documents
Culture Documents
TURN ORDER
Event I
Event II
Event III
Event IV
Event V
Event VI
Rallying
Unit
Peasants
Yeomen
Knights
Creatures
Charts for
Ranged and Melee
Combat Attacks
are found on the
back interior cover.
Creature
Mounted
Knights
Foot
Knights
Mounted
Yeomen
Foot
Yeomen
Peasants
-1
Peasants
-1
No
Check
No
Check
Ranged Attacks
Spells & Fire
1
3
0
0
1
2
1
1
2
3
^ Roll must meet or exceed to pass ^
3
5
Result
The Creature withdraws one full move to its rear. It will remain
there until rallied. It will fight anyone who attacks it.
The Creature Flees. It withdraws one full move to its rear. It will
continue to move in that direction until it has moved off the table.
It will attack ANY units or figures that block its way.
The Creature goes 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.
MORALE MODIFIERS
Situation
(The Unit Checking Morale is)
is being attacked in the Flank
is being attacked in the Rear
has lost 50% or more Troops
has lost 50% or more Vitality
Attached Leader has been killed
this turn
Army Commander has been killed
this turn
is attacking an enemy in the Flank
is attacking an enemy in the Rear
outnumbers total of all combat
opponent(s) in contact.
*Each Cavalry count as 2 each.
*Individuals use their remaining
Vitality to calculate.
has a friendly unit also engaged in
the combat
has a Leader attached
RANDOM MOVEMENT
D6
1-2
3
4
5
6
Result
Moves to its rear
Moves to its right
Moves to its left
Moves forward
Stands in place.
+1 Melee Modifier.
Mod
-1
-2
-2
-2
-1
-1
+1
+2
+1
+1
+1
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.
Additional Material by:
Name
(w/a) book . page
C. Brad Gorby (a) 4.4, 5.20
Cynthia Kirk (a) 3.19, 3.24,
3.30-31, 5.15-16, 6.15, 6.53
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.
BOOK 1 CONTENTS
GAME MECHANICS
BOOK 2 CONTENTS
BUILDING AN
ARMY ROSTER
BOOK 3 CONTENTS
ANCIENT RIVALRY
CAMPAIGN
BOOK 5 CONTENTS
PERSONALITIES
www.RalPartha.com
BOOK 6 CONTENTS
SAMPLE ARMIES
BOOK 7 CONTENTS
BACK STORY
36:0 .
BACK STORY
Ibranham, watching his wizard-priests crumble one by one, knew defeat was soon to come. Hating himself for deserting his
charges, he decided to use his own magic to teleport away with the Chalice to try to take it somewhere safe from the Lord of the
Fire Demons.
As Ibranham began to weave his spell, the
Demon sensed the swelling of magic and
discerned the nature of the spell. Thinking it
would be just fine to have the Grandmaster
teleport into his arms rather than to the intended
destination, the Demon Lord reached out with his
magic-warping ability. The energies of demons
power and priests spell began to twine about
each other. Both suddenly whirled into a vortex
as a third source of magical energy joined them.
Wind swept the chamber, the sound of its
passage drowned out by a clear ringing from the
chalice. As the wind died the ringing rose higher
and higher in pitch until, with a sound as of a
thousand windows shattering, the chalice
vanished from sight. In its place was a swelling
spot of darkness shot through with lightnings and
otherworldly colors.
Ibranham, lying battered and half-conscious
against one wall, heard the Lord of the Fire Demons
scream with rage and frustration. He saw the
demon gaze into the darkness and lash his terrible
whip at it. The Demon roared again but this time
the sound carried what in a lesser being might
have been described as a tinge of fear. The demon
started to turn from the growing blot and
vanished in a wild crackle of energy.
The Grandmaster stood and gazed into the darkness himself. What he saw there no man knows; but he began his own spells to
disperse it. The blot moved away from Ibranham. It passed straight through the ceiling, leaving a hole with edges rimed with ice.
Peering after it, he saw it disperse in the gathering gloom of the approaching night.
Ibranham examined the spot where the thing had appeared. On the floor,
damp from the frost that had covered them, lay an odd collection of objects.
Some he recognized although they seemed made of unknown materials; others,
while made of common substances, were of unknown use. The Grandmaster
began to understand the nature of what had happened. A rift to other
dimensions and realities had been createda rift which was growing.
Trembling with fear for the world, Ibranham cursed the Lord of the Fire Demons
and swore to devote himself to the destruction of that creature.
The Chaos Wars had begun.
LEGENDARY SCENARIO #1
39:1 LORD
CRANES REVENGE x
Marquis du Marc
Zone A
Zone B
Lord Crane
Marquis
Sir Richard
Sir Jack
VICTORY POINTS
Zone D
The game ends after 12 full turns, or when one side (Crane & Marc, or Richard & Jack) has been eliminated.
Zone C
LEGENDARY SCENARIO #1
Race
Human
Rank
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
24
Move
8"
Armor
4
Move
10"
Magic
Armor
1
Armor
Value
3
Points
F
T
3
0
Armor
Value
3
Points
F
T
3
0
Race
Human
Rank
Inf / Cav
Infantry
Move
6"
Armor
3
Magic
2
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
48
LEGENDARY SCENARIO #1
Human
Rank
Inf / Cav
Cavalry
Move
10"
Armor
4
Magic
2
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
36
Inf / Cav
Infantry
Move
6"
Armor
3
Points (F)
0
Points (T)
48
Inf / Cav
Infantry
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Inf / Cav
Infantry
Move
8"
Armor
1
10
Armor
Value
3
Qty
Points
F
T
3
0
LEGENDARY SCENARIO #1
Race
Human
Rank
Move
12"
Armor
3
Magic
2
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
36
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Move
8"
Armor
1
Points (F)
0
Points (T)
12
Armor
Value
3
Points
F
T
3
0
BAGGAGE TRAIN
Sir Jacks forces have in their possession a baggage train which moves 6 per turn.
The baggage train is best represented on the tabletop by a set of three Pack Animal figures.
Baggage Train
Qty.
3
Race
Type
Inf / Cav
Move
6"
Armor
3
Points (F)
n/a
Points (T)
n/a
Human Yeoman
Cavalry
Notes: The 'Base Combat Modifier' already represents the fact that the unit is only at half-strength
11
LEGENDARY SCENARIO #2
39:2 THE
12
LEGENDARY SCENARIO #2
Human
Champion
Cav
12"
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
n/a
Magic
0.5
Armor
3
Points
F T
3 0
Notes: Army Commander. Upgrade the free Champion to Rank 4 (costs 3 Fantasy Pts).
Captains: Each side has 1 Captain
Qty
Race
Type
Rank
1
Human Champion
1
I/C
Inf
Move
12"
Flying
n/a
M Prow
2
R Prow
2
Vitality
1
F
1
T
2
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
12
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
48
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
12
13
LEGENDARY SCENARIO #3
.39:3 BATTLE
It was deep in December of the Year of the Ox when BROTHER THADDEUS came before the HIGH LORD RODERICK, known
as the RED PRINCE, with important news. It seemed that in the course of his restoration of ancient scrolls, the monk had unearthed
some rather convincing clues concerning the whereabouts of a mysterious and powerful artifact, long believed lost; the CHALICE OF
LENTAGERN. Intrigued, Lord Roderick listened to the pious brothers tale, and determined to set out to recover this chalice, believed
to hold great magical powers.
Roderick immediately called his two loyal lieutenants, LORD STANFORD and SIR MORGAN, to conference. After several lengthy
meetings, the three of them managed to hammer out a plan: as soon as the winter snows melted enough to permit travel on the
mountain passes, an envoy would be dispatched to the protectors of this Chalice of Lentagern, bearing gifts to demonstrate the
goodwill and noble intentions of the Red Prince.
Unbeknownst to these illustrious lords, their planning sessions were anything but secret! An agent of DUKE TORIN, Lord
Rodericks neighbor and rival, had been infiltrated into the Red Princes
household. This spy reported everything he overheard to his master,
also known as the DARK DUKE, who quickly realized that his ambitious
schemes would receive quite a boost indeed if he could control the
power of the legendary Chalice. To Torin, the next move was an
obvious one: ambush! He called his lackeys to him and raised the levies
for war.
Brother Thaddeus had deduced from the clues in his scrolls that the
long-lost Chalice most likely lay in the VALLEY OF CUMBERAND. Now,
as the Red Princes armies approached this secluded, ancient valley, his
advanced scouts returned at the gallop to report that Duke Torins
troops had been seen approaching from the far side. An ambush had
been avoided, but a confrontation was nevertheless unavoidable;
Roderick gave the signal for his men to assume battle positions. Even
as he did so he could make out the Dark Dukes own troops, off in the
distance, arranging their own battle formations.
LOCATION The battle was fought in the Valley of Cumberand, on and
around Mount Lang (actually the hidden site of the Chalice).
BAGGAGE TRAINS
Each side has a baggage train with it. The baggage train is best represented on the tabletop by a set of three Pack Animal figures.
The train counts as 3 searchers when looking for the hidden place.
The baggage train contains offerings that are intended to be presented to the Protectors of the Chalice. Once the hidden
entrance to the chalices resting place has been found, the Baggage Train(s) may move in contact with the entrance. When the
group inside the entrance makes their offering, the baggage train (if present at the location), adds 2D6 towards the calculation of
the offerings perceived value.
A Baggage Train that is destroyed by the enemy will yield a portion of its offerings to the conquerors. Offerings may only be
moved by a Baggage Train. Any cavalry unit with 3 or more men left may become a Baggage Train to move the offerings. If the
enemys baggage train has been captured and taken to the entrance, it increases the value of the offerings by 1D6.
Baggage Trains
Qty.
3
Race
Type
Inf / Cav
Move
12"
Armor
3
Points (F)
n/a
Points (T)
n/a
Human
Yeoman
Cavalry
Notes: The 'Base Combat Modifier' already represents the fact that the unit is only at half-strength
14
LEGENDARY SCENARIO #3
Points (F)
0
Points (T)
48
Guardian Lord
Qty
Race
Human
Inf /
Ground
Flying
Cav
Move
Move
Champion
4
Inf
8"
n/a
Notes: Captain to the Protectors of the Chalice
Type
Rank
+1
+1
+2D6
+1D6
Melee
Prowess
8
Offering's
Value
2-3
4-7
8 - 11
12+
Range
Prowess
8
Vitality
Magic
Armor
Value
3
Points
F T
4 1
Protector's Reaction
The Protectors attack the petitioners.
The Protectors reject the petitioners. They are
ejected from the chamber, and the entrance is
once again hidden. They may search for the
entrance again and make another offering,
during the next turn.
Protectors grant the Chalice to petitioners.
Protectors grant the Chalice to petitioners and
will now fight alongside them. The petitioning
player may now control the Protectors of the
Chalice and the Guardian Lord.
15
LEGENDARY SCENARIO #3
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
24
Race
Human
Inf /
Ground
Flying
Melee
Range
Vitality Magic
Cav
Move
Move
Prowess
Prowess
Champion
3
Cav
12"
n/a
6
6
3
2
Notes: Army Commander. Upgrade the free Champion to Rank 3 (costs 2 Fantasy Pts).
Armor
Value
4
Points
F T
2 0
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Champion
1
Cav
12"
n/a
2
2
1
Notes: Captain to ____________________ (Delcare one unit prior to the game).
Magic
0.5
Armor
4
F
1
T
2
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Champion
1
Inf
8"
n/a
2
2
1
Notes: Captain to ____________________ (Delcare one unit prior to the game).
Magic
0.5
Armor
3
F
1
T
0
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Priest
1
Inf
8"
n/a
1
1
1
Notes: Captain to ____________________ (Delcare one unit prior to the game).
Magic
2
Armor
2
F
2
T
0
Type
Sir Morgan
Qty
Race
1
Human
Lord Stanford
Qty
Race
1
Human
Brother Thaddeus
Qty
Race
1
Human
Rank
Exorcism
If on any turn he is within 12 of the demon, he may attempt to exorcise
the Demon during the Personal Challenge Event. In this case, roll 1d6; on a
die roll of 1 the demon is exorcised and removed from the tabletop.
If failed, the challenge proceeds as normal.
Ancient Knowledge
Brother Thaddeus counts as three searchers when searching for the
hidden entrance.
Pure Intentions
His presence adds a +2 modifier to the perceived value of the
offerings, when dealing with the protectors.
Mechanical Knight
Qty
Race
Type
Rank I/C Move
1
Monster Mechanical Knight n/a Cav
10"
Notes: Checks morale as a Foot Knight.
16
Flying
M Prow
R Prow Vitality Magic
n/a
5
0
3
1
May never refuse a personal challenge.
Armor
2
F
3
T
0
LEGENDARY SCENARIO #3
Move
10"
Armor
4
Points (F)
0
Points (T)
36
Armor
3
Points (F)
0
Points (T)
42
Inf / Cav
Infantry
Armor
2
Points (F)
0
Points (T)
24
Points (F)
0
Points (T)
24
Move
8"
Race
Human
Sir Butkel
Qty
Race
1
Human
Lord Goron
Qty
Race
1
Human
Demon
Qty
Race
1
Monster
Points
F
T
2
0
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic
Champion
2
Cav
12"
n/a
4
4
2
1
Notes: Captain to ____________________ (Delcare one unit prior to the game).
Armor
3
F
2
T
2
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic
Champion
1
Inf
8"
n/a
2
2
1
0.5
Notes: Captain to ____________________ (Delcare one unit prior to the game).
Armor
3
F
1
T
0
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic
Demon
n/a
n/a
12"
12"
2
0
4
1
Notes: Captain to ____________________ (Delcare one unit prior to the game).
The Demon checks morale as a Foot Knight.
The Demon may never refuse a personal challenge.
Armor
3
F
4
T
n/a
Type
Rank
Terrifying
Any unit in melee with the demon suffers a -2 modifier to any Morale Checks, and a -1 modifier to any attack die rolls.
Demonic Bodyguard
The demon is bound to serve Duke Torin, and can be conjured from a ring the Black Duke wears. At the start of the
scenario, the demon is already present. If it is exorcised at any point, Duke Torin may attempt to re-conjure it during the
Personal Challenge Event, instead of participating in a challenge. In this case, roll 1d6; if the die roll is less than or equal to
the Dukes current rank, the demon appears at his side.
Magical Intuition
The demon counts as 3 searchers when searching for the hidden
entrance on Mount Lang.
17
LEGENDARY SCENARIO #4
.39:4 THE
DEPLOYMENT
The Forces of Darkness set up in the two clearings
along the north board edge.
The Forces of Light set up to the south of the dividing line.
The two Chariots and Dwyndolin set up in the clearing around
the Great-Tree.
The Briarose Knights may set up in any of the three clearings
to the south of the dividing line, and may not be airborne at the
start of the game.
18
LEGENDARY SCENARIO #4
Result
Total Victory - Forces of Light
Minor Victory - Forces of Light
Draw
Minor Victory - Forces of Darkness
Total Victory - Forces of Darkness
19
Orc Swordsmen
Qty. Race
12
Orc
Orc Spearmen
Qty. Race
12
Orc
Goblin Infantry
Qty. Race
12
Goblin
Orc Archers
Qty. Race
12
Orc
Goblin Archers
Qty. Race
12
Goblin
Goblin Wolf Riders
Qty. Race
6
Goblins
Pack Wolves
Qty. Race
6
Goblins
The Fangs of Fury
Qty. Race
12 Beastmen
20
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
48
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Type
Peasant
Inf / Cav
Inf
Move
8"
Armor
1
Points (F)
0
Points (T)
12
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
36
Type
Peasant
Inf / Cav
Inf
Move
8"
Armor
1
Points (F)
0
Points (T)
24
Type
Yeoman
Inf / Cav
Cav
Move
12"
Armor
3
Points (F)
0
Points (T)
24
Type
Peasant
Inf / Cav
Cav
Move
12"
Armor
2
Points (F)
0
Points (T)
18
Type
Inf / Cav Move
Knight
Inf
6"
Upgrades: Unit Standard
Staridrim's Retainers
Qty. Race
Type
Inf / Cav Move
5
Dark Elf
Knight
Cav
10"
Armor
3
Points (F)
0
Points (T)
62
Armor
4
Points (F)
0
Points (T)
42
LEGENDARY SCENARIO #4
Magic
1
Armor
3
F
1
T
2
R Prow
6
Vitality
3
Magic
2
Armor
3
F
3
T
1
M Prow
6
R Prow
6
Vitality
3
Magic
3
Armor
4
F
6
T
4
M Prow
2
R Prow
2
Vitality
2
Magic
16
Armor
2
F
8
T
0
M Prow
4
R Prow
n/a
Vitality
4
Magic
1
Armor
3
F
5
T
0
M Prow
4
R Prow
1
Vitality
4
Magic
1
Armor
2
F
5
T
0
M Prow
4
R Prow
4
Vitality
8
Magic
0
Armor
3
F
7
T
0
M Prow
8
R Prow
8
Vitality
7
Magic
8
Armor
3
F
8
T
8
Melee
Prowess
4
Range
Prowess
4
Rank
1
I/C
Inf
Move
8"
Flying
n/a
M Prow
2
Rank
Orc
Champion
Notes: Army Leader
Vitality
1
Flying
Move
n/a
Type
Type
Champion
Notes: Colonel
Points
F
T
1
0
Ground
Move
8"
Race
Armor
Value
3
Inf/
Cav
Inf
Qty
Type
Rank I/C
Move Flying
Champion
3
Inf
8
n/a
Notes: Captain of the free company: the Fangs of Fury
Staridrim the Dark Elf
Qty
Race
Type
Rank I/C
Move Flying
1
Dark Elf
Champion / Wizard SPEC Cav
12"
n/a
Notes: Captain to the unit of Dark Elf Retainers
Weg the Orc Shaman
Qty
Race
Type
Rank I/C
Move Flying
1
Orc
Wizard
2
Inf
8"
n/a
Slasher the Mutant Troll (Grendel)
Qty
Race
Type
Rank I/C
Move Flying
1
Monster
Grendel
n/a
n/a
8"
n/a
Krum the Giant
Qty
Race
Type
Rank I/C
Move Flying
1
Monster
Giant
n/a
8"
n/a
Orc War Machine
Qty
Race
Type
Rank I/C
Move Flying
1
Machine
Artillery
n/a
n/a
6"
n/a
Geviririon
Qty
Race
Type
Rank I/C
Move Flying
1
Chaos
Champion
Spec Cav
12"
n/a
Vitality
Magic
R Prow
2
M Prow
6
21
LEGENDARY SCENARIO #4
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
60
Points (T)
48 x 2
Points (T)
36 x 2
Points (T)
42
Race
Elf
Type
Rank
Champion
3
Notes: Army Leader
Inf /
Cav
Cav
Ground
Move
12"
Flying
Move
n/a
Melee
Prowess
6
Range
Prowess
6
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Champion
2
Inf
8"
n/a
4
4
Notes: Colonel
Danlas Grimrede the Elf
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Elf
Champion
2
Inf
8"
n/a
4
4
Notes: Colonel
Fealor the Elf
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Elf
Champion
3
Inf
8"
n/a
6
6
Zentazz the Briarose Knight
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Human Champion SPEC Cav
12"
16"
7
7
Notes: Colonel of Knights. Equipped with Magic Sword (Enchanted Attacks)
Leorel the Elf Wizard
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Elf
Wizard
4
Inf
8"
n/a
4
4
Pair of Elf Chariots
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Elf
Machine
n/a
n/a
10"
n/a
6
2
Notes: Morale as Mounted Knights
Unicorn
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
1
Monster
Unicorn
n/a
n/a
14"
n/a
6
n/a
22
Armor
Value
3
Points
F
T
2
2
Vitality
2
Magic
2
Armor
3
F
2
T
4
Vitality
2
Magic
2
Armor
3
F
2
T
4
Vitality
3
Magic
3
Armor
3
F
3
T
0
Vitality
3
Magic
3
Armor
3
F
4
T
8
Vitality
4
Magic
13
Armor
2
F
12
T
0
Vitality
3
Magic
1
Armor
3
F
4x2
T
0
Vitality
4
Magic
3
Armor
2
F
4
T
0
Vitality
Magic
LEGENDARY SCENARIO #5
SACK OF KERALSBURGx
Victory
Points
0 to 10
11 to 25
26 to 40
41 to 50
Result
23
LEGENDARY SCENARIO #5
Race
Undead
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
72
Type
Yeoman
Inf / Cav
Inf
Move
6"
Armor
2
Points (F)
0
Points (T)
48
Type
Yeoman
Inf / Cav
Inf
Move
6"
Armor
2
Points (F)
0
Points (T)
60
Points (F)
0
Points (T)
48
Skeletal Swordsmen
Qty.
12
Race
Undead
Skeletal Bowmen
Qty.
12
Race
Undead
Race
Undead
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Race
Type
Rank
Inf /
Cav
n/a
Ground
Move
8"
-2
Flying
Move
n/a
n/a
Melee
Prowess
12
-2
Range
Prowess
n/a
n/a
+1
n/a
+1
n/a
24
Range
Prowess
2
Range
Prowess
2
Vitality
Magic
13
-2
18
-2
Armor
Value
3
0
+1
+1
Vitality
Magic
Vitality
Magic
Points
F T
30 0
Armor
Value
3
Points
F T
2 6
Armor
Value
4
Points
F T
2 4
LEGENDARY SCENARIO #5
OF KERALSBURGx Continued
Race
Human
Type
Peasant
Inf / Cav
Inf
Move
8"
Armor
1
Points (F)
0
Points (T)
12 x 2
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24 x 2
Type
Peasant
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24
2 units of Men-at-Arms
Qty.
12
Race
Human
Peasant Archers
Qty.
12
Race
Human
Race
Human
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
36
Move
10"/16"
Armor
4
Points (F)
0
Points (T)
42
Points (F)
0
Points (T)
50
Race
Human
Type
Knight
Inf / Cav
Cav
Race
Elf
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Race
Human
Starbrow
Qty
Race
1
Elf
Type
Rank
Champion
3
Notes: Army Leader.
Inf /
Cav
Cav
Ground
Move
12"
Type
Rank
I/C
Move
Champion
3
Inf
8"
Notes: Captain of Starbrow's Select.
Bishop Canolanus
Qty
Race
Type
Rank
I/C
Move
1
Human
Priest
2
Inf
8"
Nasselm the Wizard
Qty
Race
Type
Rank
I/C
Move
1
Human
Wizard
3
Inf
8"
Helius Helionarus
Qty
Race
Type
Rank
I/C
Move
1
Human Champion SPEC
Inf
8"
Armor
Value
3
Points
F T
3 2
Vitality
3
Magic
3
Armor
3
F
3
T
2
R Prow
2
Vitality
2
Magic
4
Armor
2
F
4
T
0
M Prow
2
R Prow
2
Vitality
3
Magic
9
Armor
2
F
9
T
0
M Prow
6
R Prow
6
Vitality
3
Magic
3
Armor
3
F
4
T
0
Flying
Move
n/a
Melee
Prowess
6
Range
Prowess
6
Flying
n/a
M Prow
6
Flying
n/a
Vitality
Magic
R Prow
6
M Prow
2
Flying
n/a
Flying
n/a
25
LEGENDARY SCENARIO #6
39:6
26
Unit Type
Threat Level
Infantry
Cavalry
Flying Troops
Monster
Character
Steam Cannon
Chariot
Iron Giant
LEGENDARY SCENARIO #6
Race
Human
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
62
Race
Human
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Orc
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
24
Type
Yeoman
Inf / Cav
Inf
Move
7"
Armor
2
Points (F)
0
Points (T)
36 x 2
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
48 x 2
Half-Orcs
Qty.
12
Race
Race
Dwarf
Race
Elf
Race
Human
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
36 x2
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
48
Points (F)
0
Points (T)
56
Hexatrix Cavalry
Qty.
6
Race
Human
Race
Human
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Upgrades: Very Large Mounts (Modifier already on Stat Line). Unit Standard
Bison Cavalry
Qty.
6
Race
Human
Type
Yeoman
Inf / Cav
Cav
Move
12"
Armor
3
Points (F)
0
Points (T)
30
Points (F)
0
Points (T)
30 x 2
Race
Winged Humanoid
Type
Peasant
Inf / Cav
Inf
Move
8/10
Armor
1
27
LEGENDARY SCENARIO #6
F
4
T
0
F
4
T
0
F
6
T
0
F
6
18
T
0
0
F
7
T
0
F
4
T
0
Race
Human
28
Inf/
Cav
Wizard
3
Cav
Notes: Army Commander.
Type
Rank
Ground
Move
12"
Flying
Move
n/a
Melee
Prowess
7
Range
Prowess
7
Vitality
Magic
Armor
Value
4
Points
F
T
11 2
LEGENDARY SCENARIO #6
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Yeomen
Inf
8"
3
0
0
Notes: Armor has been increased by +1 due to Lizardmen rules.
Points (T)
48
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Yeoman
Inf
10"
3
0
0
Notes: Armor has been increased by +1 due to Lizardmen rules.
Points (T)
42
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Knight
Cav
10"
5
+2
0
Notes: Armor has been increased by +1 due to Lizardmen rules.
Points (T)
48
Race
Human
Doom Wurm
Qty
Race
1
Dragon
Hydra
Qty
Race
1
Monster
Inf /
Cav
Champion
SPEC
Inf
Notes: Colonel to Cohort I.
Type
Rank
Ground
Move
8"
Flying
Move
n/a
Melee
Prowess
6
Range
Prowess
6
Armor
Value
3
Points
F
T
7
0
Vitality
Magic
Type
Land Dragon
Rank
3
I/C
n/a
Move
6"
Flying
n/a
M Prow
9
R Prow
n/a
Vitality
6
Magic
0
Armor
4
F
6
T
0
Type
Hydra
Rank
n/a
I/C
n/a
Move
4"
Flying
n/a
M Prow
7
R Prow
n/a
Vitality
7
Magic
1
Armor
3
F
5
T
0
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
36
Type
Inf / Cav Move
Knight
Inf
6"
Upgrades: Fanatics.
Armor
3
Points (F)
0
Points (T)
60
Type
Yeoman
Inf / Cav
Cav
Move
12"
Armor
3
Points (F)
0
Points (T)
24
Type
Yeoman
Inf / Cav
Inf
Move
10"
Armor
2
Points (F)
0
Points (T)
36
R Prow
8
Vitality
7
Magic
8
Armor
3
F
8
T
2
R Prow
2
Vitality
3
Magic
0
Armor
2
F
3
T
0
29
LEGENDARY SCENARIO #6
Points (F)
0
Points (T)
72
Points (F)
0
Points (T)
48
Points (F)
0
Points (T)
60
Move
8"
Flying
n/a
M Prow
8
R Prow
8
Vitality
6
Magic
4
Armor
3
F
6
T
0
Move
8"
Flying
n/a
M Prow
6
R Prow
2
Vitality
12
Magic
2
Armor
3
F
8
T
0
Chaos Marksmen
Qty. Race
12
Human
Chaos Scouts
Qty. Race
12
Human
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Yeoman
Inf
8"
2
0
0
Upgrades: Fanatics.
Arbalests (Range :18. Reduces Target Armor by 2).
Points (T)
72
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Yeoman
Inf
8"
2
0
0
Upgrades: Arbalests (Range :18. Reduces Target Armor by 2).
Points (T)
60
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
Yeoman
Inf
8"
2
0
0
Upgrades: Arbalests (Range :18. Reduces Target Armor by 2).
Points (T)
48
30
Armor
4
F
4
T
0
Armor
10
LEGENDARY SCENARIO #7
UNHOLY ALLIANCEx
Victory For:
Forces of Darkness
Draw
Forces of Light
Situation
Forces of Darkness wins, and the Liche Kings forces have destroyed the Throne of Bone.
Forces of Darkness wins, and Lord Bentithrock's number of units outnumber the Liche King's.
Forces of Light wins, and Plains Coalition's number of units outnumber the League of Kingdoms'.
Plains Coalition
Forces of Light wins, and League of Kingdoms's number of units outnumber the Plains Coalition's.
League of Kingdoms
31
LEGENDARY SCENARIO #7
Type
Peasant
Inf / Cav
Inf
Move
8"
Armor
1
Points (F)
0
Points (T)
12 x 2
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
36 x 2
Type
Inf / Cav Move Armor Base Combat Modifier
Yeoman
Inf
8"
2
0
Upgrades: Common Bows (Range: 12).
Points (F)
0
Points (T)
36
Type
Inf / Cav Move Armor Base Combat Modifier
Peasant
Inf
8"
1
-1
Upgrades: Common Bows (Range: 12).
Points (F)
0
Points (T)
24
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
5
Points (F)
0
Points (T)
42
Type
Yeoman
Inf / Cav
Cav
Move
12"
Armor
3
Points (F)
0
Points (T)
30
Type
Inf / Cav Move Armor Base Combat Modifier
Peasant
Inf
8/10
1
-1
Upgrades: Common Bows (Range: 12).
Points (F)
0
Points (T)
30 x 2
32
R Prow
6
n/a
Vitality
6
4
Magic
18
0
Armor
4
2
F
18
3
T
8
0
R Prow
8
Vitality
4
Magic
2
Armor
3
F
4
T
2
R Prow
6
Vitality
3
Magic
3
Armor
3
F
4
T
0
R Prow
4
Vitality
4
Magic
8
Armor
3
F
8
T
2
R Prow
2
Vitality
2
Magic
4
Armor
2
F
4
T
0
R Prow
5
Vitality
6
Magic
1
Armor
3
F
4
T
0
R Prow
5
Vitality
16
Magic
10
Armor
4
F
22
T
0
LEGENDARY SCENARIO #7
Armor
3
F
5
T
2
Armor
4
F
6
T
4
Armor
3
F
6
T
6
Armor
2
F
4
T
2
Armor
2
F
4
T
2
Armor
2
F
15
T
2
Armor
4
F
6
T
4
Armor
3
F
9
T
5
33
LEGENDARY SCENARIO #7
Type
Inf / Cav Move
Knight
Inf
6"
Upgrades: Unit Standard.
Armor
3
Points (F)
0
Points (T)
77
Skeleton Swordsmen
Qty. Race
Type
1
Undead Yeoman
Inf / Cav
Inf
Move
6"
Armor
2
Points (F)
0
Points (T)
48
Skeleton Spearmen
Qty. Race
Type
1
Undead Peasant
Inf / Cav
Inf
Move
6"
Armor
1
Points (F)
0
Points (T)
24
Inf / Cav
Inf
Move
6"
Armor
2
Points (F)
0
Points (T)
60
Points (F)
0
Points (T)
36
Points (F)
0
Points (T)
96
Skeletal Archers
Qty.
1
Race
Undead
Type
Yeoman
Race
Undead
Type
Peasant
Inf / Cav
Inf
Move
6"
Armor
1
Race
Undead
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Race
Type
Rank
Inf /
Cav
n/a
Ground
Move
8"
-2
Flying
Move
n/a
n/a
Melee
Prowess
12
-2
34
18
-2
Armor
Value
3
0
Points
F T
30 0
Vitality
2
Magic
1
Armor
3
F
2
T
6
R Prow
2
Vitality
2
Magic
1
Armor
4
F
2
T
4
R Prow
4
Vitality
20
Magic
9
Armor
4
F
24
T
0
Range
Prowess
n/a
n/a
Vitality
Magic
13
-2
R Prow
2
LEGENDARY SCENARIO #7
Race
Undead
Type
Knight
Inf / Cav
Inf
Move
6"
Armor
3
Points (F)
0
Points (T)
72
Type
Yeoman
Inf / Cav
Inf
Move
6"
Armor
2
Points (F)
0
Points (T)
48
Type
Inf / Cav Move Armor Base Combat Modifier
Yeoman
Inf
6"
2
0
Upgrades: Common Bows (Range 12).
Points (F)
0
Points (T)
60
Points (F)
0
Points (T)
36 (each)
Skeletal Spearmen
Qty.
12
Race
Undead
Skeletal Bowmen
Qty.
12
Race
Undead
Race
Undead
Type
Yeoman
Inf / Cav
Cav
Move
10"
Armor
3
Liche King
Qty
Race
Undead
Type
Rank
Inf/
Cav
Inf
Ground
Move
8"
Necromancer
10
Notes: Army Commander.
Undead Champion
Qty
Race
Type
Rank I/C
Move
1
Undead
Champion
3
Inf
8"
Notes: Colonel.
Undead Hunter
Qty
Race
Type
Rank I/C
Move
1
Undead
Champion
3
Inf
8"
Notes: Captain of Skeletal Spear Infantry.
Skeletal Giant
Qty
Race
Type
Rank I/C
Move
1
Monster
Skeletal Giant
n/a n/a
8"
Notes: Range is 6.
Skeletal Greater Demon
Qty
Race
Type
Rank I/C
Move
Skeletal
1
Monster
n/a n/a
8"
Greater Demon
Notes: Ranged attack is Dragon Fire.
Grimskull the Reaper
Qty
Race
Type
Rank I/C
Move
1
Human
Champion
SPEC Inf
8"
Notes: Colonel to Cohort III.
30
Armor
Value
2
Points
F T
40 0
Vitality
6
Magic
2
Armor
3
F
6
T
4
R Prow
6
Vitality
6
Magic
2
Armor
3
F
6
T
2
M Prow
6
R Prow
2
Vitality
12
Magic
2
Armor
3
F
8
T
0
Flying
M Prow
R Prow
Vitality
Magic
Armor
16"
14
13
Flying
n/a
M Prow
8
R Prow
8
Vitality
6
Magic
4
Armor
3
F
6
T
0
Flying
Move
n/a
Melee
Prowess
5
Range
Prowess
5
Flying
n/a
M Prow
6
Flying
n/a
Vitality
Magic
20
R Prow
6
M Prow
6
Flying
n/a
35
LEGENDARY SCENARIO #7
36
LEGENDARY SCENARIO #8
37
LEGENDARY SCENARIO #8
Race
Lizardmen
Type
Knight
Inf / Cav
Cav
Move
10"
Armor
4
Points (F)
0
Points (T)
42
Type
Inf / Cav Move Armor Base Combat Modifier
Peasant
Inf
6"
1
0
Upgrades: Common Bows (Range 12).
Points (F)
0
Points (T)
36
Race
Undead
38
Move
8"
Flying
n/a
M Prow
8
R Prow
8
Vitality
4
Magic
4
Armor
4
F
5
T
0
Move
8"
Flying
n/a
M Prow
1
R Prow
n/a
Vitality
2
Magic
0
Armor
2
F
1
T
0
Move
4"
Flying
10"
M Prow
1
R Prow
n/a
Vitality
1
Magic
0
Armor
2
F
1
T
0
LEGENDARY SCENARIO #8
Armor
3
Points (F)
0
Points (T)
30
Inf / Cav
Inf
Armor
2
Points (F)
0
Points (T)
24
Points (T)
24
Move
8"
Legerdemain
Qty
Race
Type
1
Human
Wizard
Bonetar [Army Commander]
Qty
Race
Type
1
Human Champion
Pair of Pack Camels
Rank
1
Rank
3
Inf /
Cav
Inf
Ground
Move
8"
Flying
Move
n/a
Melee
Prowess
1
Range
Prowess
1
Inf /
Cav
Inf
Ground
Move
8"
Flying
Move
n/a
Melee
Prowess
6
Range
Prowess
6
Vitality
Magic
Vitality
Magic
Armor
Value
2
Points
F
T
3
0
Armor
Value
3
Points
F
T
3
0
Points
F
T
0.5
0
(each)
Qty
Race
Type
Rank
Inf /
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Creature
Camel
n/a
n/a
8"
n/a
3*
Vitality
Magic
Armor
Value
3*
Creature
Mule
n/a
n/a
6"
n/a
Points
F
T
0.5
0
(each)
39
LEGENDARY SCENARIO #9
39:9 SACRED SPRINGS OF
Written by Richard Kerr
RENMATH.
Among the Nyten-Theod, or animal folk, the only law was the way of tooth and claw,
hoof and horn. Only under dire circumstances would the individual creatures sacrifice
their private lives to gather against a common foe, and only an exceptionally charismatic
and cunning leader could make them work together. Such a leader was Reynard the Fox,
who had convinced them that only by coming to the aid of Prince Justinian could they
hope to save the forest of Renmath, their home.
Another such leader was Skieth, of the Ratlings. He held his rodent race by his
cunning, and craved power over all the Nyten. Yet, after years of scheming, the only
allies he had gathered was a horde of giant harbor rats.
It was with such leaders as Skieth that the Witch Queen built her army. She had
Skieth captured and brought before her. Bound and quaking with fear, the Ratling
awaited the horrible death he expected from the hands of all Humans.
But this Human was different. She spoke softly to him, stroked his dirty black fur,
looked deep into his eyes, and whispered her magic into his ear. Like so many others,
Skieth fell under her enchantments instantly. When she ordered his bonds removed,
Skieth fell to his knees and kissed her feet. Yes, of course he would do anything for his
Queen. Anything
Reynard went to the side of the day-bed from which the convalescing Justinian directed the gathering of the forces of war. My
friend, Reynard said, bowing low, Forgive me, but I must leave you. Renmath is in dire danger. Justinian was startled. But the
Marauders have never succeeded in entering Renmath before! he exclaimed. The forest itself has always defeated them.
They have a guide, Reynard explained. A traitor. Skieth the Ratling leads an army of his own kind and even uglier things to
the heart of Renmath. He intends to defile the sacred springs and disturb the sleep of the dead. He hesitated, and then added,
The Togoth, a necromancer of great power, marches with him. I must stop them. Justinian nodded. I understand. If I can
help Reynard shook his head. Your troops would only slow me down, and I would arrive too late.
A voice from behind him disputed Reynards claim. We would not slow you, said Beatrix Topaz, Captain of Rangers. My ladies
have been taught to move swiftly through the woods, by an expert. A voice like the low wail of the desert wind came from the
doorway. I too can fly on the wings of the raven if need be, said the Mage With No Name, as he toyed with the safety on his
crossbow. And I have a score to settle with the Togoth. My friends Reynard started, but could not finish, overcome by their
generosity. Take them with you, Reynard, Justinian said. As you have come to our aid, now let us help you.
THE MAP
The North end of the map is closed by a steep cliff. The holy spring flows from the face of the cliff. The spring and natural altar
that it pours through are accessible only by a single narrow path over the pool that forms from the spring. The pool may not be
entered or crossed by either side. A clear area surrounds the pool. The rest of the map is heavy woods. The Map is 4 x 6 (length
runs north/south), and numbers surrounding the edge mark entry locations for reinforcements. The cave entrances for The Old One
are located as indicted by the X marks.
SET UP
Reynard and his allies enter from the West side of the map.
Skieth and his hordes enter from the east edge. All forces must
enter from within 24 of the bottom edge. Troop entry areas are
marked on the map by shaded boxes.
VICTORY CONDITIONS
Complete victory for the Marauders is to defile the spring (the
effect of the defilement is to kill or wound the magical spirit of the
forest, which will allow the invaders free passage through it).
Reynard must prevent this, and drive the invaders from the area.
Partial victory may be judged from partial defilement and numbers of
troops and leaders removed from play. Additionally, the Marauders
score points for every unit of undead beastmen summoned from the
pool, the Nyten score points for every unit of undead that are banished
or killed (more points gained if banished).
40
LEGENDARY SCENARIO #9
Nyten-Theod
(Forces of Light)
Marauders
(Forces of Darkness)
Unit Type
Maximum
Reinforcements
Available
Small Animals
Unlimited
Large Animals
Unit of Beastmen
Unit of Gnolls
Harbor Rats
Unit of Beastmen
Unit of Doom-Thumpers
Beastmen
Arliedian Rangers
Gnolls
Doom-Thumpers
6
Unit of Large Animals
Unit of Harbor Rats
*Marauders may receive no more than two units of reinforcements per turn
REINFORCEMENTS ARRIVING
Because all reinforcements have been scattered, forces from either side may arrive from any of the entry points. A die is first
rolled to determine which of the three sides the unit appears at (1-2 = West, 3-4 = South, 5-6 = East).
The second die roll determines exact entry placement, as shown by the numbers on the map edges.
If both sides have units appear at the same place on the same turn, the units enter in contact. A unit does not have to contact a
unit already on the map at the entry position unless that unit completely blocks the entry area for 4 on both sides of the entry
point. Entering units may move and fight the turn they appear.
THE SACRED SPRINGS
The sacred springs are just that, to ALL types of Nyten (Beastmen), including the Ratlings and Gnolls.
It is the heart of the forest, where old Nyten come to die, giving up their spirits to become one with that
of the forest.
Traditionally, no fighting may take place within the clear area surrounding the pool. Nyten or Ratling
units must make a morale check before rolling for an attack against a unit in this area; a roll of 1 is a
failure.
If the unit they are attacking is a Ratling or Nyten unit, or if it is a Nyten or Ratling Character, 1 point
is subtracted from the die roll. This rule does not affect characters, bowfire, or use of magic.
Note that failure to make this roll does not make the unit rout, they just cant attack their target
unit that turn. A second target may not be selected if the chosen attack cannot be made.
41
LEGENDARY SCENARIO #9
Situation
Each turn the springs were actively being defiled
Each Undead unit summoned from the spring
Every Nyten-Theod unit destroyed
Undead Unit killed
Undead Unit banished
Every unit destroyed
Points (T)
48
Points (T)
36
Points (T)
36
Points (T)
12
Race
Type
Rank
Inf
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
Beastmen
Wizard /
Champion
SPEC
Inf
8"
n/a
Points
F
T
VP
11
80
42
LEGENDARY SCENARIO #9
Race
Type
Rank
43
LEGENDARY SCENARIO #9
Race
Beastmen
Type
Yeoman
Inf / Cav
Inf
Move
8"
Armor
2
Points (F)
0
Points (T)
36
Race
Type
Inf / Cav
Beastmen
Yeoman
Inf
Upgrades: Common Bows (Range 12).
Move
8"
Armor
2
Points (F)
0
Points (T)
48
Move
8"
Armor
2
Points (F)
0
Points (T)
36
Armor
2
Points (F)
0
Points (T)
36
Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Beastmen
Peasant
Inf
8"
1
-1
0
Notes: When routed they disperse immediately, with no Rally possible.
The harbor rats must start the turn within 12 of a Ratling leader to move or initiate melee. Harbor Rat
reinforcement units coming on the board must move directly toward the nearest Ratling leader until they
come within 12 of him.
Points (T)
12
Race
Beastmen
Type
Yeoman
Inf / Cav
Inf
Race
Beastmen
Type
Yeoman
Inf / Cav
Inf
Move
8"
44
Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Undead
Yeoman
Inf
6"
2
0
0
Notes: Undead Beastmen can only be summoned onto the board by the Togoth.
Once summoned, they have the follwoing rules:
Ignore movement penalties for terrain.
Never check morale unless attacked by magic, magical creatures (The Old One), a priest, or lead by a priest.
Causes a -1 penalty to morale check against units without a priest.
Points (T)
n/a
LEGENDARY SCENARIO #9
45
Atop his dragon, Leonaran Dragonmaster soared thru the air with the Chalice again in his grasp. The air was crisp on the
winter morning, and the cold air turned to jets of steam when Goldancer exhailed. The army boasted five thousand Human foot
soldiers, Tor-Ak the armored Minotaur, two large contingents of Knights, half atop heavily armored unicorns, and Elven Archers.
By mid-day, when the sun should have been its brightest, a blanket of dark clouds rolled in and blotted out the sun. With
the gust of dark magic, the Golden Horde found themselves surrounded by the armies of the Black Prince.
CASTLE SET UP
*The castle should be set up in the
center of the board.
*At minimum, it would include Five
Towers, and Four 8-12 long Wall
Sections.
*The castle may be made larger as
desired.
*For every tower or wall section
added, the Black Princes army
should receive 75 more Troop points,
to spend as it wishes.
ARMY DEPLOYMENT
Both sides deploy as shown on
the map.
Prior to turn 1, starting with the defender, each side may
make a free movement (not into combat) with each unit, to
reposition. The units directly outside the gatehouse may
enter the courtyard, and the gate will again be locked behind
them if desired. Units C, D, E, and F must remain outsie the
castle walls.
The Black Princes Army deploys at least 8 away from the
castle, as shown above.
Players are encouraged to field their own armies as allies
to both sides, adding War Machines, Monsters, Dragons,
Champions, Wizards, etc. to the battle. Both armies must be
of equal point values.
DEPLOYMENT MARKERS
The Golden Horde
Black Prince's Army
Dragon Knights of
A Leonaran
R Black Halberdiers
Jyllaran Heavy
B Brothers of the Pegasus
S
Crossbows
C Keepers of the Phoenix
T Orcs of the Red Guard
D The Blessed Cherubs
U Orc Commandos
E Sister Knights
V Malkoshian Spearmen
F The Sisters' Keepers
V Malkoshian Spearmen
Black Falmearian
G Rangers of Tor-ak
W Infantry
Black Falmearian
H Goldancer's Elven Allies
X Cavalry
I Tor-ak the Minotaur
Y Armored Fire Demon
J Leonoran on Goldancer
Z
The Black Prince
REPLENISHING FORCES
To balance out the powerful benefit that the defenders
get from the castle itself, the attackers receive this rule.
Whenever a unit from the attackers army is completely
destroyed, it will become available in the next Movement Event, to move onto the board, from whatever board edge that the
attacker desires. This applies to all models from the attacking army.
46
Vitality
Armor
Tower
12
Wall
Gatehouse
Tower Door
Situation
The Black Prince's Army leaves the
board with the Chalice
Any member of the Black Prince's
Army is "holding" the Chalice
Any member of the Golden Horde is
"holding" the Chalice
If the Chalice is still in the Tower,
and no one is holding it.
Victory For
Forces of Darkness Major Victory
Forces of Darkness Solid Victory
Forces of Light Solid Victory
Forces of Light Major Victory
47
48
Points (T)
48
Points (T)
42
Points (T)
60
Points (T)
48
Points (T)
72
Points (T)
60
Points (T)
60
Points (T)
72
T
0
n/a
T
0
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
Champion /
1
Human
SPEC Cav
14"
n/a
10
10
5
3
4
Wizard
Notes: Army Commander.
The Black Prince's Demon Axe counts as a Enchanted Weapon, +2 Melee Modifier.
Armored Fire Demon
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
Armored
1
Monster
n/a
Inf
8"
10"
13
0
10
8 (D)
4
Fire Demon
Notes: *The Demon was summoned by, and is controlled by the Black Prince. It has all
abilities attributed to Demons. If the Black Prince is removed from the game, so is the Demon.
Points (T)
84
Points (T)
60
Points (T)
60
Points (T)
48
Points (T)
36 (each)
Points (T)
60
Points (T)
42
16
49
x99:1 CONTRIBUTORSx
The following people have donated time, talent, and energy to make the return of the Chaos Wars successful.
ARTISTS
Chad Thorson
Loren Muzzy
Cynthia Kirk
Contributed Artwork for:
book. page.
Goblin Archer
b.3 p.19
Orc Command
b.3 p.24
Starburst Shield & Clerics Shield
b.3 p.30 & b.5 p.15
Round Elfin Shield
b.3 p.31 & b.5 p.16
Elite Elfin Shield
b.3 p.31 & b.5 p.16
Elf Swordsman
b.6 p.15
Orc Shaman
b.6 p.53
Commission and Contact info at:
Email:
vanyell1967@gmail.com
Phone:
740-253-1691
Facebook:
facebook.com/vanystuff
Twitter:
twitter.com/vanyell1967
Gennifer Bone
Contributed Artwork for:
book. page.
Orc Encounter Steam Cannon
b.2 p.19
Elf Study
b.3 p.17
Elf Warlord
b.3 p.20
Commission and Contact info at:
Email:
genniferbone@hotmail.com
Website:
onwingsofink.blogspot.com/
Patreon:
patreon.com/ladyredfingers?ty=h
Bill Stolpin
Contributed Artwork for:
book. page.
Dwarf Steam Cannon
b.4 p.28
Fire Breathing Salamander
b.6 p.21
Commission and Contact info at:
Email:
Bill@Stolpinart.com
Website:
StolpinArt.com
James Shaw
Rob Dean
Jim Dupps
Ross Rodman
Norm Dean
Rich Smethurst
MINIATURE PAINTERS
Jeff Moore
Mark Iddings
Wes Hempfield
Jamie Long
Brad Cashdollar
50
Cail Hill
Tom Sheaffer
James Shaw
Kam Aronhalt
Ed White
Luke Trimble
Mike Hernandez
Ross Rodman
Greg Jones
Chad Thorson
Joe Elverson
Corey Lenigar
Mikael Igge Holmberg
Justin Chandler
x99:2 NOTESx
YOUR EXPERIENCE
We hope you enjoy playing these introductory Fantasy Rules. Whether you are an experienced gamer or a beginner, these rules
were designed as a simple, straight-forward gaming system. Experienced players should find these rules ideal for a quick evening
game. The newcomer to miniatures gaming should find our rules easy to understand, yet challenging to play. No matter what your
gaming experience, as you master the rules, we encourage you to invent your own rule variations, create new spells, and discover
new monsters. As you come up with new ideas, we invite you to share them on the forums at www.RalPartha.com.
THIS DOCUMENT
In addition to providing you with the Classic CHAOS WARS rules, this document is also a celebration of everything that has come
before. After much consideration, we chose to attempt to find and use as much classic Ral Partha artwork as possible. We wanted
to share with you, everything that brought us to where we are today. This document contains most of the artwork from past blister
cards, bag headers, boxes, catalogs, and magazine advertisements, generated from Ral Parthas art department. We have attemted
to include all of the artwork, stories, scenarios, and ephemera that have made Ral Partha miniatures a staple of the hobby industry.
It is with respect and rememberence of the past, that we move forward together into the future.
WEBSITE
WWW.RALPARTHA.COM
New Scenarios
Campaign Settings
Alternate Spell Lists
Interviews
Forum
Advanced Rules
51
AN INVITATION
FROM IRON WIND METALS
Having successfully funded our kickstarter to produce Wave 1 of the Chaos Wars miniature
releases, Iron Wind Metals is in full swing preparing to send out rewards to our backers, and
preparing the reformatted Classic Rules and new Advanced Rules for Chaos Wars.
As members of the gaming community ourselves, IWM leadership has always appreciated the
elaborate story backgrounds, wonderfully painted miniatures, fan generated artwork, and special rules and campaigns that gamers
have created for many gaming systems.
Many of these efforts go unpublicized and many fans never get a chance to enjoy them. We intend to change that.
We are inviting active MINIATURE PAINTERS, ARTISTS, WRITERS, PHOTOGRAPHERS, and potential DEMO TEAM members to work
with us to create the authorized lore of the Chaos Wars.
We cant pay you for your work but will give you credit in the publication, exposure to the marketplace, and published work to
build your portfolio. Here is how it works:
MINIATURE PAINTERS
IWM holds the production rights to the vast majority of the classic Ral Partha fantasy ranges. This gives us a portfolio of
miniatures sculpted over 25 years by some of the best sculptors in the business. Currently, IWM is producing over 1200 miniatures
that are compatible with Chaos Wars. Our plan is to expand the range by re-mastering and releasing an additional 1800 classic Ral
Partha sculpts, so that 3000 different miniatures are available, in a variety of sculpting styles, scales, and themes.
We are offering skilled painters the opportunity to paint a 12 figure unit of infantry or a 6 figure unit of cavalry which we will use
in demo games, and feature in advertising, and on packaging. You will be compensated with an additional set of the unpainted
figures. We will also credit you for your work wherever it is used or pictured.
IWM will offer the best painters the opportunity to paint additional miniatures, including monsters, dragons, and new releases.
ARTISTS & DESIGNERS
We have several major projects that will feature artwork in the coming years: Advanced Rules, additional RPG modules, Skirmish
rules, and several Campaign books.
All of the written Chaos Wars materials (plus scenarios and background stories) will be available on our website as a free
download. We will be regularly plugging the availability of these downloads in our electronic and physical advertising, with inserts
inside our sets of miniatures. Printed copies will also be available. As a miniatures company, we want to get the Chaos Wars rules
and stories into the hands of as many gamers as possible. We believe that your artwork (and contact information) will end up in the
hands of thousands of gamers and industry professionals.
When the artwork is used by IWM, a clear and visible caption will be included in the document, stating the title of the piece
(Determined jointly by IWM and the artist), artists name, and whatever contact info the artist desires. If the artwork is on the
front or back cover, the caption will be placed on the interior front or back cover, respectively. The artist will have permission to use
the Chaos Wars logo, and the branding: [Title], of Ral Parthas Chaos Wars whenever the artist sells prints or the original artwork
for this specific piece of art, and may use the image of the artwork for self-promotion such as in a gallery or on a website. Additional
details will be worked out between the artist and IWM.
PHOTOGRAPHERS
Photographers are invited to help us create a vast array of images for our catalogs, advertising, and future rules and campaign
sets. All Photography work will be credited.
WRITERS
The world of the Chaos Wars is a fantasy setting where a Greater Demon has torn holes in reality, allowing forces from various
places, times, and realities to spill into the world. This is a large canvass to work on, and allows for many interpretations of new and
classic fantasy concepts. Once the basic guidelines of the Chaos Wars world are available, writers are invited to create storylines and
background for specific armies within the Chaos Wars world. The only requirement is that the writing must remain within the
guidelines. Submissions will be reviewed, and if published electronically or in print, the writer will be credited. We will especially be
52
As a longtime proponent of tabletop fantasy battles, this project is very exciting to me personally. For years, I had hoped for a
game that would allow players versatility and range in their choices of what they field on a tabletop, and access to a more enriching
and fulfilling experience. The classic rules for Chaos Wars come a long way towards this. With the Advanced Rules, we intend to go
even further towards making the best game possible.
This is your opportunity to participate in that effort, and create a game that we all can enjoy for many years to come. If you are
interested in participating in this project in any way, please contact me directly.
Thank you for your time and consideration.
Sincerely,
Jacob Fathbruckner
Partner, Iron Wind Metals
Chaos Wars Sales & Product Development
Jacob@RalPartha.com
53
As these books are made available, they will be available for free download at:
www.RalPartha.com
54
Modifier
-1
-1
-1
-1
-1
-1
-2
+1
+1
Troop Attacks
Modified Roll Divided by Armor Value
Target's Armor
Modified
Roll
1
2
3
4
1
1
1
0
0
2
2
1
1
1
3
3
2
1
1
<
4
4
2
1
1 Number
5
5
3
2
1
of
hits on
6
6
3
2
2
target
7
7
4
2
2
<
8
8
4
3
2
9
9
5
3
2
10
10 5
3
3
Rule Name
Modifiers
-1
0
+1
+1
+2
+3
+4
-1
-1
+1
+2
+1
-2
-1
-1
-1
Details
Amphibious
May move across rivers, ponds, and larger bodies of water at half speed. Movement through swamps or marshes occurs at normal rates.
Aquatic
Moves thru all water-based terrain (rivers, ponds, larger bodies of water, streams, marshes, swamps) without penalty, and increases their
movement by +2" when doing so. Suffers -1 when on solid ground.
Demonic
Dragon Fire
Ranged attack used primarily by Dragons. Range distance is 12+ the Dragons Rank. The attack does not apply any modifiers due to the targets
Armor Value, when rolling to cause damage. Non-Dragons with this rule count as having a Rank of 0.
Fearsome
Opponents in Melee with this unit suffers a -1 modifier to their Morale Check rolls. Units which have this rule are immune to this modifier.
Forest Walker
Suffers no penalties for being in a woods, forest, swamp. Gains the Regenerate ability when in contact with a woods, forest, stream, pond,
marsh, river, or lake.
Flaming Pitch
Relentless
Super-Natural
Armor
When flying, Infantry Troops move 10, Winged Cavalry Troops and Characters move 16.
When not flying, Troops suffer -1 movement. Additional rules for Flyers found in section (10:0).
The unit gains +2 Movement, are unaffected by terrain, and immune to non-enchanted missile fire (not immune to magic spells and dragon fire).
They may move through friendly and enemy models without penalty, and have a magic resistance of D3, rolled each time the unit is magically
attacked. When in magical light, enemies gain a +1 Melee Modifier against the unit.
On any turn in which the unit is not; in combat, in magical light, or attacked by missile fire (magic or ranged), it will regain one point of Vitality.
Causalities caused by enchanted weapons, magical spells or dragon fire cannot be regained in this way.
Does not Check Morale, unless in Melee Combat against a Priest, or unit with a Priest attached.
Gains +1 Armor value against all non-enchanted, non-magical attacks. Note: all Creatures have magical attacks. Maximum Armor Value is
always 4.
Tough Hide
Modifies Armor Value by +1, due to their thick hide or scaly skin. Max Armor Value is always 4.
Flight
Incorporeal
Regeneration
55
Book Four
SKU: CWC-204
56