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BOOK FOUR

CLASSIC RULES 2.0


Book 4: Legendary Scenarios

CHAOS WARS: CLASSIC RULES

GAME REFERENCE SHEET

TURN ORDER
Event I
Event II
Event III
Event IV
Event V
Event VI

Rally without a Leader

Initiative and Personal Challenges


Spell Casting
Ranged Attacks
Movement
Melee Combat
Rally

Rallying
Unit
Peasants
Yeomen
Knights
Creatures

D6 Roll must meet or


exceed this number to Rally
5+
4+
3+
4+

Troops Making Ranged Attacks


Roll 1D6: (D6 Roll +/- Ranged Modifiers) / Targets Armor Value

Charts for
Ranged and Melee
Combat Attacks
are found on the
back interior cover.

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) / Targets Armor Value

Individuals Making Melee Attacks


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

MORALE CHECK CHART


Unit Taking the Morale Check
Cause of Check
Creatures
Mounted
Knights
Foot Knights
Mounted
Yeomen
Foot Yeomen

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

CREATURE MORALE FAILURE TABLE


D6 Roll
1 to 4
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

CHAOS WARS: CLASSIC RULES

A DIVISION OF

10488 Chester Road Cincinnati, OH 45215


www.IronWindMetals.com
www.RalPartha.com
CHAOS WARS: CLASSIC RULES, EDITION 2.0 BOOK FOUR
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.

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

Dean Morrissey (a) 6.5


Loren Muzzy (a) 3.4, 3.13, 3.17, 6.29
Bill Stolpin (a) 4.28, 6.21
Chad Thorson (a) 1.10-11, 3.27,
3.29-33, 5.12, 5.14-18, 6.9, 6.10, 6.15

Gennifer Bone (a) 2.21, 3.17, 3.20


Dale Kemper (w) 5.13, 5.25
Tom Meier (a) 1.40, 1.65, 2.15, 2.22, 2.24, 6.41
Doug Mize (a) 4.5
Mike Noe (w) 3.30, 3.33, 5.12, 5.15, 5.18
Mark Rogers (a) 2.4, 2.27, 5.5
Bill Sutherland & Richard Kerr (a) 1.12
Sue Tilvers (a) 5.19
Michael Weaver (a) 1.58, 2.21

Fred Fields (a) 2.10, 2.13, 3.28, 6.4


Richard Kerr (w) 4.40-45
Thomas Miller (a) 2.4, 6.11, 6.45
Melissa Morello (a) 1.52, 4.10, 4.33, 4.39
Frank Neeley (a) 2.5, 2.10
Penni Rubin & Bill Neff (a) 1.3, 1.28, 1.65
Tony _____ (a) 1.39, 1.55, 2.19, 4.36
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

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.

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.

CHAOS WARS: CLASSIC RULES

BOOK 4 TABLE OF CONTENTS


LEGENDARY SCENARIOS

The subjects listed here are found in the


additional documents, also released as part of the:
CHAOS WARS: CLASSIC RULES, EDITION 2.0
Only books 1 and 2 are required to play a game.
Books 3 and up are all supplemental.

36:0 Chronicles of the Wanderer

BOOK 1 CONTENTS

39:0 Legendary Scenarios

GAME MECHANICS

39:1.1 Revenge of Lord Crane


39:1.2 Judgement of Lord Crane
39:1.3 Battle for the Chalice of Lentagern
39:1.4 The Destruction of Benden Woods
39:1.5 Sack of Keralsburg
39:1.6 Doom Legion Marches to War
39:1.7 Unholy Alliance
39:1.8 Perilous Flight
39:1.9 Sacred Springs of Renmath
39:1.10 Fall of the Golden Horde

BOOK 2 CONTENTS
BUILDING AN
ARMY ROSTER

BOOK 3 CONTENTS
ANCIENT RIVALRY
CAMPAIGN

BOOK 5 CONTENTS
PERSONALITIES

Reminder: Everything found here is also


available online as free downloads at:

www.RalPartha.com

BOOK 6 CONTENTS
SAMPLE ARMIES

BOOK 7 CONTENTS

Art by: C. Brad Gorby

ARMY BUILDING TOOLS

CHAOS WARS: CLASSIC RULES

Art by: Doug Mize

Herein we recall the conflicts


that ignited the Chaos Wars,
and the notable battles from
the first years of the wars.

BACK STORY

CHAOS WARS: CLASSIC RULES

36:0 .

Chronicles of Romanni the Wanderer


It began innocently, quietly, and as a result of the diligence of a well-intentioned priest. Brother Thaddeus unriddled the hiding
place of the long-lost Chalice of Lentagern from certain obscure passages in Zentarchs Great Book of Thaumaturgy. Desirous of
gaining the beneficial powers of the artifact, Thaddeus urged his master, the powerful border princeling High Lord Roderick, to
mount an expedition to recover it. That lord, seeing only good to come of it, agreed.
As is the way of the world, word was spread. It soon came to the ears of Duke Torin, Rodericks
chief rival and a greedy and conquest-hungry man. He desired the Chalice for himself and set out to
beat Roderick to the site.
The gods were kind at that time, for Torin did not outpace Roderick. Their forces met in the Valley
of Cumberand in pitched battle. With the aid of the Chalices guardians, Roderick defeated and
scattered the Black Dukes troops. Torin himself escaped to plan further evil although the battle cost
him allies and the services of his henchman Sir Butkel, said to have been slain by Roderick in hand to
hand combat.
After the battle, the Chalice was carried to Lord Rodericks castle. For months, Brother Thaddeus
Romanni
puzzled over the runes graven on its surface. He was unable to discover how to utilize the Chalices
reported powers. At last, he asked Roderick to send the Chalice to the Abbey of Calthway, center of the
Cherrionite Order of the God of Knowledge, that its secrets might be unlocked. The High Lord, his lands peaceful and bountiful these
many months, was content to agree.
As it was agreed, it was done. Still, the trip was not without its dangers and excitements. Excited by the challenge of discovery,
the Cherrionite priests set to their task with a right good will. Unknown to them, there stirred a Power intrigued by the Chalices
reappearance in the world.
Deep within his otherworld palace, the Lord of the Greater Demons sat brooding. Minor demons and air sprites slipped between
pillars of chalcedony and lapis lazuli and flitted up the carved bone steps of his throne to whisper in his ear. They brought tales of
battles and dark deeds from the mundane world and the dark places underground. One spoke of a battle in the Valley of
Cumberand. And so the Demon learned of the gaining of the Chalice. Another spoke of great excitement among the Cherrionites
and of swellings of mystical forces around their holy place. And so the Demon learned of the Chalices whereabouts.
The Lord of the Fire Demons conceived a desire to possess the Chalice of Lentagern and add its power to his own considerable
store. He rose from his throne, the flicking whip Tangler scattering servitors, and spread his wings. The Demons mighty pinions
beat and carried him up, out of his palace, and into the glittering darkness between the dimensions. As he flew, he sang a Song of
Power to call air spirits to guide him to the Abbey of Calthway.
At the Abbey, the Cherrionite priests sensed a disturbance in the order of the world. Auguries and omens were dark, ominous,
and confusing. A lay brother went into a fit and prophesied a great doom to come before falling forever silent. Ibranham,
Grandmaster of the Order, called his followers together. He set the martial brothers to preparing for war and the mystic brothers to
strengthening their magical defenses. He ordered the Chalice of Lentagern carried to the deepest cellars of the Abbey. When all left
to carry out his orders, he stood alone with his fears for what was to come.
Resenting the resistance posted by the Orders preparations, the Lord of the Fire Demons swept down upon the Abbey in full
power and fury. The physical defenses he swept away. The magical defenses merely slowed him. His laughter echoed through the
Abbeys halls as terrified priests struggled to flee. Ibranham realized that only the Chalice could have attracted the Demon to the
Abbey and feared its use in the demons hands. He gathered his inner circle of wizard-priests and rushed to defend it.
The final confrontation occurred in the lowest chamber of the Abbeys cellars. The Demon, sensing victory near, battered at the
magical shields of the last survivors of the inner circle.

CHAOS WARS: CLASSIC RULES

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.

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #1
39:1 LORD

CRANES REVENGE x

as told to Friar Ronald of Drums Wood on the occasion of the Feast of


St. Ignes by Charles Bryon, a serf of lowest birth and poorest taste in women and song.
As ah wuz tellin yer lorship, sir, the Evile Lors Cranes plot toust is alf brothah,
th Good Sir Richard, nevah came abou, du t th cirumstances Ah will now unfol t you
(Due to the storytellers mishandling of the Kings English, I have translated this story
into a prose which the reader will hopefully find more palatable.)
As the evil Lord Crane approached the Castle Smethurst, a messenger was seen coming over
the horizon. Crane, believing the messenger to be bringing news of the success of his new tax
hikes, decided to wait a few hours before razing his ancestral home to the ground.
Later Ive been stabbed in the back! raged Crane. Here I am, working for good government, trying to unite the kingdoms
under a single ruler with the hope of establishing a parliament
down the road in a thousand years or so, and what happens?
That incubus, Jack the Reaver from Hesselbrook, decides to raid
my Northeast Province while I am out on a little vacation! I
couldnt care less about the looting and burning I havent been
able to collect enough taxes out of that province anyway. But to
kill my 12-point Golden Stag now thats going too far!!
Leaving Castle Smethurst to worry about its future, the evil
Lord Crane rallied his troops and headed for Nor Wood in hopes
of intercepting Jack the Reaver and retrieving the body of his
precious stag.
Realizing that Richard might be able to raise enough troops to
foil this plan of his for good government, Crane engaged the
services of the Marquis du Marc, the wretched bounty-hunter.
With the promise of 300 talents of gold, the Marquis was
convinced to take off in search of Sir Richards head.
On the 27th of August in the 7th year of the Stewardship of
Meyer, the four armies met at Carthage Court and fought what
historians agree to be one of the bloodiest battles of all time.
Early that morning, the (Manuscript abruptly ends)
Deployment Key:
THE BATTLEFIELD
The Desolate Woods cost an additional 2 to enter or exit. Peasants within 6 of the Cave or
Tower Ruins must take a special morale check as follows: On the roll of a 1, the unit routs.

Marquis du Marc

Zone A

Good Sir Richard

Zone B

Evil Lord Crane


POLITICAL CONSTRAINTS
Jack the Reaver
Due to contracts present and treaties past, Sir Richard and Sir Jack will not fight each other.
The Evil Lord Crane and the Marquis du Marc are held under a similar agreement and will not fight one another.
END OF THE GAME

2 Points/ Each unit of Cranes destroyed


1 Point / Each unit of Marcs destroyed

10 Points/ Capturing or destroying the wagon

Lord Crane

2 Points/ Killing Marc

10 Points/ Killing Jack


5 Points/ Killing Richard
2 Points/ Each unit of Sir Jacks destroyed

10 Points/ Controlling the wagon

1 Point / Each unit of Richards destroyed

50 Points/ For getting wagon off the table

25 Points/ Killing Richard

2 Points/ Killing Crane


1 Point / Killing Marc
1 Point / Enemy Unit destroyed

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.

20 Points/ Killing Crane

Zone C

15 Points/ Controlling the wagon


3 Points/ Unit of Richards destroyed

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #1

LORD CRANES REVENGE x Continued

The Evil Lord Cranes Army


Lord Crane
Qty

Race

Human

Inf/ Ground Flying


Melee
Range
Vitality
Cav
Move
Move Prowess Prowess
Champion
4
Cav
12"
n/a
8
8
4
Notes: Army Commander. Upgrade the free Rank 1 Champion, to Rank 4.
Type

Rank

4 Units of Knights Cavalry


Qty. Race
Type
Inf / Cav
6
Human Knight
Cavalry

Points (F)
0

Points (T)
36

2 Units of Peasant Archers


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Peasant Infantry
8"
1
-1
Upgrades: Common Bows (range = 12 Inches)

Points (F)
0

Points (T)
24

Move
8"

Armor
4

Base Combat Modifier


+2

3 Units of Peasant Infantry


Qty. Race
Type
Inf / Cav
12 Human Peasant Infantry

Move
10"

Magic

Armor
1

Base Combat Modifier


-1

Armor
Value
3

Points
F
T
3
0

Armor
Value
3

Points
F
T
3
0

Points (F) Points (T)


0
12
228 Troop Points

The Marquis du Marcs Army


The Marquis du Marc
Qty

Race

Human

Inf/ Ground Flying


Melee
Range
Vitality
Cav
Move
Move Prowess Prowess
Champion
4
Cav
12"
n/a
8
8
4
Notes: Army Commander. Upgrade the free Rank 1 Champion, to Rank 4.
Type

Rank

4 Units of Yeoman Archers


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
Upgrades: Common Bows (range = 12 Inches)
2 Units of Knight Infantry
Qty. Race
Type
12 Human Knight

Inf / Cav
Infantry

Move
6"

Armor
3

Base Combat Modifier


+1

Magic
2

Points (F)
0

Points (T)
36

Points (F)
0

Points (T)
48

240 Troop Points

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #1

LORD CRANES REVENGEx Continued


Good Sir Richards Army
Sir Richard
Race

Human

Inf/ Ground Flying


Melee
Range
Vitality
Cav
Move
Move Prowess Prowess
Champion
4
Cav
12"
n/a
8
8
4
Notes: Army Commander. Upgrade the free Rank 1 Champion, to Rank 4.
Type

2 Units of Knight Cavalry


Qty. Race
Type
6
Human
Knight

Rank

Inf / Cav
Cavalry

Move
10"

Armor
4

Magic
2

Base Combat Modifier


+2

Points (F)
0

Points (T)
36

2 Units of Yeoman Archers


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12
Human Yeoman Infantry
8"
2
+0
Upgrades: Common Bows (range = 12 Inches)

Points (F)
0

Points (T)
36

1 Unit of Knight Infantry


Qty. Race
Type
12
Human
Knight

Inf / Cav
Infantry

Move
6"

Armor
3

Base Combat Modifier


+0

Points (F)
0

Points (T)
48

1 Unit of Yeoman Infantry


Qty. Race
Type
12
Human Yeoman

Inf / Cav
Infantry

Move
8"

Armor
2

Base Combat Modifier


+0

Points (F)
0

Points (T)
24

1 Unit of Peasant Infantry


Qty. Race
Type
12
Human Peasant

Inf / Cav
Infantry

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F) Points (T)


0
12
228 Troop Points

10

Armor
Value
3

Art by: Melissa Morello

Qty

Points
F
T
3
0

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #1

LORD CRANES REVENGEx Continued


Sir Jack the Reavers Army
Jack the Reaver
Qty

Race

Human

Inf/ Ground Flying


Melee
Range
Vitality
Cav
Move
Move Prowess Prowess
Champion
4
Cav
12"
n/a
8
8
4
Notes: Army Commander. Upgrade the free Rank 1 Champion, to Rank 4.
Type

Rank

4 Units of Yeoman Cavalry


Qty. Race
Type
Inf / Cav
6
Human Yeomen Cavalry

Move
12"

Armor
3

Magic
2

Base Combat Modifier


+1

Points (F)
0

Points (T)
24

2 Units of Yeoman Archers


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
Upgrades: Common Bows (range = 12 Inches)

Points (F)
0

Points (T)
36

2 Units of Yeoman Infantry


Qty. Race
Type
Inf / Cav
12 Human Yeoman Infantry

Move
8"

Armor
2

Base Combat Modifier


+0

Points (F)
0

Points (T)
24

2 Units of Peasant Infantry


Qty. Race
Type
Inf / Cav
12 Human Peasant Infantry

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
12

Armor
Value
3

Points
F
T
3
0

240 Troop Points

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

Base Combat Modifier


-2

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

CHAOS WARS: CLASSIC RULES

JUDGEMENT OF LORD CRANEx

From the Chronicle of Friar Ronald of Drums Wood.


My next encounter with Charles Byron occurred at the celebration of the Ascension of St. Penelope.
I realized, from his vast technical knowledge, that this lowly serf must have been a veteran of the war.
My curiosity drove me to endure his crude behavior, for I hoped to hear another of his tales of battle,
and thus gain another chapter for my Chronicle.
Soon, I was well rewarded for the torture of my senses, as this renegade warrior began to relate the
tale of the Rise to Power of King Richard.
At the battle of Carthage Court,
Byron burbled through a goblet of cheap
wine, Cranes forces were temporarily
shattered, and the Evil Lord himself
seriously wounded. Good Sir Richard also
sustained wounds, but his army remained
intact. Richard regained his health
rapidly. As Crane remained bedridden, Sir
Richard finally decided to take the
initiative and attack Cranes strongest ally,
The Baron, Marshal Ral, Lord High Warden
of the Tower.
Marshal Ral owed fealty to the Evil
Lord Crane through Rals betrothal to the
princess Katherine, Cranes 5 year old
daughter. For this reason, and the fact
that Marshal Ral was Baron of Cranes
most prized demesne, Ville de Coup,
Richard decided to strike there first.
Richard formulated a plan to capture Ville
de Coup, and then offer it back to Ral.
This would bring Cranes most important
vassal over to the side of righteousness
and raise Richard to the throne as well.
THE MAP
The game is intended to be played on a board that is 4 across (north to south) and 5 wide (east to west).
On both the North and South sides, mark the center 2 of the board edge. On the North side, this section represents the pass that
Sir Richard must get at least of his units thru, be the end of the game. On the South side of the board, the space between these
points is the area where Sir Richards forces enter the board on turn one.
DEPLOYMENT
Marshal Ral deploys his forces anywhere desired on the northern
half of the board. Sir Richard moves his forces onto the board
during the movement event of turn 1
VICTORY CONDITIONS
Richard must exit one half of his number of units
off the board, through the Pass by the end of
Turn 16. Any other result is considered a
victory for Marshal Ral.

12

CHAOS WARS: CLASSIC RULES


39:2 THE

LEGENDARY SCENARIO #2

JUDGEMENT OF LORD CRANEx Continued

LEADERS FOR BOTH FORCES


Army Commanders: Sir Richard and Marshal Ral
Inf /
Ground
Qty
Race
Type
Rank
Cav
Move
1

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

Notes: Captain to _____________________ (Delcare one unit prior to the game).

Sir Richards Army

[360 Troop Points]

2 Units of Knight Cavalry


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Knight
Cavalry
10"
4
+2
3 Units of Yeoman Cavalry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Yeoman Cavalry
12"
3
+1
2 Units of Yeoman Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
Upgrades: Common Bows (range = 12 Inches)
4 Units of Yeoman Infantry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
4 Units of Peasant Infantry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Peasant Infantry
8"
1
-1

Marshal Rals Army

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

[372 Troop Points]

3 Units of Knight Cavalry


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Knight
Cavalry
10"
4
+2
2 Units of Knight Infantry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Knight
Infantry
6"
3
+1
2 Units of Yeoman Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
Upgrades: Common Bows (range = 12 Inches)
2 Units of Peasant Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
-1
Upgrades: Common Bows (range = 12 Inches)
4 Units of Peasant Infantry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Peasant Infantry
8"
1
-1

13

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #3
.39:3 BATTLE

FOR THE CHALICE OF LENTAGERNx

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

Base Combat Modifier


-2

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

ACQUIRING THE CHALICE


To acquire the Chalice, the hidden place of the protectors must be found and the protectors convinced to part with their
treasure.

14

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #3

BATTLE FOR THE CHALICE OF LENTAGERNx Continued


FINDING THE ENTRANCE
Any leader or unit on Mount Lang may search for the hidden entrance. This occurs
during the Melee Event of a turn. A unit fighting in a melee may not search. To perform
a search, calculate the number of searchers on the mountain and roll 2D6. If the die roll is
less than or equal to the number of searchers, the entrance has been found. Once found,
the hidden place may be entered during the Movement Event.

To find the entrance:

(# of searchers) >/= (2D6 roll)

THE PROTECTORS OF THE CHALICE


Inside the chamber, the searchers are confronted by the occupants of the hidden site, a unit of knights called the
Protectors of the Chalice, and their leader, the Guardian Lord. They are a devout holy order, rumored to be spirits rather than
men. They are unaffected by the Demons Morale modifier effects.

Protectors of the Chalice


Qty Race
Type
Inf / Cav Move Armor Base Combat Modifier
12
Human
Knight
Infantry
8"
3
+1
*The Protectors benefit from a +1 modifier to all Morale and Rally rolls.

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

OFFERINGS TO THE PROTECTORS


Each leader who enters the chamber improves the
chance of convincing the protectors of their offerings value.
Once the characters have entered the chamber, calculate
the value of the offerings, and look up that value on the
Protectors Reaction table.
How to Calculate the Offering's Value
For every friendly character present in the chamber

+1

If Brother Thaddeus is present

+1

Your Baggage Train is present on the mountain

+2D6

You have captured your enemy's Baggage Train and


taken it to the mountain

+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.

THE CHALICE OF LENTAGERN


Although it is indeed a powerful artifact, the Chalice of Lentagern is of little use on the battlefield. Ancient scrolls only hint
at its powers, and are even less informative regarding the methods of wielding that power.
There are many rumors and legends concerning the exact nature of the Chalices powers. None of them are at all welldocumented, and most are not much better than old wives tales. One favorite rumor is that a simple healing potion, when brewed
in the Chalice of Lentagern, will be imbued with the power to raise the dead! Another version has the Chalice rendering its
possessor totally invulnerable to all harmful magic.
For this game, if the Chalice is attached to a unit directly (or indirectly, if an attached leader is carrying it), that unit receives
a +1 to all morale and rally die rolls.
ENDING THE GAME
The game ends when one side leaves the board with the Chalice. The side with the Chalice is the winner.

15

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #3

BATTLE FOR THE CHALICE OF LENTAGERNx Continued


RED PRINCE'S ARMY

[158 Troop Points. 9 Fantasy Points ]

1 Unit of Knight Cavalry: "The Corandon Knights"


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Knight
Cavalry
10"
4
+2
3 Units of Yeoman Cavalry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
6
Human Yeoman Cavalry
12"
3
+1
1 Unit of Yeoman Infantry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
+0
1 Unit of Peasant Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12 Human Yeoman Infantry
8"
2
-1
Upgrades: Common Bows (range: 12 Inches)

Points (F)
0

Points (T)
36

Points (F)
0

Points (T)
24

Points (F)
0

Points (T)
24

Points (F)
0

Points (T)
24

The Red Prince, Lord Roderick


Qty

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

CHAOS WARS: CLASSIC RULES


.BATTLE

LEGENDARY SCENARIO #3

FOR THE CHALICE OF LENTAGERNx Continued

DUKE TORIN'S ARMY


2 Units of Knight Cavalry
Qty. Race
Type
6
Human
Knight
1 Unit of Bison Cavalry
Qty. Race
Type
6
Human Yeoman
Upgrades:
1 Unit of Yeoman Infantry
Qty. Race
Type
12
Human Yeoman
1 Unit of Peasant Archers
Qty. Race
Type
12
Human Yeoman
Upgrades:

[164 Troop Points. 9 Fantasy Points ]


Inf / Cav
Cavalry

Move
10"

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
36

Inf / Cav Move


Cavalry
12"
Large Mounts

Armor
3

Base Combat Modifier


+2

Points (F)
0

Points (T)
42

Inf / Cav
Infantry

Armor
2

Base Combat Modifier


+0

Points (F)
0

Points (T)
24

Inf / Cav Move Armor Base Combat Modifier


Infantry
8"
2
-1
Common Bows (range = 12 Inches)

Points (F)
0

Points (T)
24

Move
8"

The Black Duke, Torin


Qty

Race

Human

Sir Butkel
Qty
Race
1
Human
Lord Goron
Qty
Race
1
Human
Demon
Qty
Race
1
Monster

Inf/ Ground Flying Melee


Range
Armor
Vitality Magic
Cav
Move Move Prowess Prowess
Value
Champion
3
Cav
12"
n/a
6
6
3
2
4
Notes: Army Commander. Upgrade the free Champion to Rank 3 (costs 2 Fantasy Pts).

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

CHAOS WARS: CLASSIC RULES

DESTRUCTION OF BENDEN WOODSx

From the Chronicles of Romanni the Wanderer


Ansansar the trader was the first of the Benden Elves to perceive the danger. His caravans reported increased unrest amount
the always-hostile orcs in the neighboring hills. Raids were more frequent, as if the orcs had some bold new leader yet captured
raiders reported their chief still to be Korg.
Ansansar felt that something was amiss. The trader brought his fears before the Council. The elder elves dismissed his concerns
in their pride. The princeling Danlas Highbrow spoke to support Ansansar, however; he reported tales of a tall stranger in the camps
of the orcs and warned that war would come to the forest if the Orcs were not exterminated. The Lords of Benden chided him for
his anxiety and dubbed him Grimrede in jest.
It came to pass that the grim counsel of Danlas was good counsel. Shortly after the
solstice, Goblin wolf riders were encountered in the woods harbingers of woe to come.
The Destruction of Benden Woods recreates the battle which shattered the power of the
Lords of Benden. It is notable in the Chronicles of the Chaos Wars as it was the first fullfledged battle involving Geviririon, the Champion of Chaos. Here, too was seen the first of the
dimension-roving mercenary bands knowns as the Free Companies.
THE BATTLEFIELD: DENSE WOODS
The battlefield, except for the indicated clearings and water features, is considered to be
wooded.
The woods have the following effects:
Missile fire through the dense woods is reduced to half range.
Ranged fire may not be directed against flying units except in clearings.
The clearings have very bright light, so any Orc or Goblin unit at least partially in a clearing
suffers -1 to Melee rolls.

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #4

THE DESTRUCTION OF BENDEN WOODSx Continued


HEART-TREES AND THE GREAT-TREE
Within the Benden Woods are ancient trees of great power. These are receptacles of Elven magic and centers of their religion.
The Forces of Darkness are attempting to destroy the trees, to break Elvish power in the area.
*Ten Heart-Trees are indicated on the map (with the letter H). When destroyed, each tree is worth between 1 and 3 victory
points, to the Forces of Darkness. At the very start of the game, the Elf side secretly assigns between 1 and 3 point values to each
Heart-Tree. The total of all Heart-Tree points must equal 25.
*One Great-Tree is indicated on the map (with the letter G). It is worth 10 victory points to the Forces of Darkness, if
destroyed.
DESTROYING THE TREES
Each Forces of Darkness unit may destroy one tree (and gain its victory points) during the
Melee Combat Event, as long as the unit is in contact with the tree, the unit is not engaged in
melee with an opponent, and no Elf units are in contact with the tree.
No rolling is required, the Tree is removed from the board.
ENDING THE GAME
The game ends when any one of these three conditions are met:
1) All of the Trees have been destroyed.
2) All of the Elf Forces have been destroyed.
3) 20 full turns have been completed.
VICTORY POINTS
At the end of the game, the Forces of Darkness add up all of the points earned by destroying
the tree. Subtract the number of turns the game has taken before it ends. Use your new total
and consult the Victory Points chart below.
Victory
Points
0 or less
1 to 10
11 to 20
21 to 29
30+

Result
Total Victory - Forces of Light
Minor Victory - Forces of Light
Draw
Minor Victory - Forces of Darkness
Total Victory - Forces of Darkness

19

CHAOS WARS: CLASSIC RULES


LEGENDARY SCENARIO #4

THE DESTRUCTION OF BENDEN WOODSx Continued

FORCES OF DARKNESS: TROOPS

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

Base Combat Modifier


+1

Points (F)
0

Points (T)
48

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
24

Type
Peasant

Inf / Cav
Inf

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
12

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
36

Type
Peasant

Inf / Cav
Inf

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
24

Type
Yeoman

Inf / Cav
Cav

Move
12"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
24

Type
Peasant

Inf / Cav
Cav

Move
12"

Armor
2

Base Combat Modifier


0

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

Base Combat Modifier


+1

Points (F)
0

Points (T)
62

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
42

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #4

THE DESTRUCTION OF BENDEN WOODSx Continued

FORCES OF DARKNESS: CHARACTERS & CREATURES


Korg the Orc

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

Br'n the Beastmen


Qty
Race
1
Beastmen

Vitality
1

Flying
Move
n/a

Type

Type
Champion
Notes: Colonel

Points
F
T
1
0

Ground
Move
8"

Race

Bung the Orc


Qty
Race
1
Orc

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #4

THE DESTRUCTION OF BENDEN WOODSx Continued

FORCES OF LIGHT: TROOPS


Elf Warriors
Qty. Race
12
Elf

Type
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

2 Units of Elf Archers


Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12
Elf
Yeomen
Inf
8"
2
0
0
Upgrades: Common Bows
2 Units of Elf Scouts
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12
Elf
Peasant
Inf
8
1
-1
0
Upgrades: Common Bows
Briarose Knights (riding Giant Bees)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
6
Human Knight
Cav
10/16
4
+2
0
Upgrades: Aerial Mounts (3 points each). 16" move is for flight.

Points (T)
60
Points (T)
48 x 2

Points (T)
36 x 2

Points (T)
42

FORCES OF LIGHT: CHARACTERS & CREATURES


Dwyndolin the Elf
Qty

Race

Elf

Artlyn the Elf


Qty
Race
1
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

CHAOS WARS: CLASSIC RULES


39:5

LEGENDARY SCENARIO #5

SACK OF KERALSBURGx

From the chronicles of Romanni the Wanderer


In those days Lord Benithrock the Necromancer was new to come to his power. Arrogant in his
strength, he marched his undead servitors in slow and stately passage to Keralsburg. To demonstrate
his strength, he destroyed everything in his way, carelessly announcing his presence. Such pride was
to cause him trouble however.
His marching undead were observed and the lord of Keralsburg, Margrave Sir Manfred, was alerted.
The reports disturbed him greatly. He called his levies to arms and evacuated the peasants from the
path of the advancing devastation. Sir Manfred fretted because his liege was too far away to send
troops to aid him in time. He feared his own men, even with the aid of a nearby troop of Briarose Knights would not be sufficient to
stop the attackers.
The Margrave consulted Nasselm his court wizard and Canolanus the towns bishop in search of a magical or mystical solution.
They could find none. Hope was fleeting. In desperation, the two spell casters pooled their powers to perform a summoning to gain
help from another dimension. They prayed the attempt would bring the town help instead of more trouble. On the night before the
Throne of Bone was to arrive, they drew their pentacles, performed their rituals, and cast their spells. They received no answer.
In the predawn light, the Margrave marshalled his forces. His mood was dark, and he responded with ill grace to the messenger
who came running from the town. The panting townsman told of a column of Elven Longbowmen marching down the road from the
east. Disbelieving, Sir Manfred sent a Briarose Knight to scout the road. The bee-rider returned to confirm the report and added
that a tall armored figure, carrying a huge greatsword led the column.
The Margrave rode to meet the new arrivals who had, by this time, traversed the road through the town. As he came within
hailing distance, the tall figures voice boomed out, Hail, Margrave! I am Helius Helianorius and this is the brave elf Starbrow.
We have come to vanquish the unlife.
This had no sooner been said when the first of the necromancers minions cleared the forest.
DEPLOYMENT
Defenders set up north-east
of the line formed by
the hill and the center of the
eastern forest.
Starbrows Select, Helius, and
the Margrave must
set up on the road at the south
west edge of the town.
Benithrocks forces set up in
the western forest, after
defenders have set up.
VICTORY POINTS
Benithrock forces earns
victory points by damaging and
destroying buildings.
10 buildings should be placed on the board.
A typical building has a Vitality of 5 and an Armor Rating of 2.
The Keep and the Church have an Armor rating of 4, and are
immune to ranged attacks by troops.
Benithrocks forces must attack a building as if it were a unit.
*Benithrocks forces attacking a building are not pinned and must
turn to face their first attacker.
*Each destroyed building earns Benithrocks forces 5 Victory Points.

Victory
Points
0 to 10

Total Victory - Forces of Light (Defenders)

11 to 25

Minor Victory - Forces of Light (Defenders)

26 to 40

Minor Victory - Forces of Darkness (Benithrock)

41 to 50

Total Victory - Forces of Darkness (Benithrock)

Result

ENDING THE GAME


The game ends after 15 full turns have been completed.
Calculate Benithrocks victory points to determine who has won the game.

23

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #5

SACK OF KERALSBURGx Continued

FORCES OF DARKNESS: TROOPS


Skeletal Foot Knights
Qty.
12

Race
Undead

Type
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
72

Type
Yeoman

Inf / Cav
Inf

Move
6"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
48

Type
Yeoman

Inf / Cav
Inf

Move
6"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
60

Base Combat Modifier


+2

Points (F)
0

Points (T)
48

Skeletal Swordsmen
Qty.
12

Race
Undead

Skeletal Bowmen
Qty.
12

Race
Undead

Upgrades: Common Bows (Range 12).


Undead Knight Cavalry
Qty.
6

Race
Undead

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

FORCES OF DARKNESS: CHARACTERS & CREATURES


Lord Benithrock on the Throne of Bone
Qty
1

Race

Type

Rank

Undead Wizard/Monster SPEC


For every Skeleton unit released

Inf /
Cav
n/a

For every group of 6 Skeletons that rejoins


the Throne

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

Notes: Army Leader.


The Throne may release up to 4 units of Skeletal Yeomen.
For each unit released, the stat line is reduced, as shown above.
Jirun, Undead Hero
Inf / Ground Flying
Melee
Qty
Race
Type
Rank
Cav
Move
Move
Prowess
1
Undead
Champion
1
Inf
8"
n/a
2
Notes: Undead General.
Kessel, Undead Hero
Inf / Ground Flying
Melee
Qty
Race
Type
Rank
Cav
Move
Move
Prowess
1
Undead
Champion
1
Cav
10"
n/a
2
Notes: Captain of Mounted Knights.

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

CHAOS WARS: CLASSIC RULES


39:5 SACK

LEGENDARY SCENARIO #5

OF KERALSBURGx Continued

FORCES OF LIGHT: TROOPS


2 units of Peasant Levy
Qty.
12

Race
Human

Type
Peasant

Inf / Cav
Inf

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
12 x 2

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
24 x 2

Type
Peasant

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


-1

Points (F)
0

Points (T)
24

2 units of Men-at-Arms
Qty.
12

Race
Human

Peasant Archers
Qty.
12

Race
Human

Upgrades: Common Bows (Range 12).


Mounted Knights
Qty.
6

Race
Human

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
36

Move
10"/16"

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
42

Points (F)
0

Points (T)
50

Briarose Knights (Riding Giant Bees)


Qty.
6

Race
Human

Type
Knight

Inf / Cav
Cav

Upgrades: Aerial Mounts (3 points each). 16" move is for flight.


Starbrow's Select
Qty.
12

Race
Elf

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Upgrades: Common Bows. Unit Standard.

FORCES OF LIGHT: CHARACTERS AND CREATURES


Margrave Sir Manfred
Qty

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

CHAOS WARS: CLASSIC RULES

THE DOOM LEGION MARCHES TO WARx

From the chronicles of Romanni the Wanderer


The Doom Legion! A name of fear, loathing, and pity. Kettledrums boom. Brazen horns and carven seashells sound.
Claxons hoot. The damned march to war!
If any unit may be said to be typical of the forces of Chaos, it is the Doom Legion. It is made up of warriors from all times,
all places, all dimensions. It is a logical nightmare and a battlefield commanders headache, but it is also the most decorated unit
under the chaos banner. Rarely are the cohorts of the legion seen together on a battlefield. When they are, the outcome is surely
of import to the Lords of Chaos. And so it was, when four cohorts took the field at what has become known as the Second Battle of
the Chalice. and so did the dying dragon speak to Leonaran Dragonmaster of a powerful artifact. The Dragonmaster weighed the
reptiles words and came to believe that the artifact in question was none other than the Chalice of Lentagern. Fearing a full search
would alert vigilant watchers and standing tall in his pride, he set out alone.
Great and many were the trials of his quest. At last, jeweled chalice in his saddlebags, he urged great Goldancer his dragon
mount into the sky directly into an ambush. The bushwacker was his old enemy Blasavius Dragonlord astride Blacktooth. Seizing his
chance, Leonaran broke from the battle and directed Goldancer towards a great gathering of the forces of law. Even to the
Dragonmaster, the safety of his burden was more important than an honorable end to the duel.
Leonaran reached the encampment intact and delivered his package to the assembled wise men. There was to be no rest
for the weary champion for the word passed through the camp that chaos banners were seen in the south. The assembled warlords
pondered the sudden movement of their enemy. Abarses emerged from his tent and spoke, Take the chalice to safety and stand to
arms. The Doom Legion marches to war!
DEPLOYMENT
The Doom Legion sets up on the south board
edge, deploying up to 18 onto the board.
The Allies of Law set up on the north board edge,
deploying up to 18 onto the board.
FORCES
The Doom Legion is made up of 4 different cohorts
from the Forces of Darkness. If more than 2 players
are involved, divide the cohorts among the additional
players.
ENDING THE GAME
The game ends after 12 complete turns, or one side
has been completely destroyed.
VICTORY CONDITIONS
The Doom Legion wins the game if (after 12 full turns) any individuals or units exit the
north side of battlefield [thru the designated exit area], and the Allies of Law have not sent
enough units of equal threat level thru the exit to counter the unit.
Allies of Law win if no chaos units leave the battlefield by turn 12 or they successfully
counter all Doom Legion units that do leave.
Units and individuals that have left the battlefield may not return during the course of
the game.
Use this chart to determine the threat level of every unit on each side that had left the
battlefield thru the Exit Area.
The threat level value is cut in half for any units with 50% or less Vitality or model count.

26

Unit Type

Threat Level

Infantry

Cavalry

Flying Troops

Monster

Character

Steam Cannon

Chariot

Iron Giant

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #6

THE DOOM LEGION MARCHES TO WARx Continued

FORCES OF LIGHT: TROOPS


Samurai Warriors
Qty.
12

Race
Human

Type
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
62

Upgrades: Fanatics. Unit Standard.


Men-at-Arms
Qty.
12

Race
Human

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
24

Orc

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
24

Type
Yeoman

Inf / Cav
Inf

Move
7"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
36 x 2

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
48 x 2

Half-Orcs
Qty.
12

Race

2 Units of Dwarf Warriors


Qty.
12

Race
Dwarf

2 Units of Elf Archers


Qty.
12

Race
Elf

Upgrades: Common Bows (Range 12).


2 Units of Mounted Knights
Qty.
6

Race
Human

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+2

Points (F)
0

Points (T)
36 x2

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+3

Points (F)
0

Points (T)
48

Points (F)
0

Points (T)
56

Hexatrix Cavalry
Qty.
6

Race
Human

Upgrades: Large Mounts (Modifier already on Stat Line).


Rhino Cavalry
Qty.
6

Race
Human

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+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

Base Combat Modifier


+2

Points (F)
0

Points (T)
30

Points (F)
0

Points (T)
30 x 2

Upgrades: Large Mounts (Modifier already on Stat Line).


2 Units of Gremlin Archers
Qty.
12

Race
Winged Humanoid

Type
Peasant

Inf / Cav
Inf

Move
8/10

Armor
1

Base Combat Modifier


-1

Upgrades: Common Bows (Range 12).

27

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #6

xTHE DOOM LEGION MARCHES TO WARx Continued


FORCES OF LIGHT: CHARACTERS & CREATURES
Points
F
T
18
0
3
0

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

Art by: Bill Stolpin

Abarses BattleRaven, riding Windbrother the Pegasus


Inf/ Ground Flying
Melee
Range
Armor
Qty
Race
Type
Rank
Vitality Magic
Cav
Move Move Prowess Prowess
Value
1
Human
Wizard
SPEC Cav
12
n/a
6
6
6
18
4
1
Monster
Pegasus
n/a
n/a
20
32
2
n/a
4
0
2
Notes: Army Commander.
Helius Helionarus
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
Qty Human
Champion
SPEC Inf
8"
n/a
6
6
3
3
3
Notes: General.
Count Caliburn of Chaygris
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
1
Human
Campion
SPEC Inf
8"
n/a
6
6
3
3
4
Notes: General.
Sir Rogier du Falcone
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
1
Human
Campion
SPEC Inf
8"
n/a
8
8
4
4
3
Notes: General.
Leonaran Dragonmaster, riding Goldancer the Dragon
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
1
Human
Champion
SPEC Cav
8"
n/a
10
10
5
5
4
1
Creature
Dragon
4
n/a
6"
12"
12
4
10
6
4
Notes: Leonaran is a General. Goldancer does not Check Morale when ridden by Leonaran.
Dwarf Steam Cannon
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
1
Dwarf
Machine
n/a
n/a
6"
n/a
2
6
10
2
4
Notes: Checks Morale as a Mounted Knight. May fire without any movement penalty. Range
Distance 36. -1 targets Armor Value.
Elf War Chariot
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
1
Elf
Machine
n/a
n/a
10"
n/a
6
2
3
1
3
Notes: Checks Morale as a Mounted Knight. May fire without any movement penalty.

FORCES OF DARKNESS: ARMY COMMANDER


Taniniver, Lord of Chaos
Qty

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #6

xTHE DOOM LEGION MARCHES TO WARx Continued

FORCES OF DARKNESS: COHORT 1 (LIZARDMEN)


Lizardmen Warriors
Qty. Race
12
Lizardmen
Winged Demon Infantry
Qty. Race
12 Winged Humanoid
Greater Troglodytes
Qty. Race
6
Lizardmen

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

K'Kanthlatl Thulussun, Chaos Hero


Qty

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

FORCES OF DARKNESS: COHORT 2 (ORCS AND CHAOS)


Orc Warriors
Qty. Race
12
Orc
Chaos Knights
Qty. Race
12
Human
Goblin Wolf Riders
Qty. Race
6
Goblin
Bugbear Pack
Qty. Race
12 Beastmen

Type
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
36

Type
Inf / Cav Move
Knight
Inf
6"
Upgrades: Fanatics.

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
60

Type
Yeoman

Inf / Cav
Cav

Move
12"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
24

Type
Yeoman

Inf / Cav
Inf

Move
10"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
36

Geviririon, Champion of Chaos


Qty
Race
Type
Rank I / C
Move Flying M Prow
1
Human
Champion SPEC Cav
12"
n/a
8
Notes: Colonel to Cohort II.
Chimera
Qty
Race
Type
Rank I / C
Move Flying M Prow
1
Monster
Chimera
n/a
n/a
6"
n/a
3
Notes: Ranged Prowess is a Dragon Fire attack.

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #6

xTHE DOOM LEGION MARCHES TO WARx Continued

FORCES OF DARKNESS: COHORT 3 (UNDEAD)


Skeletal Swordsmen
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12
Undead
Knight
Inf
6"
3
+1
Skeletal Spearmen
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12
Undead Yeoman
Inf
6"
2
0
Skeletal Bowmen
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier
12
Undead Yeoman
Inf
6"
2
0
Upgrades: Common Bows (Range 12).
Grimskull the Reaper
Qty
Race
Type
Rank
I/C
1
Human
Champion
SPEC
Inf
Notes: Colonel to Cohort III.
Skeletal Giant
Qty
Race
Type
Rank
I/C
1
Monster Skeletal Giant
n/a
n/a
Notes: Range distance is 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

FORCES OF DARKNESS: COHORT 4 (CHAOS)


Chaos Monks
Qty. Race
12
Human

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

Churun, Chaos Hero


Qty
Race
Type
Rank I / C Move Flying M Prow R Prow Vitality Magic
1
Human
Chapion
n/a
Inf
8"
n/a
8
8
4
4
Notes: Colonel to Cohort IV.
Mechanical Giant
Qty
Race
Type
Rank I / C Move Flying M Prow R Prow Vitality Magic
Mechanical
1
Monster
n/a
n/a
10"
n/a
4
8
7
2
Giant
Notes: Range distance is 14". Target suffers -2 to Armor Value against this attack.

30

Armor
4

F
4

T
0

Armor

10

CHAOS WARS: CLASSIC RULES


39:7

LEGENDARY SCENARIO #7

UNHOLY ALLIANCEx

From the chronicles of Romanni the Wanderer


For three years chaos ran amuck across the land; wars without end, strife and treachery among allies, shifting allegiances,
famine and despair. The days were bleak and the future bleaker still.
King Gwydian sat on the throne of Kalamark in those days. He was called war-leader by several of the neighboring
kingdoms as well. Their League of Kingdoms was relatively calm eye in the storm of the Chaos Wars.
It was a bleak fall day when Arbarses, called by some BattleRaven, descended in fluttering flight like the autumn leaves that
swirled in the rush of air from Windbrothers wings. Behind him flocked winged shapes, dark and ominous in the sky like carrion
birds gathering for a feast. Gwydian did not receive his guest with joy. The mage brought word of an occurrence of dread to all the
living. Lord Benithrok of the Throne of Bone had met with mysterious Liche King. Instead of fierce and pitched battle over lordship
of the undead, the two necromancers had joined their standards and now marched to war against the living.
The king was a proud man, but not a foolish one. Even with the aid of the BattleRavens magics and gremlin troops, he
knew the Leagues strength was insufficient to meet such a fell challenge. He called the kings of the league to council and told them
of the dire situation which faced all of them. If the ferocious riders of the plains could be convinced to put aside their long standing
enmity with the city-dwelling kingdomers and each other, Gwydian hoped sufficient force might be gathered to stop the undead
army, or at least turn it from its path. Over some strident objections and grim warnings of treachery, he sent emissaries to the tribes
of the neighboring plains.
The League marshalled its troops and awaited an answer. Scouts reported escalating skirmishes with the leading elements
of the undead army. Gwydian had begun to fear no help was forthcoming from the plains when the emissaries returned. They
carried the black arrows of war and carved ivory skulls with symbols of their intent to fight against the undead.
The ambassadors reported a powerful Coalition of plains tribes had been forged under the dual leadership of a great
warlord named Jenghis and a powerful wizard known as Tanneth. Besides their tribesmen, they had also gained the services of one
of the great Free Companies, The Steel Wind, commanded by Whinn Fleethoof.
When the leaders met for war council, Abarses spoke of a
ruined tower south of the city of Garandanur in the Kingdom of
Manwyddr. He claimed it was a stronghold of the Liche King and
would be the point at which that foul villains army would emerge
from secret underground paths to rejoin the horde of Bentithrock.
The BattleRaven advised striking before the two armies of undead
could join and defeating them in detail. The war leaders found his
words sound. They laid their plans accordingly.
Alas, it was not to be. The forces of the Plains Coalition
and the League of Kingdoms marched hard and swiftly to fall upon
the tower. But it was too late; the Throne of Bone had reached
the field as well. No more time remained for fancy maneuvers. All
that was left was battle.
DEPLOYMENT Each army sets up against a 24 section of the board, deploying 12 out. The map shows where each should deploy.
ENDING THE GAME The game ends after 15 complete turns. Count the units from each side that are not routed or destroyed.
Situation

Victory For:

Forces of Darkness units outnumber Forces of Light units by 2 times or more.

Forces of Darkness

Neither side outnumbers the other by 2 times or more.

Draw

Forces of Light units outnumber Forces of Darkness units by 2 times or more.

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.

Personal Victory For:


Liche King
Lord Benithrock

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #7

UNHOLY ALLIANCEx Continued

FORCES OF LIGHT: LEAGUE OF KINGDOMS


2 Units of Militia
Qty. Race
12
Human
2 Units of Knight Cavalry
Qty. Race
6
Human
Men-at-Arms with Bows
Qty. Race
12
Human
Peasant Bowmen
Qty. Race
12
Human
Hexatrix Cavalry
Qty. Race
6
Human
Lizard Rider Cavalry
Qty. Race
6
Human
2 Units of Gremlin Archers
Qty. Race
12 Winged Humanoids

Type
Peasant

Inf / Cav
Inf

Move
8"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
12 x 2

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+2

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

Base Combat Modifier


+3

Points (F)
0

Points (T)
42

Type
Yeoman

Inf / Cav
Cav

Move
12"

Armor
3

Base Combat Modifier


+2

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

Abarses BattleRaven, riding Windbrother the Pegasus


Qty
Race
Type
Rank I/C Move
Flying M Prow
1
Human
Wizard
SPEC Cav
12
n/a
6
1
Monster
Pegasus
n/a
n/a
20
32
2
Upgrades: Human General. Captain of the Gremlins.
King Gywdian of Kalamark
Qty
Race
Type
Rank I/C
Move Flying M Prow
1
Human
Champion
4
Cav
12"
n/a
8
Upgrades: Army Commander.
Helius Helionarus
Qty
Race
Type
Rank I/C
Move Flying M Prow
Qty Human
Champion
SPEC Inf
8"
n/a
6
Ranel
Qty
Race
Type
Rank I/C
Move Flying M Prow
1
Human
Priest
4
Cav
12"
n/a
4
Upgrades: Colonel.
Lir
Qty
Race
Type
Rank I/C
Move Flying M Prow
1
Human
Priest
2
Cav
8"
n/a
2
Upgrades: Colonel.
Hecatron
Qty
Race
Type
Rank I/C
Move Flying M Prow
1
Creature
Hecatron
n/a
n/a
8"
n/a
6
Knight on War Dragon
Qty
Race
Type
Rank I/C
Move Flying M Prow
1
Monster War Dragon n/a
n/a
6"
12"
15
Notes: Checks Morale as a Mounted Knight

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #7

UNHOLY ALLIANCEx Continued


Barbarian Cavalry Warriors
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Human Yeoman
Cav
12"
3
+1
0
24
Barbarian Cavalry Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Human Yeoman
Cav
12"
3
+1
0
30
Upgrades: Common Bows (Range 12).
Barbarian Cavalry Scouts
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Human Peasant
Cav
12"
2
0
0
18
Barbarian Rhino Cavalry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Human
Knight
Cav
8"
4
+4
0
48
2 Units of Barbarian Bison Cavalry
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Human Yeoman
Cav
12"
3
+2
0
30 (each)
2 Units of Centaur Archers
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Centaur Peasant
Cav
12"
2
0
0
18 (each)
Upgrades: Common Bows (Range 12).
The Steel Wind (Centaur Warriors)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F) Points (T)
6
Centaur
Knight
Cav
10"
4
+2
0
30
Upgrades: Unit Standard.
Jenghis, Barbarian Warlord [Army Commander]
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Champion
5
Cav
12"
n/a
10
10
5
3
Yesutai, Barbarian Hero [Colonel]
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Champion
4
Cav
12"
n/a
8
8
4
2
Hakutei, Barbarian Shaman [Colonel]
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Priest
3
Cav
12"
n/a
3
3
3
6
Suruten, Barbarian Shaman
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Priest
2
Cav
12"
n/a
2
2
2
4
Kentei, Barbarian Shaman
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Priest
1
Cav
12"
n/a
1
1
1
2
Tanneth, Barbarian Wizard
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Human
Wizard
5
Cav
12"
n/a
5
5
5
15
Whin'n Fleethoof, Centaur Warlord [Captain of the Steel Wind Centaurs]
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Centaur
Champion
6
Cav
12"
n/a
12
12
6
3
Ogre on War Elephant
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic
1
Monster Ogre on Elephant n/a Cav
8"
n/a
12
n/a
10
1
Notes: Giant Mount (+4 to Melee rolls).

Art by: Melissa Morello

FORCES OF LIGHT: PLAINS COALITION

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #7

UNHOLY ALLIANCEx Continued

FORCES OF DARKNESS: LORD BENITHROCKS ARMY


Skeletal Knights
Qty. Race
12
Undead

Type
Inf / Cav Move
Knight
Inf
6"
Upgrades: Unit Standard.

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
77

Skeleton Swordsmen
Qty. Race
Type
1
Undead Yeoman

Inf / Cav
Inf

Move
6"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
48

Skeleton Spearmen
Qty. Race
Type
1
Undead Peasant

Inf / Cav
Inf

Move
6"

Armor
1

Base Combat Modifier


-1

Points (F)
0

Points (T)
24

Inf / Cav
Inf

Move
6"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
60

Base Combat Modifier


-1

Points (F)
0

Points (T)
36

Base Combat Modifier


+2

Points (F)
0

Points (T)
96

Skeletal Archers
Qty.
1

Race
Undead

Type
Yeoman

Upgrades: Common Bows (Range 12).


Skeletal Scouts with Bows
Qty.
1

Race
Undead

Type
Peasant

Inf / Cav
Inf

Move
6"

Armor
1

Upgrades: Common Bows (Range 12).


2 Units of Skeletal Knight Cavalry
Qty.
1

Race
Undead

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Lord Benithrock on the Throne of Bone


Qty
1

Race

Type

Rank

Inf /
Cav
n/a

Ground
Move
8"
-2

Flying
Move
n/a
n/a

Melee
Prowess
12
-2

Undead Wizard/Monster SPEC


For every Skeleton unit released
Notes: Army Leader.
The Throne may release up to 4 units of Skeletal Yeomen.
For each unit released, the stat line is reduced, as shown above.
Jirun, Undead Hero
Qty
Race
Type
Rank I/C
Move
Flying
M Prow
1
Undead
Champion
1
Inf
8"
n/a
2
Notes: Undead General.
Kessel, Undead Hero
Qty
Race
Type
Rank I/C
Move
Flying
M Prow
1
Undead
Champion
1
Cav
10"
n/a
2
Notes: Captain of Mounted Knights.
Undead Dragon
Qty
Race
Type
Rank I/C
Move
Flying
M Prow
1
Monster Undead Dragon
n/a
n/a
6"
12"
12
Notes: Captain of Mounted Knights.

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #7

xUNHOLY ALLIANCEx Continued

FORCES OF DARKNESS: LICHE KINGS ARMY. TROOPS


Skeletal Knights
Qty.
12

Race
Undead

Type
Knight

Inf / Cav
Inf

Move
6"

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
72

Type
Yeoman

Inf / Cav
Inf

Move
6"

Armor
2

Base Combat Modifier


0

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

2 Units of Skeleton Cavalry


Qty.
6

Race
Undead

Type
Yeoman

Inf / Cav
Cav

Move
10"

Armor
3

Base Combat Modifier


+1

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

CHAOS WARS: CLASSIC RULES

Art by: Tony [Last Name Unknown]

LORD BENITHROCK ON THE THRONE OF BONE

36

THE LICHE KING AND HIS SKELETAL LEGIONS

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #8

x39:8 PERILOUS FLIGHTx


At the time Serverius Servon, embattled Warden of the East March, only sought to secure
safety for his most treasured possessions. Thus weekly trade caravans began to convey modest
amounts of riches, documents, and notables to the west along the Outreach Highway. Each trickle
of wealth followed a four day trek to Westhaven, beyond dread Fellwood, the flood plain and the
folly that was once the town of Torrent.
In turn, Severius reluctantly parted with that most mysterious gem, a crystal said to be
more valued by Servon than his three favorite wives. Under secret blood oath he entrusted its safe
passage to swordmaster Bonetar. The next caravan left for Westhaven under the leadership of
Bonetar and the mage, Legerdemain. A heavy guard escort and much speculation followed their
departure.
Havoc struck on the third evening in the midst of dread Fellwood. Denizens of darkness,
unspeakable abominations struck with blade, claw and horn. The furious onslaught threatened to
overwhelm the guards hastily arranged defense. Sword master Bonetars presence was
commanding, traversing the battlefield, rallying troops, leading forays into the seething enemy
mass. Suddenly the first wave of chaos crumbled and broke, retreating to regroup.
In twilight conference Bonetar assigned forces for rearguard defense and readied the caravan for flight. Legerdemain cast
his magic spells to provide a storm hoping to cover their flight.
Horns and shrieks heralded the second chaotic waves attack. The delaying rearguard force moved forward to engage. The
trade caravan hurried westward. Lightning split a nearby tree, momentarily illuminating the impending clash. Thunder drowned all
sound. The storm broke. In the confusion of battle and under cover of violent storm, the caravan disappeared into the night. A
perilous flight began.
Throughout the night, Bonetar and Legerdemain tried in vain to keep the caravan together and moving. Morning found
only a small remnant of the former trade caravan and guard huddled in the mist alongside the Outreach Highway just west of
Fellwood.
Bonetar still retained the crystal, recalling his vow to deliver this gem to Westhaven. He rallied his men. Doom lay behind
them in Fellwood. The safety of Westhaven lay ahead, beyond the shrouded flood plain. A perilous flight away.
Churun awoke in the midst and stretched, his tongue playing across his fangs. Around him great lethargic shapes stirred.
Soon the rising sun would burn off this mist, revealing the stark bleakness of the flood plain. It pleased Churun to raid so close to
Westhaven. His Troglodytes ranged this basin bent on pillage and plunder. Nothing of worth remained after the fury of Churuns
lizard raiders, yet he lingered on. A passion other than greed consumed Churun. With his presence, the flood plain had become an
evil place, and it pleased Churun. Yes, it was even said that the undead now stalked the lanes of desolate Torrent. Churun mused at
his prowess. He was indeed skilled at his trade, and Churun sensed that today he would not be idle.

37

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #8

PERILOUS FLIGHTx Continued


Initial Deployment
Churun and the Troglodytes begin in the swamps east of the river. His player secretly records whether they are north of the
Trade Trail or south of the Trade Trail.
After their position is so noted, the trade caravan enters at the northeast corner (edge of Fellwood) on the Outreach
Highway. The trade caravan moves one move, then Churun and the troglodytes are placed on the table at the prerecorded position.
Proceed with normal game turns.
Victory Conditions
Bonetar and/or Legerdemain must exit the western edge of the table within 6 of either the Outreach Highway or the Trade
Trail. Either one of these characters must have possession of the gem when they exit.
Churun must prevent their movement off the table.
Churuns Allies
Churuns Allies do not deploy as normal. Instead, they are activated in
subsequent turns, either at Churuns discretion, or when he moves near an objective.
Churuns Allies: Plague Flies
Churun must be in the swamp east of the river and north of the Trade Trail to call these. He calls these in Event II. Initial roll
1D6; a roll of 4 or 5 yields one fly; a roll of 6 yields two. If less than two flies are produced, Churun may again attempt a call. To do
this Churun must be in the swamp east of the river and north of the Trade Trail during Event II of a given game turn. Roll 1D6; a roll
of 4, 5, or 6 produces one plague fly. These attempts may be repeated during the subsequent turns under the same conditions until
two plague flies are produced.
Churuns Allies: Bear & Lion
Churun may call forth the bear when within 12 of the bear cave. Its activation is automatic.
Churun may call forth the lion when within 12 of the lion lair. Its activation is automatic.
Churuns Allies: The Undead of Torrent
Churun may activate these whenever he chooses. Roll 1D6; on a roll of 1 or 2 they appear in the cemetery, on a 3 or 4 in the ruins
by the bridge, and on a 5 or 6 in the ruins by the ford. Once the undead bowmen appear, they may operate only between the point
of their appearance and the crossroads in Torrent.

FORCES OF DARKNESS: CHURUN & ALLIES


Troglodyte Raiders
Qty.
6

Race
Lizardmen

Type
Knight

Inf / Cav
Cav

Move
10"

Armor
4

Base Combat Modifier


+2

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

Undead Bowmen of Torrent


Qty.
12

Race
Undead

Churun, Chaos Hero [Army Commander]


Qty
Race
Type
Rank I/C
1
Human Champion SPEC Inf
1 Lion & 1 Bear
Qty
Race
Type
Rank I/C
2
Creature
Lion
n/a n/a
2 Plague Flies
Qty
Race
Type
Rank I/C
2
Creature Plague Fly n/a n/a

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #8

Art by: Melissa Morello

PERILOUS FLIGHTx Continued

FORCES OF LIGHT: TRADE CARAVAN


Escort Guard Cavalry
Qty. Race
Type
6
Human Yeoman
Upgrades:
Foot Escort
Qty. Race
Type
12 Human Yeoman
Hired Swords
Qty. Race
Type
12 Human Peasants
Upgrades:

Inf / Cav Move


Cav
12"
Holy Warriors.

Armor
3

Base Combat Modifier


+1

Points (F)
0

Points (T)
30

Inf / Cav
Inf

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
24

Inf / Cav Move Armor Base Combat Modifier Points (F)


Inf
8"
1
-1
0
Fanatics (when within 8" of Caravan Camels or Mules).

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*

Notes: *Defensive Magic only applies when carrying the crystal.


Pair of Pack Mules
Inf / Ground
Flying
Melee
Range
Qty
Race
Type
Rank
Cav
Move
Move
Prowess
Prowess
2

Creature

Mule

n/a

n/a

6"

n/a

Points
F
T
0.5
0
(each)

Notes: *Defensive Magic only applies when carrying the crystal.

39

LEGENDARY SCENARIO #9
39:9 SACRED SPRINGS OF
Written by Richard Kerr

CHAOS WARS: CLASSIC RULES

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #9

SACRED SPRINGS OF RENMATH Continued


DEFILING THE SPRING
Defiling the spring takes the Togoth three turns undisturbed at the altar. These do not need to be consecutive turns. Reynard
may remove partial defilement in the same manner, at one turn per each turn spent by the Togoth.
As an alternate method of causing one step of defilement, the Togoth may order a unit of Beastmen to march into the pool.
The unit must be within 8 of the Togoth and of the pool, and have a clear path to it. To enter the pool, the unit must make a
morale check; they must roll a 3 or higher (normal modifiers apply). If they do not make the roll, they will break. The unit is
immediately removed from play once they contact the pool.
The Togoth may, in any turn in which he is doing nothing else, and is touching the pool, bring forth one unit of undead
Beastmen from the pool. Each unit called costs him 4 magic points which are lost permanently. This takes place during the magic
phase. The unit may appear adjacent to any shore portion of the pool, and all figures must move completely out of the pool during
the turn or be removed from play.
REINFORCEMENTS
Neither side has arrived with all of their forces. Reynards forces are essentially militia that is being called up from the
country side. Skieths allies have been delayed, lost, and in some cases destroyed by the forest, and will straggle in piecemeal.
Every turn, after initiative is rolled and starting on turn 3, each side rolls a die for one unit of reinforcements. Note, there is a
maximum number of certain unit types available as reinforcements. Once that number is reached, that result will be treated as
none.
Reinforcements
D6 Roll

Nyten-Theod
(Forces of Light)

Marauders
(Forces of Darkness)

Unit Type

Maximum
Reinforcements
Available

Unit of Small Animals

Unit of Harbor Rats

Small Animals

Unlimited

Unit of Small Animals

Unit of Rats + 1 Additional Roll

Large Animals

Unit of Beastmen

Unit of Gnolls

Harbor Rats

Unit of Beastmen

Unit of Doom-Thumpers

Beastmen

Unit of Arliedian Rangers

Unit of Harbor Rats

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #9

SACRED SPRINGS OF RENMATH Continued


LIVING FOREST
The forest itself is actively fighting the invaders, tangling their feet with vines, dropping branches on their heads, and leading
them astray with mysterious paths. To reflect this, for each turn that Gnoll, Doom-Thumper, or Harbor Rat units are not totally clear
of the forest, during the morale check phase, a die roll is rolled for each such unit, and if the result is a 5 or 6, the unit suffers a
casualty. This loss does not cause an additional morale check. Doom-Thumpers, Gnolls, and Harbor Rats have movement reduced
to 6 while in the forest.
VICTORY POINTS
Points Earned For
Marauders
(Forces of Darkness)
Nyten-Theod
(Forces of Light)

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

Victory Points Earned


60 each turn
48 each unit
points from Army Roster
24 each unit
36 each unit
points from Army Roster

FORCES OF LIGHT: NYTEN-THEOD


1 Unit of Arliedian Rangers (An additional unit is in Reinforcements)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12
Human
Yeoman
Inf
8"
2
0
0
Upgrades: Rangers. Common Bows (Range 12).
2 Units of Beatsmen Infantry (Two additional units in Reinforcements)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12 Beastmen Yeoman
Inf
8"
2
0
0
2 Units of Large Animals [Bears, Deer, Big Cats, etc] (Four additional units in Reinforcements)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12 Beastmen Yeoman
Inf
8"
2
0
0
Notes: When routed they disperse immediately, with no Rally possible.
2 Units of Small Animals [Squirrels, Chipmunks, Mice, Birds, etc] (Unlimited Reinforcements)
Qty. Race
Type
Inf / Cav Move Armor Base Combat Modifier Points (F)
12 Beastmen Peasant
Inf
8"
1
-1
0
Notes: When routed they disperse immediately, with no Rally possible.

Points (T)
48

Points (T)
36
Points (T)
36

Points (T)
12

Renyard the Rogue


Qty

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

Notes: Army Commander.


Reynard also acts as a priest in his ability to disrupt the undead beastmen, and in his relation to the sacred springs.
Because he is actively aiding the forest with much of his strength, Reynards magic is reduced to that of a second level
mage. Reynard will die rather than relinquish the springs, but he has many tricks to lead his opponents astray.
Any unit to which Reynard attaches himself may fight Undead as if they had a Priest with them.
Reynard, if he starts the turn in contact with an undead unit, may spend all of his magic points for that turn to
banish them; the unit will then disappear. This banishment may not be countered. Reynard may not move in any turn he
does this.
If reduced to 1 vitality point, Reynard will assume his natural form; that of a small ordinary looking fox. In this form,
he may not be attacked under any condition or even contacted, but he may be blocked (he cannot block movement of
enemy units or characters himself). Once he assumes this form, Reynard may not melee, contact other units, reverse
defilement, or cast magic, though he may add leadership benefits.

42

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #9

SACRED SPRINGS OF RENMATH Continued

FORCES OF LIGHT: NYTEN-THEOD Continued


Beatrix Topaz
Points
Inf
Ground Flying
Melee
Range
Armor
Vitality Magic
VP
Cav
Move
Move Prowess Prowess
Value
F
T
1
Human Champion SPEC Inf
8"
n/a
6
1
3
2
3
3
4
20
Notes: Colonel of Arliedian Rangers.
Given a choice between defending the springs or saving Reynard will most likely (1-5 on D6) try to save Reynard. If
Reynard is removed from play, she will: 1st) kill Reynards attacker; and 2nd) defend the springs to the death.
The Mage With No Name
Qty
Race
Type
Rank I/C
Move
Flying M Prow R Prow Vitality Magic Armor
F
T
VP
Wizard /
1
Dwarf
SPEC Inf
8"
n/a
6
1*
4
6
3
12
0
60
Champion
Notes: The character has a personal grudge against the Togoth. Unfortunately, he left Arlay in such a hurry that he left
much of his magical trappings behind (he was low on rattlesnake venom anyway).
He carries a special handgun, a single shot weapon, which is contains blessed ammunition specifically designed to
destroy the Togoth. Range is 6". Roll 6 damage dice. May be magically enhanced. He may use his gun against any foe, but
knows that doing so will antagonize the Nyten against him. (50% chance for every Nyten or animal unit (not characters)
within 8 of him to immediately attack him if he fires the gun, unless he succeeds in killing the Togoth with it). The gun will
not function on the path leading to the altar or near the altar itself. The Mage also has a crossbow with which he is quite
competent.
Beorne the Rather Large
Qty
Race
Type
Rank I/C
Move
Flying M Prow R Prow Vitality Magic Armor
F
T
VP
Beast
1
Champion
n/a
Inf
8"
n/a
4
0
2
8"
3
2
4
10
men
Notes: Colonel of Beastmen.
The Old One
Qty
Race
Type
Rank I/C
Move
Flying M Prow R Prow Vitality Magic Armor
F
T
VP
Creatu
1
Giant Bear n/a
n/a
8"
n/a
5
0
8
8
2
7
0
30
re
Notes: Oldest of the Nyten, The Old One disdains Humanoid form and fights only in his animal form. The Old One is the
traditional guardian of the springs, but time moves slowly for him, so it may be several turns before he becomes aware of
the threat.
On the first turn, a die is rolled before movement to see if the character becomes active that turn (a roll of 4 or
greater activates him). If he does not, each turn thereafter, the chance to activate him becomes one point better per turn,
until he is automatically awake on turn 4. Once activated, he may enter the board during movement from either of his
cave entrances. Thereafter, he may enter any entrance during one turn, stay off the board for the next, then the turn after
emerge from either of the entrances with full movement available.
If routed, The Old One returns to the nearest cave entrance, where he will automatically self-rally. While in his
cave, he has an armor class of 4, and he gets a +1 on all his melee dice.
The Old Ones claws act as enchanted weapons.
Qty

Race

Type

Rank

43

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #9

SACRED SPRINGS OF RENMATH Continued

FORCES OF DARKNESS: MARAUDERS


2 Units of Ratling Infantry
Qty.
12

Race
Beastmen

Type
Yeoman

Inf / Cav
Inf

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
36

Race
Type
Inf / Cav
Beastmen
Yeoman
Inf
Upgrades: Common Bows (Range 12).

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
48

Move
8"

Armor
2

Base Combat Modifier


0

Points (F)
0

Points (T)
36

Armor
2

Base Combat Modifier


0

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

2 Units of Ratling Bowmen


Qty.
12

1 Unit of Gnolls (1 more in reinforcements)


Qty.
12

Race
Beastmen

Type
Yeoman

Inf / Cav
Inf

1 Unit of Doom-Thumper Warriors (One more in reinforcements)


Qty.
12

Race
Beastmen

Type
Yeoman

Inf / Cav
Inf

Move
8"

1 Unit of Harbor Rats (Six more in reinforcements)


Qty.
12

0 Units of Undead Beastmen (Only available once summoned)


Qty.
12

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #9

SACRED SPRINGS OF RENMATH Continued

FORCES OF DARKNESS: MARAUDERS Continued


Skieth, Ratling Warlord
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor F T
V. Pts
Champion
1
Beastmen
SPEC Inf
8"
n/a
8
0
4
3
3
8 0
50
/ Wizard
Notes: Army Commander.
Skieth is a Nyten traitor who has been promised dominion over Renmath (and other favors), for his aid in
opening the forest as a path for the Marauders to attack Arliedia. He is fanatically loyal to the Witch-Queen, for
the usual reasons. He has a personal grudge against Reynard, but will not allow that to get in the way of loyalty
to his liege.
The Togoth, Doom-Thumper Necromancer
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
F
T VP
1
Beastmen Necromancer SPEC Inf
8"
n/a
2
0
4
9
2
15 0 60
Notes: A powerful Doom-Thumper magician who has some necromantic abilities. Coming from a race of twisted
perversions, the Togoth is a natural for his position. Togoths only goal on this mission is to desecrate the spring, and
escape alive. He values nothing else, and is loyal to the Witch Queen only as a means to his own goal of defiling as
much that is good and pure as he can.
The Togoth is instrumental in defiling the Sacred Spring. The Togoth has the following necromantic powers:
Restore Undead, Subvert Control, and Wrest Control. The Togoth is immune to all normal missile fire except for the
Mage with No Names special handgun.
Colonel Zhin, Gnoll Hero
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
F
T VP
1
Beastmen
Champion
SPEC Inf
8"
n/a
8
0
4
4
3
5
8 40
Notes: General. Zhin becomes Army Commander if Skieth is removed from play.
While theoretically under the command of Skieth, Zhin has been ordered to keep his eyes on the Ratling and to
kill him and take over if the traitor gets out of line. Zhin considers Skieth a rival and watches him closely, hoping the
Ratling will do something disloyal. Zhin values his own kind above his allies, and is most willing to let Ratlings and
especially Doom-Thumpers die in place of Gnolls.
Skavit, Ratling Hero
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
F
T VP
1
Beastmen
Champion
SPEC Inf
8"
n/a
4
0
2
1
4**
3
4 15
Notes: Ratling Colonel.
Any time Skavit is attacked, he must make a modified morale check (yeoman vs. yeoman). If he routs, he will
automatically self-rally at the end of the turn, but cannot rally other units until the next turn.
While a passable officer, Skavit is terrified of everything, down to and including his own shadow. He especially
fears Skieth, and will do anything to avoid his anger. Skavit hates the Gnolls and Doom-Thumpers, and is very
reluctant to desecrate the sacred spring. Skavit has a suit of strange looking non-metallic armor that he discovered
while digging through a garbage heap. While it is actually police combat armor from another dimension, Skavit simply
assumes it is magical. The armor is so filthy it is hard to tell it is anything special; the grime nearly obscures the mystic
runes, N.Y.P.D.
Toole Sootha, Doom-Thumper Hero
Qty
Race
Type
Rank I/C Move Flying M Prow R Prow Vitality Magic Armor
F
T VP
1
Beastmen
Champion
SPEC Inf
8"
n/a
6
0
3
2
3
3
4 15
Notes: Doom-Thumper Colonel.
A typical Doom-Thumper; Loyal as long as it gets him to where he can hurt things.

45

LEGENDARY SCENARIO #10


39:10

CHAOS WARS: CLASSIC RULES

THE GOLDEN HORDE BESIEGEDx

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.

DEFENDERS ON TOP OF CASTLE WALLS, TOWERS, OR THE GATEHOUSE


A maximum of two friendly units may be on top of a Castle Section at one time (and only if they both fit).
Opponents on foot may engage a unit that is on top of a wall or gatehouse, by moving in contact with the section the target is on.
Only opponents with Flight may engage a unit that is on top of a Tower, again by moving in contact with the section the target is on.
If there is room, the flyer may land on top of the tower.
Opponents suffer -1 on Melee and Range Attack rolls against them.
Gain +1 to Morale Rolls.
Gain +1 Armor Value against Ranged Attacks.

46

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #10

THE GOLDEN HORDE BESIEGED Continued


DEFENDERS INSIDE A TOWER
Only one friendly unit may be inside a tower at a time.
All Melee and Ranged Attacks at the unit inside will strike the building instead.
Any time a Tower suffers damage, the attacking player rolls a D6. On the result
of a 6, any unit inside or on top of the section suffers 1 automatic hit.
The unit may fire its ranged weapons from inside the tower, in a 360 degree
arc, via arrow slits in the tower walls.
For the attackers to enter any tower, they must destroy the Tower Door
(Vitality 4, Armor 3), or the Defenders must voluntarily open the door.
Melee Combat inside a tower is done as normal.
DAMAGING / DESTROYING A SECTION
Sections may be damage/destroyed in melee combat or with ranged attacks.
Once a section is reduced to 0 Vitality, it is destroyed and becomes a Ruin. Any unit
inside, on top of, or in base contact with the section at the time of its destruction
suffer hits as a result of the collapse. Roll 6 Dice for each unit. Results of a 5 or 6
cause 1 hit on the unit.
THE COURTYARD
Defenders who route will always flee into the Courtyard. Any Defenders in the
Courtyard at the start of Event 6, no matter when they routed, will automatically rally.

The Black Prince


Castle
Section

Vitality

Armor

Tower

12

Wall

Gatehouse

Tower Door

ENTERING THE CASTLE


The castle can only be entered by destroying a wall section, destroying the gate, or climbing onto the wall (killing the defenders)
and climbing down into the courtyard.
MOVING INSIDE THE CASTLE
Defenders may move from one part of the castle (courtyard, wall, tower, etc) without any hinderance or penalty. Attackers
attacking from the courtyard up onto a wall, follow the rules just as if attacking a wall from the outside of the castle. The towers
may only be entered (by the attackers) after destroying the towers locked door.
SHOOTING DOWN FROM OR UP ONTO A UNIT ON A CASTLE SECTION
All shooting is treated as if on a 2 dimensional plane. This means that you do not need to take vertical distance into account
when using missile weapons. Only horizontal distance need to be calculated.
OBJECTIVE: THE CHALICE
The Chalice is kept locked away inside the tower at the center of the Castle. The defending player may not move the
Chalice away from this place. Any Defending unit or character may hold the Chalice, simply by being inside the Tower. Once a
defender has chosen to hold the Chalice, it cannot voluntarily leave the Chalice, unless it hands the Chalice off to another Defender
(also in the tower). This cannot be done if either unit is engaged in Melee Combat. If the unit holding the Chalice routs or is
destroyed, its Melee opponent becomes in possession of the Chalice.
The Attacker (Black Princes Army) may leave the tower while holding the Chalice if desired.
END OF GAME
If the Black Princes army leaves the board
(at any point in the game) with the Chalice in hand,
the Forces of Darkness automatically win the game.
Otherwise, the game ends after 12 complete turns.
This chart indicates who has won the game:

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

LEGENDARY SCENARIO #10

CHAOS WARS: CLASSIC RULES

THE GOLDEN HORDE BESIEGEDx Continued

FORCES OF LIGHT: THE GOLDEN HORDE


Dragon Knights of Leonaran
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
6
Human
Knight
Cav
10"
4*
+2
1
Notes: Equipped with Dwarven Dragonscale Armor, which halves all damage inflicted by magic missiles or
dragon's breath.
Brothers of the Pegasus
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
6
Human
Knight
Cav
12"
3
+2
0
Keepers of the Phoenix
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
4*
+1
1
Notes: Equipped with Dwarven Dragonscale Armor, which halves all damage inflicted by magic missiles or
dragon's breath.
The Blessed Cherubs
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
3
+1
2
Notes: Enchanted Weapons.
Blessed Aura: Forces Undead and Demon types to break and run from melee combat with them, during the
post combat Morale Check.
Sister Knights
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
3
+1
0
Notes: Fanatics
The Sisters' Keepers
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Yeomen
Inf
9"
2
+1
0
Notes: Must move to stay within 9" of the Sister Knights, unless routed. If the Sister Knights are destroyed,the
Keepers will move to where the last Sister Knight fell, and remain there, fighting to the death, taking no more
Morale Checks for the remainder of the game.
Rangers of Tor-ak
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Yeomen
Inf
9"
2
0
0
Notes: Common Bows. Rangers. Fanatics.
Goldancer's Elven Allies
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Elf
Knight
Inf
6"
3
+1
0
Upgrades: Longbows (Range: 18, +1 Modifier to Ranged Attack)
Leonaran, riding on Goldancer the Dragon
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
F
1
Human
Champion SPEC Cav
8"
n/a
10
10
5
5
4
6
1
Creature True Drgn SPEC n/a
6"
12"
12
4
10
6
4
n/a
Notes: Leonaran: Army Commander
Notes: Goldancer: Ranged Prowess is Dragon Flame.
Tor-ak, Guardian of Leonaran
Qty
Race
Type
Rank I/C
Move Flying M Prow R Prow Vitality Magic Armor
F
1
Creature Minotaur
n/a
Inf
8"
n/a
5
0
4
1
3
3
Notes: Tor-ak never checks Morale if within 12" of Leonaran. If Leonaran is killed, Tor-ak will move to recover
the body, and then move off the nearest board-edge, attacking any enemy that gets in his path.

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

CHAOS WARS: CLASSIC RULES

LEGENDARY SCENARIO #10

THE GOLDEN HORDE BESIEGEDx Continued

FORCES OF DARKNESS: ARMY OF THE BLACK PRINCE


Black Halberdiers ( Prince's Bodyguard)
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
4
+3
0
Notes: They Check Morale as Mounted Knights,
Receive an additional +1 Melee Modifier and Armor Value (already on stat line).
Runic Weapons: Gains +1 Melee Modifier (already on stat line), and Melee targets suffer -1 Armor Value
against their attacks.
Jyllaran Fast Heavy Crossbows
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
3
+1
0
Notes: Crossbows (Range: 14", -1 to Target's Armor Value).
Orcs of the Red Guard
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Orc
Knight
Inf
6"
3
+2
0
Notes: Fanatics.
Runic Weapons: Gains +1 Melee Modifier (already on stat line), and Melee targets suffer -1 Armor Value
against their attacks.
Orc Commandos
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Orc
Yeoman
Inf
8"
2
0
0
Notes: Common Bows. Orc Commandoes suffer no movement or morale penalties for being in the woods.
2 Units of Malkoshian Spearmen
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Yeoman
Inf
9"
2
+1
0
Notes: Fanatics. Venom-Laced Speartips: Gains +1 Melee Modifier (already on stat line).
Black Falmearian Infantry
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
12
Human
Knight
Inf
6"
3
+2
0
Notes: Fanatics.
Runic Weapons: +1 Melee Mod. (already on stat line), and Melee targets suffer -1 Armor Value.
Black Falmearian Cavalry
Qty. Race
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
6
Human
Knight
Cav
10"
4
+3
0
Runic Weapons: Gains +1 Melee Modifier (already on stat line), and Melee targets suffer -1 Armor Value
against their attacks.
The Black Prince
Qty
Race

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

CHAOS WARS: CLASSIC RULES

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

Contributed Artwork for:


book. page.
Beastmen Troops
b.1 p.10
Fae, Gnome, and Halfling Troops
b.1 p.11
Orcs Encounter - Dwarven Tunnels
b.3 p.27
Elf Warlord Dartheren Mythos
b.3 p.29 & b.5 p.14
Elf Warlord Hemsle the Hunter
b.3 p.30 & b.5 p.15
Elf Warlord Wentle the Trapper
b.3 p.31 & b.5 p.16
Orc Warlord Gaxken Lukcokvich
b.3 p.32 & b.5 p.17
Orc Warlord Garrik
b.3 p.33 & b.5 p.18
Personalities The Doom Bunny
b.5 p.12
Orcs Encounter - Wraith
b.6 p.9
Orcs Encounter - Skeletal Sabretooth b.6 p.9
Orcs Encounter - Dwarven Statues
b.6 p.10
Elfin War Chariot
b.6 p.15
Commission and Contact info at:
Black and White Illustrator
Email:
chad.thorson@yahoo.com
Website:
MaximumRockRolePlaying.blogspot.com/

Contributed Artwork for:


book. page.
Goblin Archer
b.3 p.4
Orc Shaman
b.3 p.13
Hooded Goblin Archer
b.3 p.17
Bugbear
b.6 p.29
Commission and Contact info at:
Email:
arlingtongraves@gmail.com
Facebook:
FaceBook.com/Loren.the.Black

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

EDITORS, PLAYTESTERS, DEMO TEAM MEMBERS


Wes Hempfield
Mark Graham
Jeff Berry

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

CHAOS WARS: CLASSIC RULES

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

Visit our website:

WWW.RALPARTHA.COM

Regularly Released New Material


Sample Army Rosters
Army Building Tools
New Special Characters
Previews of Upcoming Releases
Skirmish Rules

New Scenarios
Campaign Settings
Alternate Spell Lists
Interviews
Forum
Advanced Rules

where you will find:


Background Information
More Artwork
Experimental Rules
Concept Sketches
Unreleased Minis

CONCEPTS FOR THE ADVANCED RULES


We have a lot of weird and fun stuff planned for the Advanced Rules. As much as the classic rules are for introductory or quick
and fun games, the advanced rules will be a setting that allows players perform complex maneuvers, field lots of spell and weapon
options, for a immersive experience.

Troops can be fielded in groups of 12-51 Infantry or


6-27 Cavalry.
Features a Command Event where the player may
Move, Shoot, Cast Spells, etc. in an order of their
choosing.
Features progressive Morale levels, where Morale
diminishes, and troops weaken, before they break.
Combat is resolved by rolling 1 (or more) D6 per
figure engaged in combat, applying some
situational modifiers, and rolling against the target's
Combat Ability, Armor Value, and Defense.
Allows players to field any type of model they wish,
under both generalized and many specific unit
entries, with appropriate points costs.
Options for troops to be equipped with a vast array
of combat weapons, ranged weapons, armor types,
and special equipment for Characters and Elite
Troops.

Ability to field Beast masters & Hounds, with


optional upgrades to small and medium sized
monsters.
Artillery, Weapons Teams, Chariots, War Wagons,
Steam-Powered Engines, Air Ships, Baggage Trains,
War Ships, and Battlefield Fortifications.
Character Skill Types allow for Engineers, Sappers,
Hunters, Bards, Assassins, Rangers, Clerics, and
more.
Designed for both controlled, competitive play, and
narrative scenarios games.
Options to Break from Combat, Countercharge,
Make Way, and perform combat operations like
Shield Wall or Push Forward.
Multiple troop formation options such as Rank &
File, Line, and Skirmishing.
The gaming community will be actively involved in
the development and refinement of the rules.

51

CHAOS WARS: CLASSIC RULES

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

CHAOS WARS: CLASSIC RULES


looking for the individual histories of the warriors fighting the Chaos Wars. We will invite the best writers to create and develop new
characters and campaign settings.
DEMO TEAM
We are currently building a network of Demo Teams. We are looking for active players with a strong sense of sportsmanship, and
a dedication to fantasy war gaming. We need point-persons in every community, and a local demo team to support each point
person at regional events, and local conventions. IWM will invite the best Demo Team members to demo at major gaming events.
Demo Team members will help IWM create new rules, consider revisions, and build future scenarios and campaign settings. Demo
team members will also be supported with badge assistance at major events, special discounts, exclusive miniatures, and the
opportunity to purchase new releases before the retail market.
In Conclusion
Help us shape the world of the Chaos Wars, and be publicly recognized for your efforts. Together we can build a unique
miniatures driven fantasy gaming universe that the entire fantasy gaming community can participate in.
Personal Messages from Iron Wind Metals
As someone who more and more with each passing year finds himself limping further into that venerable group known as
industry old-timers it takes a lot to get me excited about a project. While 33 years of making minis doesnt exactly make me an
elder sage of the gaming community, it certainly qualifies me for the title of grizzled veteran, and as such Im a bit jaded. The
amazing response and support that weve received for our KickStarter to re-ignite the Chaos Wars and return to the timeless
miniatures of Ral Parthas golden age, and further, to move forward with exciting new sculpts in that grand tradition has re-lit a fire
in me - one that I hope we can all share in.
I look forward to joining together with dedicated friends and partners, and with the creative and talented brothers and sisters of
the gaming community, as we work to build a new fantasy universe made by and for people who love amazing miniature sculptures
and miniatures gaming.
Sincerely,
Michael Noe
President, Iron Wind Metals
Last weekend [March 2015], I had the pleasure of introducing my 22 year old son to Ral Partha's Chaos Wars. We have been
gaming together since he was five, but I had never played Chaos Wars with him.
It was wonderful to pull out the classic Ral Partha Elves and Orcs that I love, and to play a traditional fantasy war game with him.
Thanks to everyone who is backing us and helping bring Tom Meier's exquisite fantasy minis back into this world and into the world
of the Chaos Wars. By the way, I lost the game.
Sincerely,
Marc Rubin
Partner, Iron Wind Metals

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

CHAOS WARS: CLASSIC RULES

CHAOS WARS: CLASSIC RULES


EDITION 2.0
BOOKS NEEDED TO PLAY

Book 1: GAME MECHANICS


Concepts How to Play - Campaigns

Book 2: BUILDING AN ARMY ROSTER


Options - Step by Step Instructions
ALSO AVAILABLE

Book 3: ANCIENT RIVALRY CAMPAIGN


Elf and Orc & Goblin Army Rosters Personalities - 14 Campaign Scenarios

Book 4: LEGENDARY SCENARIOS


10 Classic Chaos Wars Large Scale Scenarios

Book 5: PERSONALITIES OF THE CHAOS WARS


Classic Chaos Wars Personalities RPGs Additional Materials

Book 6: ARMIES OF THE CHAOS WARS


Sample Army Rosters

Book 7: ARMY BUILDING TOOLS


To Assist with Army Roster Building
FUTURE RELEASES

Book 8: CLASH OF RUNES AND BONE Campaign


Dwarf, Undead, and Troglodyte Army Rosters
New Campaign Scenarios (Tunnel Fighting, Cursed Grounds, Jungles)
New Dwarf, Undead, and Troglodyte Personalities

Book 9: CHRONICLES OF THE WANDERER


History / Timeline of the Chaos Wars world
TO BE ANNOUNCED
Book 10: DAE-SHIRU
RETURN Campaign
TO BE ANNOUNCED
Book 11: CELESTIAL
CONFLICTS Campaign

As these books are made available, they will be available for free download at:

www.RalPartha.com
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CHAOS WARS: CLASSIC RULES

GAME REFERENCE SHEET


Troops Making Ranged Attacks
(D6 Roll +/- Ranged Modifiers) / Targets Armor

Individuals Making Ranged Attacks


Roll Number of D6s equal to Ranged Prowess:
(D6 Roll +/- Ranged Modifiers +/- Armor Modifier) = 5+

Troops Making Melee Attacks


(D6 Roll +/- Melee Modifiers) / Targets Armor Value

RANGED ATTACK MODIFIERS


Situation
For every 1 Cavalry Casualties from the firing unit
For every 2 Infantry Casualties from the firing unit
Firing thru or into terrain
Firing from, thru, into Darkness/Magical Darkness
The Target is airborne
Less than half of the firing unit have line of sight
Firing over friendly troops (Volley Fire)
Firing from an elevated position (hill, tower, etc.)
Firing at an elevated target

Modifier
-1
-1
-1
-1
-1
-1
-2
+1
+1

Individuals Making Melee Attacks


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

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

MELEE COMBAT MODIFIERS


Situation
Attacker is a Peasant Troop Type
Attacker is a Yeoman Troop Type
Attacker is a Knight Troop Type
Attacker is riding a Standard Mount
Attacker is riding a Large Mount
Attacker is riding a Very Large Mount
Attacker is riding a Giant Mount
Every 2 Infantry missing from Attackers unit
Every 1 Cavalry missing from Attackers unit
Attacking the enemy's Flank
Attacking the enemy's Rear
A Leader is attached to the attacking unit
Attacking while in a River Ford
Attacking while in a Stream
Attacking an opponent that is Uphill
Darkness or Unable to see

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

Benefits from the rules: Relentless, Fearsome, and Super-Natural Armor.

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

Ranged attack distance is 14". Target suffers -2 to Armor Value.

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

CHAOS WARS: CLASSIC RULES

AN IRON WIND METALS PRODUCT


PRINTED IN THE USA

CHAOS WARS: CLASSIC RULES, Edition 2.0

Book Four
SKU: CWC-204

56

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