Chainmail Rules
Model Stats
Each model has a model card that lists its abilities.
NAME, COST, FACTION, AND TYPE
These summarize basic characteristics of the model
NAME
This identifies the model, such as “Half-Dragon Mage.” The name has no effect on play, but you can often tell
something about a model by its name. Generally, the first term in the name is the model’s race or kind, such as “Orc” in “Orc
Berserker.” The term “Trooper,” as in “Gnoll Trooper,” means that the model is a baseline creature of its type.
COST
This lists the points you must “pay” to have this model in your warband. The model’s cost is in the upper right corner of the
card. The more valuable a model is in play, the higher its cost.
FACTION
Each model belongs to one of seven factions, or has no faction at all. Models that belong to no faction, casually referred to as
“mercenaries,” are always considered cross-faction models.
Faction Typical Members
Ahmut’s Legion Undead creatures, death cultists, and their unholy masters.
Drazen’s Horde Savage humanoids both large and small.
Kilsek The mysterious drow, with their subterranean slaves and allies.
Mordengard Stalwart dwarves and elemental allies.
Naresh Vicious gnolls and demonic troops.
Ravilla Elves and draconic creatures.
Thalos Humans, their spiritual allies,
TYPE
A model’s type includes its alignment and the sort of creature it is.
A creature’s alignment is good, evil, or neutral. Good and evil models can’t be in the same warband together. Some
special rules also apply to models of one alignment or another.
The Human Paladin, for example, can deal extra damage to an evil creature.
Each model is also one of the following types: aberration,animal, beast, construct, dragon, elemental, fey, giant, humanoid,
magical beast, monstrous humanoid, ooze, outsider, plant, shapechanger, undead, or vermin. A model’s type sometimes
includes a subtype in parentheses, such as “(Dwarf ).”
LEVEL
This represents the model’s overall power: its D&D® character level or Hit Dice. Set 5 models with levels in D&D character
classes have those classes listed beside the Level entry. This information is only important if you are playing in a
campaign.
SPEED, ARMOR, HEALTH, AND SAVE
These are the basic indicators of a model’s maneuverability and survivability.
SPEED
This is how many inches the model can move in a turn and still be able to attack. It can move up to twice this far and
attack if it’s charging. It can also move double its speed if it does nothing else. A model that’s out of command generally
moves full speed (double its speed score) if it moves at all. A model that has an “F” in front of its speed score has the
Flight special ability.
ARMOR
An enemy model must roll this number or higher on an attack roll to hit the model. A high armor score could represent
actual armor worn, scales on a monster’s hide, the ability to dodge attacks, or any combination of these factors.
HEALTH
This is how tough the model is to destroy. When the model takes damage, its health is reduced by that amount.
Half Health: When the model’s health first drops to half its score, it must make a morale save to avoid routing.
At 0 Health: When the model’s health drops to 0, it’s knocked down.
Below 0 Health: When the model’s health drops below 0, it’s destroyed and removed from the game.
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