Army Lists (DK)

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﻿The major races and cultures of Athas can raise armies for both offensive and defensive posturing. The exact elements of each army can be determined using these lists, intended for BATTLESYSTEMTM campaign play.
Army Size: The exact size of a given army is measured in "units," and should be determined by the DM. A small army, from a single tribe, for instance, might have only two to four units; a large army from an aggress or city-state may have dozens of units.
Leaders: The possible leaders for each army are are listed, followed by a parenthetical mention of their restrictions.
Troops: Each separate troop type has its size (in stands) and all BATTLESYSTEM information. The number of units of a single troop type in an army cannot excede the percentage shown.
Allies: Possible allied troops that can be a part of the army are also listed.
==Psionics in BATTLESYSTEMTM Games==
Units and leaders can have psionic points. A leader's points equal his level. If a unit is listed as being psionic, it gets one point per stand. The maximum range of all psionic attacks is 12".
During Step 5: Magic, psionic points may be "aimed" at enemy units or leaders. The target must make a morale check if at least one point per target stand (for units) or one point per level (for leaders) is aimed at it. If double or more than that number is applied, the morale check is made at -2.
All morale checks due to psionics are performed simultaneously. Shaken or routed units cannot use psionic points.
﻿
==Elf==
Elven armies exist throughout the Tyr region. Ill-tempered and easily offended, elven tribes readily jump to the call of arms.
===Leaders===
Elf Chieftain (1 per army)
: AD 8 AR 5 Hits 4 CD 12" MV 12"
:: Level 15 fighter.
Elf Champion (1 per 4 units)
: AD 8 AR 5 Hits 3 CD 9" MV 18"
:: Level 10 fighter. Level 5 psionicist.
Elf Skyminder (1 per army)
: AD 4 AR 9 Hits 2 CD n/a MV 18"
:: Level 15 psionicist.
Elf Sorcerer (1 per 6 units)
: AD 4 AR 3 Hits 2 CD 3" MV 18"
:: Level 10 wizard: 4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.
===Troops===
Elf Dunehunters
: 12 stands (40%)
: AD 66 AR 8 Hits 1 ML 12 MV 12
:: Range 2" /4"/6" (javelins)
Elf Dunerunners
: 12 stands (80%)
: AD 6 AR 9 Hits 1 ML 12 MV 18
:: Irregular only.
Elf Phalanx
: 18 stands (20%)
: AD 6 AR 8 Hits 1 ML 13 MV 12
Zombie Infantry
: AD 8 AR 9 Hits 2 ML n/a MV 6
:: Irregular only. Cause horror, -1.
Skeleton Infantry
: AD 6 AR 8 Hits 1 ML n/a MV 12
:: Irregular only. Cause horror, -1.
===Allies===
Half-giant Hero (1 per 3 units)
: AD 12 AR 6 Hits 7 ML 14 MV 15
==Gith==
Savage gith hordes are the scourge of the tablelands and moutain passes. Often units within a gith army are severely factionalized, and may disregard orders from the overlord commander without warning. This and their generally poor morale have more than offset their seemingly overwhelming numbers.
===Leader===
Gith Overlord (1 per army)
: AD 12 AR 6 Hits 5 CD 9" MV 9"
:: Level 10 psionicist. Level 15 fighter.
Gith Tribal Chieftain (1 per 2 units)
: AD 12 AR 7 Hits 4 CD 9" MV 9"
:: Level 5 psionicist. Level 10 fighter.
Gith Tribal Shaman (1 per 3 units) 
: AD 4 AR 9 Hits 2 CD 3" MV 9" Level 5 psionicist.
:: Level 5 cleric: 3 1st, 3 2nd, 1 3rd.
===Troops===
Gith Levy Infantry
: 24 stands (80%)
: AD 6 AR 9 Hits 2 MV 9 MV 9
:: Psionic. Irregular only.
Gith Infantry
: 18 stands (50%)
: AD 8 AR 9 Hits 2 ML 12 MV 9
:: Psionic.
Gith Archers
: 18 stands (25%)
: AD 8*6 AR 3 Hits 2 ML 12 MV 9
:: Range 5"/10"/15"
:: Psionic.
Gith Pike Infantry
: 18 stands (10%)
: AD 8 AR 9 Hits 2 ML 13 MV 9
:: Psionic. Three ranks can attack.
===Allies===
There are no races on Athas who regularly ally with the gith.
﻿==Slave Tribes, Mountains==
Hidden away in their rocky fortresses, the mountain-dwelling slave tribes are almost impossible to root out. When they venture with their armies down through the foothills, they rely on brute strength of arms in battle.
===Leaders===
Slave Tribe General (1 per army)
: AD 8 AR 4 Hits 6 CD 15" MV 12"
:: Level 15 fighter.
Gladiator Hero (1 per army)
: AD 8 AR 5 Hits 5 CD 12" MV 12"
:: Level 10 gladiator.
Halfling Skyminder (1 per 3 units)
: AD 4 AR 8 Hits 1 CD n/a MV 6"
:: Level 15 psionicist.
Wizard Renegade (1 per 6 units)
: AD 4 AR 6 Hits 3 CD 3" MV 12"
:: Level 10 wizard: 4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.
Rock Shaman (1 per army)
: AD 6 AR 6 Hits 2 CD n/a MV 12"
:: Level 10 cleric: 4 1st, 4 2nd, 3 3rd, 3 4th, 25th.
===Troops===
Trained Infantry
: 8 stands (30%)
: AD 8 AR 7 Hits 2 ML 12 MV 12
Untrained Infantry
: 16 stands (80%)
: AD 6 AR 9 Hits 1 ML 11 MV 12
Cliff Gliders
: 8 stands (5%)
: AD 8 AR 6 Hits 2 ML 13 MV 18 Glide
===Allies===
Aarakocra
: 6 stands (10%)
: AD 8 AR 8 Hits 2 ML 11 MV 6/36
==Slave Tribes, Tablelands==
The tribes of the plains tend toward speed and mobility for their armies, relying on raids and quick strikes for their military successes.
===Leaders===
Slave Tribe General (1 per army)
: AD 8 AR 4 Hits 6 CD 15" MV 12"
Level 15 fighter.
Gladiator Hero (1 per army)
: AD 8 AR 5 Hits 5 CD 12" MV 12"
Level 10 gladiator.
Tribal Skyminder (1 per 3 units)
: AD 4 AR 8 Hits 3 CD 3" MV 12"
Level 10 psionicist.
Wizard Renegade (1 per 6 units)
: AD 4 AR 6 Hits 3 CD 3" MV 12"
Level 15 wizard: 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 2 6th, 1 7th.
===Troops===
Heavy Charioteers
: 6 stands (20%)
: AD 12+8 AR 5 Hits 8 ML 14 MV 15
Light Charioteers
: 8 stands (80%)
: AD 12*6 AR 7 Hits 6 ML 13 MV 18
:: Range 6" / 12" / 18"
Kank Cavalry
: 8 stands (25%)
: AD 12 AR 7 Hits 3 ML 14 MV 18
Trained Infantry
: 6 stands (20%)
: AD 8*6 AR 7 Hits 2 ML 12 MV 12
:: Range 2" / 4"/6" (javelins)
Untrained Infantry
: 12 stands (80%)
: AD 6 AR 9 Hits 1 ML 11 MV 12
===Allies===
Half-giant Hero (1 per 3 units)
: AD 12 AR 6 Hits 7 ML 14 MV 15
:: Level 10 fighter.
==Sorcerer-King's Horde==
When the rulers of the Seven Cities wage wars, they bring with them an odd conglomeration of fanatical templar soldiers and unwilling captive levies. Their ranks are highly magical, raising undead replacements on the march and on the field. The exact character of each city's army is slightly different, but they all conform to this basic form.
===Leaders===
Templar Overseer (1 per army)
: AD 12 AR 3 Hits 6 CD 15" MV 12"
:: Level 15 cleric: 6 1st, 6 2nd, 6 3rd, 6 4th, 4 5th, 2 6th, 1 7th.
Templar Centurion (1 per 3 units)
: AD 8 AR 4 Hits 5 CD 9" MV 12"
:: Level 10 cleric: 4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.
Templar Animator (1 per undead unit)
: AD 4 AR 8 Hits 3 CD 6" MV 12"
:: Level 10 cleric: 4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.
Templar Taskmaster (1 per slave unit)
: AD 6 AR 7 Hits 2 CD 6" MV 12"
:: Level 5 cleric: 3 1st, 3 2nd, 1 3rd.
Defiler Master (1 per 8 units)
: AD 4 AR 6 Hits 3 CD 3" MV 12"
:: Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 2 6th, 17th.
Defiler Subordinate (1 per 5 units)
: AD 6 AR 6 Hits 2 CD n/a MV 12"
:: Level 5 defiler: 4 1st, 2 2nd, 1 3rd.
===Troops===
Heavy Charioteers
: 6 stands (10%)
: AD 2d12 AR 4 Hits 8 ML 15 MV 15
Light Charioteers
: 8 stands (10%)
: AD 12 6 AR 6 Hits 6 ML 14 MV 18 Range 2" /4"/6" (javelins)
﻿
Heavy Kank or Crodlu Cavalry
: 8 stands (10%)
: AD 12 AR 6 Hits 4 ML 12 MV 12
Medium Kank or Crodlu Cavalry
: 8 stands (20%)
: AD 8 AR 7 Hits ML 11 MV 15
Light Kank Crodlu Cavalry
: 8 stands (25%)
: AD 6*6 AR 9 Hits 2 ML 11 MV 18
:: Range 5"/10" / 15"
Templar Hvy Infantry
: AD 8 AR 6 Hits 2 ML 12 MV 12
: 10 stands (20%)
Human Slave Infantry
: 12 stands (80%)
: AD 4 AR 9 Hits 1 ML 9 MV 12
:: Irregular only.
Dwarf Slave Infantry
: 6 stands (80%)
: AD 6 AR 9 Hits ML 11 MV 12
:: Irregular only.
Skeleton Infantry
: 12 stands (30%)
: AD 6 AR 8 Hits 1 ML n/a MV 12
:: Irregular only. Cause horror, -1.
Skeleton Archers
: 8 stands (20%)
: AD 6*6 AR 8 Hits 1 ML n/a MV 12
:: Range 5" / 10" / 15". Irregular only.
:: Cause horror, -1.
Zombie Infantry
: 12 stands (40%)
: AD: 8 AR 3 Hits 2 ML n/a MV 6
:: Irregular only.
:: Cause horror, -1.
War Mekillots
: 2 stands (5%)
: AD 8*6 AR 6 Hits 8 ML 11 MV 9
:: Range 2" /4"/6" (javelins from howdah)
War Inix
: 4 stands (10%)
: AD 12*6 AR 7 Hits 5 ML 12 MV 15
:: Range 2" /4"/6" (javelins from howdah)
Undead War Beetle
: 2 stands (5%)
: AD 12 +8*6 AR 7 Hits 8 ML n/a MV 9
:: Range 5" / 10" / 15" (bows from interior)
:: Cause horror, -3.
==Thri-kreen==
The Great Alluvial Sand Wastes and the scrub plains around the Great Ivory Plain teem with savage armies of thri-kreen. They raise armies to wage wars against each other for mastery of land or to strike out against the city-states in search of plunder and food.
===Leaders===
Thri-kreen Chieftain (1 per army)
: AD 12 AR 4 Hits 7 CD 12" MV 18"
:: Level 5 psionicist. Level 15 fighter.
Thri-kreen Elder (1 per army)
: AD 4 AR 7 Hits 3 CD 3" MV 18"
:: Level 10 psionicist.
Thri-kreen Champion (1 per 3 units)
: AD 12 +8 AR 4 Hits 6 CD 3" MV 18"
:: Level 10 fighter.
Thri-kreen Shaman (1 per 6 units)
: AD 6 AR 7 Hits 3 CD 3" MV 18"
:: Level 10 cleric: 4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.
===Troops===
Thri-Kreen Gythka Infantry
: 12 stands (80%)
: AD 12 AR 7 Hits 3 ML 14 MV 18
Thri-Kreen Chatkcha Infantry
: 6 stands (80%)
: AD 12*6 AR 7 Hits 3 ML 14 MV 18
:: Range 6" 12" 18"
Thri-kreen Guards
: 6 stands (20%)
: AD 12 +8 AR 5 Hits 5 ML 16 MV 18
===Allies===
Human Slave Infantry
: 18 stands (15%)
: AD 4 AR 9 Hits 1 ML 7 MV 12
:: Irregular only
:: Human slaves who fail morale even once automatically rout.
Gith Infantry
: 12 stands (25%)
: AD 8 AR 9 Hits 2 ML 12 MV 9
==Undead Legion==
The wastelands breed wandering hordes of long-dead armies that at times seek still more lives to take. Some take seemingly aimless treks, while others are raised and controlled by more powerful undead or evil necromancers.
===Leaders===
Grand Necromancer (1 per army)
: AD 4 AR 6 Hits 3 CD 3" MV 12"
:: Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 2 6th, 1 7th.
Necromancer Subordinate (1 per 5 units)
: AD 6 AR 6 Hits 2 CD n/a MV 12"
:: Level 10 defiler: 4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.
Undead Commander (1 per army)
Undead Champion (varies)
: Characteristics to be determined by the DM.
===Troops===
Skeleton Infantry
: 12 stands (30%)
: AD 6 AR 8 Hits 1 ML n/a MV 12
:: Irregular only.
:: Cause horror, -1.
Skeleton Archers
: 8 stands (20%)
: AD 6*6 AR 8 Hits 1 ML n/a MV 12
:: Range 5" 10" 15".
:: Irregular only.
:: Cause horror, -1.
Skeleton Cavalry
: 8 stands (15%)
: AD 10 AR 8 Hits 2 ML n/a MV 18
Cause horror, -1.
Skeletal Beasts
: 6 stands (15%)
: AD 8 AR 3 Hits 3 ML n/a MV 12
:: Irregular only.
:: Cause horror, -1.
Zombie Heavy Infantry
: 8 stands (40%)
: AD 8 AR 7 Hits 3 ML n/a MV 6
:: Irregular only.
:: Cause horror, -1.
Zombie Med. Infantry
: 12 stands (60%)
: AD 8 AR 3 Hits 2 ML n/a MV 6
:: Irregular only.
::: Cause horror, -1.
==Other Creatures==
The other combative beasts and creatures of Athas can, at times, take sides in the struggles to dominate their world. Depending on the situation, these may also become part of BATTLESYSTEM TM game. Unless otherwise stated, these are individual creatures.
Ankheg
: AD 12 AR 6 Hits 3 ML 10 MV 12, Br 6
:: Underground movement.
Behir
: AD 12 AR 7 Hits 5 ML 14 MV 15
:: Lightning bolt, AD 12 every other turn.
Belgoi
: 4 stands per unit
: AD 10 AR 8 Hits 3 ML 11 MV 12
:: Psionic.
Braxat
: AD 12 AR 5 Hits 4 ML 15 MV 15
:: Level 6 psionicist.
:: Breath weapon AD 12, 1" range.
Dune Freak (Anakore)
: AD 8 AR 9 Hits 2 ML 11 MV 9, Br.5
:: Underground movement.
Gaj
: AD 10 AR 6 Hits 4 ML 14 MV 12
:: Level 8 psionicist.
Giant, Athasian
: AD 12+8 AR 7 Hits 5 ML 15 MV 15
:: Level 5 psionicist (beast-headed only)
Jozhal
: AD 8 AR 6 Hits 3 ML 11 MV 18
:: Level 4 psionicist.
Scorpion, Giant
: AD 12 AR 6 Hits 3 ML 10 MV 15
:: Poison sting.
Tembo
: AD 10 AR 7 Hits 3 ML 18 MV 15
:: Level 5 psionicist. AR 4 vs. nonmagical missile weapons.