TEXT: DRAGON RAMPANT
  Fantasy Wargaming Rules
  Daniel Mersey
  Osprey
  WARGAMES
  
  AUTHOR
  ILLUSTRATORS
  DISCOVER MORE AT WWW.OSPREYGAMES.CO.UK
  Daniel Mersey has spent three decades leading miniature 
  armies to spectacular defeat on ancient, medieval, and 
  colonial battlefields. He has won no medals and his armies 
  will never salute him. His previously published games 
  include Lion Rampant (Osprey, 2014), Dux Bellorum 
  (Osprey, 2012), Song of Arthur and Merlin (Ganesha 
  Games, 2008), and Glutter of Ravens (Outpost Wargame 
  Services, 1998).
  Mark Stacey has been a freelance illustrator since 
  1987. He has a lifelong interest in all periods of history, 
  particularly military history, and has specialized in this 
  area throughout his career.
  Craig J Spearing graduated from the Rhode Island School 
  of Design in 1992, and began his illustration career in 
  1995. He currently works in the science fiction/ fantasy 
  field.
  ªRU-MOR began her professional career in 2000, 
  sculpting historical, fantasy and science-fiction miniatures. 
  Since 2009, she has provided illustrations for various 
  Spanish RPGs, books and card games.
  OWG 1 • 978 1 84908 680 6  
  OWG 3 • 978 1 78096 289 4
  OWG 4 • 978 1 78096 846 9  
  OWG 5 • 978 1 78096 849 0   
  OWG 6 • 978 1 78200 638 1  
  OWG 8 • 978 1 78200 635 0  
  
  DRAGON RAMPANT
  FANTASY WARGAMING RULES
  DANIEL MERSEY
  
  First published in Great Britain in 2015 by Osprey Publishing,
  PO Box 883, Oxford, OX1 9PL, UK
  PO Box 3985, New York, NY 10185-3985, USA
  E-mail: info@ospreypublishing.com
  Osprey Publishing, part of Bloomsbury Publishing Plc
  © 2015 Daniel Mersey
  All rights reserved. Apart from any fair dealing for the purpose of private study, 
  research, criticism or review, as permitted under the Copyright, Designs and 
  Patents Act, 1988, no part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form or by any means, electronic, electrical, 
  chemical, mechanical, optical, photocopying, recording or otherwise, without the 
  prior written permission of the copyright owner. Enquiries should be addressed 
  to the Publishers.
  A CIP catalogue record for this book is available from the British Library
  Daniel Mersey has asserted his right under the Copyright, Designs and Patents 
  Act, 1988, to be identified as the author of this book.
  ISBN (print): 978-1-4728-1571-2
  ISBN (ePub): 978-1-4728-1573-6
  ISBN (ePDF): 978-1-4728-1572-9
  Typeset in Sabon and Myriad Pro 
  Originated by PDQ Media, Bungay, UK
  www.ospreypublishing.com  
  Osprey Publishing supports the Woodland Trust, the UK’s leading woodland 
  conservation charity. Between 2014 and 2018 our donations will be spent on 
  their Centenary Woods project in the UK.
  Acknowledgements
  As has been the case with all of my rule sets, I've received some wonderful 
  help and support along the way; this time I'd like to thank everyone who has 
  contributed to this project in any way – big or small – but especially: Philip 
  Smith at Osprey, the ever genial Henry Hyde of Miniature Wargames with 
  Battlegames magazine, Annie Norman of Bad Squiddo Games, Arjun Choong, 
  Mark Copplestone, Nick Eyre of North Star, Kevin Dallimore, Nic Robson of 
  Eureka, Leon Pengilley of Pendraken, Ronnie Renton of Mantic Games, Darrell 
  Hindley of Just Add Water Painting Service, Spencer Williams, Paul Baldwin, 
  Mark Carter-Greaves, Ralph Plowman, Matt Slade of Glenbrook Games, my 
  old fantasy gaming chums whether we're still slaying trolls together or not, and 
  members of the Dux Rampant forum for their various inspirational and civilized 
  comings and goings.
  Copyright holders are identified in the photograph captions. One thousand 
  blessings to everyone who submitted photos, and I’m sorry I could not use  
  them all.
  Spell name
  Difficulty
  Target
  Duration
  Effect
  Replenish me!
  8+
  One opposing 
  player
  Immediate action
  Nominate the target player before testing for success. If successful, that player 
  must go and get you a drink and selection of nibbles of your choice. No 
  arguments, it's written right here in the rules.
  As a reward for those people who bother to read the small print, here’s a secret spell I’m especially fond of that 
  doesn’t quite fit into the canonical ten. Feel free to use this when you’re playing at someone else’s house.
  This electronic edition published 2015 by Bloomsbury Publishing Plc
  To find out more about our authors and books visit www.bloomsbury.com.
  Here you will find extracts, author interviews, details of forthcoming events 
  and the option to sign up for our newsletters.
  
  CONTENTS
  1. INTRODUCTION 
  4
  What You'll Need to Play Dragon Rampant  
  5
  2. BUILDING YOUR WARBAND 
  7
  Commanding Your Warband 
  7
  Playing With Larger or Smaller Warbands 
  7
  Basing Your Warband 
  7
  Strength Points 
  8
  Single or Reduced Model Units 
  9
  Leaders 
  10
  Unit Types 
  11
  Understanding Unit Profiles 
  11
  Adding Fantastical and Other Options 
  11
  Mounted Unit Profiles 
  12
  Foot Unit Profiles 
  17
  3. BATTLE RULES 
  23
  Important Rules Conventions 
  23
  Unit Cohesion 
  24
  Terrain 
  24
  Leader Rules 
  25
  What Happens During Each Turn 
  26
  Activating Your Units 
  26
  Moving 
  30
  Shooting 
  31
  Attacking 
  33
  Testing Courage 
  36
  Ending the Game 
  38
  4. FANTASTICAL RULES 
  40
  Cleric 
  40
  Exploder 
  40
  Fear 
  41
  Flying & Burrowing 
  41
  Hatred 
  42
  Invisibility 
  42
  Magical Arms & Armour 
  42
  Spellcaster 
  43
  Summoner 
  46
  Undead 
  46
  Venomous 
  47
  Were Creatures 
  47
  5. SCENARIOS 
  48
  Setting Up a Game 
  48
  Winning a Scenario 
  50
  Scenario A:  
  Gory Bloodbath on the Plains of Doom 
  51
  Scenario B: The Sacred Mole of Ukkert 
  52
  Scenario C: Death Chase 
  53
  Scenario D: The Crystal Gale 
  53
  Scenario E: The Ringbearer 
  54
  Scenario F: Pot Boiler 
  54
  Scenario G: Into the Valley of Certain Death 
  55
  6. SAMPLE WARBANDS 
  55
  Borderlands 
  56
  Centaurs 
  56
  Dwarves 
  56
  Elves 
  57
  Goblins 
  57
  Graveyard Dwellers 
  58
  Grrr! All Creatures Great and Small 
  58
  Halflings & Gnomes 
  58
  Knights of the Shining Citadel 
  59
  Lizard Kin 
  59
  Men of the North 
  60
  Men of the West 
  60
  Orcs 
  60
  Rat Kin 
  61
  Sand Marauders 
  61
  DRAGON RAMPANT  
  REFERENCE SHEET 
  63
  DRAGON RAMPANT ROSTER 
  64
   
  
  4
  1. INTRODUCTION
  Welcome to Dragon Rampant, a set of simple miniature wargaming rules for fighting 
  fantasy battles for fun: free from official miniature ranges, never-ending supplements, 
  and irritating army list revisions. The rules are model scale-neutral, although many 
  gamers choose 28mm armies; 15mm is more cost effective and better suited to the 
  storage of large creatures such as dragons and giants, so is welcomed with equally 
  open arms/tentacles. You may play using individually based models or communal bases 
  holding several models (which means that 10mm and 6mm armies may also be used).
  In a magical, fairy-tale world long ago – known to some as the 1980s – I was a 
  fantasy gamer. I'd discovered Dungeons & Dragons from adverts in my Dad's old 
  Military Modelling magazines and the TV cartoon. It was amazing! I was introduced 
  to roleplaying at school, as a natural progression from Fighting Fantasy game-books, 
  and dabbled with historical wargaming. And then the two worlds met: around 1990 I 
  played my first fantasy miniatures wargame (Dwarves versus green Orcs and Goblins). 
  Fantasy worlds were soon left behind as I headed off to the historical Dark Ages and 
  medieval periods, but I continued to flirt with fantasy armies using historical rules. 
  When I realized that my Lion Rampant medieval rules could also work for small 
  fantasy battles, I included a brace of fantasy armies in the Lion Rampant rulebook, 
  but Dragon Rampant fleshes out what I started with those two lists.
  I favour abstraction and stylization to facilitate quick and streamlined play. 
  Battlefield confusion and chaos means that you might not get to use every one of 
  your units in every turn of the game, so start thinking about your unit's priorities 
  during the game even before you've taken your first move of the game. Troop types 
  and units are defined by their fighting characteristics rather than by race, weaponry, 
  or individual prowess.
  A number of pages in this book include sections of Lion Rampant verbatim; this 
  is especially true of the Battle Rules section, so that players already familiar with the 
  rules can easily see what remains the same and what is different. I hope that readers 
  will see this as a positive, intended to make the transition from medieval to fantasy 
  gaming (and vice versa) as smooth as possible. My design goals for Dragon Rampant 
  tell you how I approached reworking the Lion Rampant rules for this new setting:
  • Keep it fun. The emphasis is on a playable fantasy-themed game rather than an 
  over-detailed simulation of battle.
  • Create a modern day throwback to 1970s and 1980s fantasy wargaming (in a 
  positive way!): allow players breathing space to create their own worlds rather 
  than forcing them to be tied to a line of miniatures.
  • Use no unusual dice, cards, or supplements… make it accessible for gamers 
  new to the hobby.
  • Keep the rules simple, streamlined and abstracted where appropriate: don't 
  make players continually thumb through the rulebook.
  • Quick play and minimal record-keeping to allow multiple games in a session.
  • Don't reinvent the wheel: use Lion Rampant core rules as much as possible to 
  represent different types of monsters and attacks.
  • Let scenarios drive the game and make the victory conditions interesting and 
  feel like a narrative story. Give players extra goals in each scenario to allow 
  different ways to win.
  • Offer malleable army selection: no hard and fast army lists tied to 
  manufacturers' ranges.
  
  5
  •
  Don't allow magic or monsters to overpower gameplay: all troop types are
  equally valid in the right circumstances.
  •
  Embrace classic fantasy stereotypes: baby-eating ogres are fierce, elves are
  excellent archers, and goblins cackle as they ride their wolves over your corpse.
  My overall goal was to design a fantasy miniatures game that is simple to learn, 
  easy to adapt to your own preferred fantasy setting, and that gives me the same 
  excitement I had when I discovered fantasy gaming in the 1980s. As a consequence, 
  this book is dedicated to Richard Halliwell, Rick Priestley, and Bryan Ansell, whose 
  fault it all is.
  WHAT YOU'LL NEED TO PLAY DRAGON RAMPANT 
  To play a game of Dragon Rampant you'll need to read through the section on Battle 
  Rules first, and keep the book handy through your first few games. Most players 
  will be familiar with the basics after a couple of games. To play, you'll need to bring 
  together the following:
  •
  This book.
  •
  Your imagination… be creative with troop types: why ride a horse when you
  could ride a giant chicken?
  •
  A list of unit profiles.
  •
  A friendly opponent.
  •
  An army of fantasy miniatures for each player; each player will usually field 60
  or fewer models in the standard game.
  •
  A good handful of dice: 12 per player should do it.
  •
  A tape measure showing inches.
  •
  A table to play on and some model terrain.
  •
  Some markers to indicate Battered units (gaming gems or dead/wounded
  models are great for this) and some way to track each unit's Strength Points
  (small dice or a paper record work just fine).
  Design note: I'm 
  deliberately vague about 
  table sizes in Dragon 
  Rampant, but for good 
  reason! Most scenarios 
  will play out nicely on 
  a 6x4' table with full 
  strength 28mm units. A 
  good game can be had 
  on a table no more than 
  4x4' or even smaller, if 
  you're fielding plenty 
  of Reduced or Single 
  Model Units or are 
  playing with scaled down 
  movement and 15mm 
  models. Some scenarios 
  benefit from a larger 
  table, especially those 
  requiring manoeuvre 
  more than combat.
  A 24 army point Sea Elf Warband: 
  Prince and Bannermen (Elite Foot, 
  Leader, Reduced Model Unit) @ 
  6pts, Guardsmen (Elite Foot) @ 6pts, 
  Archers (Light Missiles, Sharpshooter, 
  Invisibility) @ 9pts, Spearmen (Light 
  Foot) @ 3pts. 28mm Vendel Elves from 
  the author's collection. (Henry Hyde)
  
  6
  
  7
  2. BUILDING YOUR WARBAND
  COMMANDING YOUR WARBAND
  Each player's army – known as your Warband in Dragon Rampant – is built from 
  a variety of units with different strengths and weaknesses. The rules don't impose 
  many restrictions when choosing units, although I recommend following the classic 
  fantasy stereotypes when building your units, and drawing inspiration from your 
  favourite movies or fiction. Alternatively, flick through to the end of this book and 
  choose a Warband listed there that you think you'll enjoy commanding.
  Dragon Rampant is written for Warbands comprising 24 army points, which 
  usually gives command of 4–8 units. Mounted units begin with 6 Strength Points 
  each, whereas Foot units mostly begin with 12 Strength Points each.
  When assembling your troops, be sure to abide by the following rules for 24 
  army point Warbands:
  •
  You must field a minimum of 4 units and a maximum of 10 units in your
  Warband, and of course any combination in between is fine.
  •
  An individual unit's cost may not be higher than 10 points or lower than
  1 point.
  •
  Some or all of your units may be Single or Reduced Model Units, fielding fewer
  models but counting as full Strength.
  PLAYING WITH LARGER OR SMALLER WARBANDS
  If you don't yet have enough models for a 24 army point Warband, try playing with 
  between 12 and 18 army points per side; even better, if you're blessed with a huge 
  collection of models, experiment with upping Warbands to 30 or 36 army points. 
  The rules scale up and down easily enough, but adjust your table size accordingly.
  BASING YOUR WARBAND
  Dragon Rampant is easiest to play if your models are based individually, or are 
  removable from movement trays. Base dimensions don't matter too much, although 
  28mm Warbands commonly use 20x20mm squares or 25mm rounds for foot, and 
  25x50mm for mounted, or whatever seems suitable and a stable platform for larger 
  models such as dragons and chariots. Many of my Leaders and creatures are based 
  on 40mm to 60mm round bases to make them stand out from the hoi polloi.
  There's no reason that you must limit 
  your units to only 12 models, so long 
  as you track their Strength Points 
  and adjust game measurements 
  accordingly. Oversized units such 
  as these Copplestone Barbarica 
  Northlanders look most impressive! 
  Painted by Kevin Dallimore. (Kevin 
  Dallimore)
  Design note: Unlike Lion 
  Rampant, which assumed 
  that all units would begin 
  with 6 or 12 models, 
  Dragon Rampant uses 
  Strength Points. Not only 
  does this recall youthful 
  Hazy Days of Hit Points, 
  it allows players to field 
  Single or Reduced Model 
  Units and element-based 
  units without additional, 
  complex rules.
  
  8
  If your collection includes multiple models on a communal 
  base, you can still play Dragon Rampant without much 
  difficulty: just be prepared to ignore the direction the models 
  are actually facing and think of them as a blob of troops with 
  no flanks or rear: it doesn't matter if your unit charges the 
  enemy from the side or behind, in 'real life' they'll just turn to 
  face you and fight on. You'll need to mark casualties as they 
  occur (small dice are a discreet way of doing so), and modify 
  unit cohesion to suit your base dimensions (see the section on 
  cohesion for my suggestion about this).
  STRENGTH POINTS
  The fighting ability of every unit in Dragon Rampant is defined by its current 
  Strength Points: all units begin with either 6 or 12 Strength Points, and when they 
  are reduced to 0 or less, the unit has been destroyed.
  The simplest way to track Strength Points is to field units starting with 6 models 
  (for 6 Strength Point units), or 12 models (for 12 Strength Point units). That way, 
  every time you lose a point of Strength, you simply remove a model. For heroic units, 
  legendary warriors, and large creatures, you may wish to use fewer models in the 
  unit (see below), but be sure to explain to your opponent what's what before the 
  game starts. You must always tell your opponent the Strength Points of any of your 
  units if they ask.
  The loss of Strength Points doesn't necessarily reflect sudden and violent death 
  (although if you wish to interpret it that way…): some warriors lose heart, others are 
  wounded, and the rest are killed. Strength Points essentially track a unit's morale and 
  current fighting ability: whether a unit is above or below half Strength is important 
  in the game.
  Units may be fielded with multiple 
  models on a communal base (like the 
  15mm Wolves), or based individually 
  (like the 28mm Wolves); it makes 
  little difference when playing. 15mm 
  Copplestone and 28mm Reaper 
  Wolves painted by the author. (Henry 
  Hyde)
  Design note: The number 
  of models you choose to 
  represent one unit does 
  not matter, allowing you 
  maximum flexibility in 
  the way your collect your 
  Warband. However to 
  minimise record keeping 
  I recommend limiting 
  Reduced Model Units 
  to your greatest heroes 
  and bigger beasts only, 
  unless you've agreed 
  with your opponent to 
  play with smaller unit 
  sizes (which can be really 
  useful if you're playing 
  with models pulled across 
  from another game, be 
  they mounted on multi-
  model bases or in units of 
  10 models, for example).
  The Sea Goblin Light Foot are a 12 
  Strength Point unit, as is the solitary 
  Marsh Troll (the Marsh Troll's strength 
  is tracked with a small dice). Reaper 
  Bones painted by the author and Paul 
  Baldwin. (Henry Hyde)
  
  9
  SINGLE OR REDUCED MODEL UNITS
  Some units look better if comprised of fewer models: one huge, imposing flesh 
  golem could count as 12-Strength Point unit in its own right; a wizard and her two 
  familiars looks better than six wizards in a 6-Strength Point unit; and a 6-Strength 
  Point unit of knights could be replaced with a single model of Lancelot. These are 
  called Single or Reduced Model Units (there's no maximum number of models by 
  which to reduce a unit, but obviously you always need at least one model per unit!).
  Simply treat Single or Reduced Model Units as standard units but keep a track 
  of damage, removing models when a proportionate number of Strength Points have 
  been lost (for example, if you substitute an ordinary 12-Strength Point unit of Foot 
  with 3 models of trolls, remove one troll for every 4 Strength Points lost). Use small 
  dice or gaming markers to show hits, or write down the unit's strength on an off-
  board piece of paper so you don't go wrong.
  Unit cohesion still applies (assuming there's more than one model in your 
  unit), as does the rule preventing units from moving closer than 3" to one another 
  unless Attacking.
  Here are some ideas for how to field different units in the game:
  • A Good Hero of Bad Literature (6 SP unit) = 1 model (remove after 6 Strength 
  Points are lost)
  • A group of Trolls (12 SP unit) = 3 troll models (remove one model for every 4 
  Strength Points lost)
  • A clan of Goblins (12 SP unit) = 12 goblin models (remove one model for every 
  Strength Point lost)
  TOP
  Leaders and Single or Reduced Model 
  Units look good and are easy to spot if 
  you mount them on larger bases; these 
  examples are on 50mm and 40mm 
  bases. 28mm Reaper Ranger painted 
  by Mark Carter-Greaves, and Standard 
  Games’ War Hedgehogs painted by the 
  author. (Daniel Mersey) 
  BOTTOM
  Mini dice are a good way to track 
  Strength Points without resorting 
  to paperwork. I use white dice for 
  Strength 7–12 (demonstrated by 
  MacTavish and her ‘mascot’ Mr Nesbit 
  with his Fear-inducing bagpipes), and 
  red – bloodied! – dice for Strength 1–6 
  (as modelled by Ardenuff the Slayer 
  and Olaf the Owl). Reaper and EM4 
  models painted by Ralph Plowman and 
  Mark Carter-Greaves. (Daniel Mersey)
  Design note: I 
  recommend mounting 
  your Single or Reduced 
  Model Unit models on 
  larger bases than for 
  your regular troops. This 
  makes them stand out 
  more on the tabletop, 
  gives them a larger unit 
  footprint, and offers the 
  chance to add a Strength 
  Point counter onto 
  the base.
  
  10
  LEADERS
  One of your models must be designated 
  as your Leader – your very own metal, 
  resin, or plastic embodiment on the 
  tabletop – and you must identify this 
  model to your opponent before the game 
  begins. As this model represents you, be 
  sure to paint it well!
  Your Leader is part of a unit and 
  may not join a different unit during the 
  game; the Leader does not increase the 
  Strength of a unit, so for example, a unit 
  of Heavy Foot including your Leader 
  still has 12 Strength Points, not 13. That 
  said, it's not unusual for a Leader to be 
  fielded as a Single or Reduced Model 
  Unit. Leaders do not increase the points 
  cost of their unit: every Warband gains 
  its Leader for free.
  Every Leader should stand out a little; in Dragon Rampant, Leaders may have 
  their own special skills to help or hinder command of your Warband. Unlike units, 
  which you may choose and upgrade as you wish, your Leader's abilities are randomly 
  determined. These are known as Traits.
  Decide which unit your Leader will be part of and then, in the best fantasy tradition, 
  roll three dice, add the total, and consult the Leader Traits table for your Leader's 
  personal strength or weakness. If your Leader is Battered or not in play (whether he's 
  not entered the table, has left, or is dead) his Leader Trait cannot be used. Feel free to 
  create your own Leader Traits, or adapt those shown below to better suit your Warband.
  Leader Traits Table
  Dice total
  Trait
  Rules
  3
  Unworthy
  After deployment and whether your Leader is on the table or not, roll one die for each of your units (except Leader's). 
  On the roll of a 1, that unit deserts and is immediately removed from play (not counting as casualties).
  4
  Insipid
  Offers units within 12" no Courage bonus.
  5
  Cowardly
  Leader's unit may not be given an Attack order (but will still make Wild Charges if applicable).
  6
  Weakling
  Leader's unit rolls 1 fighting die less in all Attacks and when Shooting (therefore rolling either 11 or 5 dice).
  7
  Brutal
  Any units within 12" of your Leader model may automatically pass failed Rally tests by removing one Strength Point (a 
  sacrificed friend works wonders for morale…).
  8
  Wise
  Renowned for strategic insight, you may add or subtract 1 from your final total (whichever you prefer) when dicing to 
  decide attacker/defender.
  9
  Brave
  Leader's unit is not affected by Fear.
  10
  Strong
  During Attacks (whether attacking or defending), Leader's unit may reroll one failed hit die.
  11
  Commanding
  You may reroll (once) a failed Move, Attack, or Shoot order within 12" of your Leader's model, once per turn.
  12
  Goader
  Each turn, one unit within 12" of your Leader model may automatically pass a Move activation test without needing to 
  roll dice.
  13
  Boneshaker
  Each turn, one unit within 12" of your Leader model may automatically pass an Attack activation test without needing 
  to roll dice (but not a Wild Charge).
  14
  Sky Darkener
  Each turn, one unit within 12" of your Leader model may automatically pass a Shoot activation test without needing to 
  roll dice.
  15
  Formidable
  During Attacks (whether attacking or defending), Leader's unit may reroll up to two failed hit dice.
  16
  Patient
  Each turn, one unit within 12" of your Leader model may choose to ignore a compulsory Wild Charge, and may instead 
  take an ordered action in your ordered activation phase.
  17
  Charmed
  Leader's unit may not be targeted by enemy spells.
  18
  18/00 
  Strength!
  During Attacks (whether attacking or defending), Leader's unit may reroll up to three failed hit dice.
  A superb 15mm Bellicose Foot Leader 
  and his kinsmen, fielded as a Reduced 
  Model Unit. Copplestone Castings 
  Barbarica models, painted by Kevin 
  Dallimore. (Kevin Dallimore)
  
  11
  UNIT TYPES
  Warbands are built from a variety of troop types, each of which performs differently 
  on the battlefield (and each of which comes into its own in different circumstances). 
  At first glance, it might seem strange that 'Elite Foot' could represent both a half 
  dozen plate-armoured warriors and a solitary 30-foot tall giant, but in game terms 
  both represent a similar threat to their enemies: what one lacks in numbers it makes 
  up for in height and ferocity. This thread of imagination is encouraged for all Dragon 
  Rampant troop types: think in terms of what your unit is good at or achieves in 
  broad terms, not the granularity of blow-by-blow combat.
  To shape your Warband to your chosen fantasy race, a number of options are 
  available for each troop types; sample Warbands may be found later in the book, to 
  give you an idea of how to use these options. Remember that no unit's cost may be 
  boosted above 10 points or reduced below 1 point.
  UNDERSTANDING UNIT PROFILES
  In Dragon Rampant, different troop types act and react differently to one another. 
  Each of the troop types has its own unit profile, showing its own strengths and 
  weaknesses. The following list shows what each line of the profile means:
  • Unit name: The troop type represented by this unit.
  • Attack: The total needed on two dice to carry out this order.
  • Move: The total needed on two dice to carry out this order.
  • Shoot: The total needed on two dice to carry out this order. Not all units 
  may Shoot.
  • Courage: The total needed on two dice to keep calm and carry on.
  • Armour: The number of hits needed to remove one Strength Point from 
  this unit.
  • Points: How many army points it costs to include one of these units in 
  your Warband.
  • Attack Value: The score needing to be equalled or better on one die to hit an 
  enemy when carrying out an Attack.
  • Defence Value: The score needing to be equalled or better on one die to hit an 
  enemy when being Attacked.
  • Shoot Value: The score needing to be equalled or better on one die to hit an 
  enemy with missiles. Not all units have this ability.
  • Maximum movement: The maximum number of inches a model in this unit 
  may move.
  • Initial Strength Points: The number of hits or casualties a unit may take before 
  it is wiped out; this will be either 6 or 12 depending on the unit's type. Any 
  unit may be represented with 6 or 12 models, or as a Single or Reduced Model 
  unit without any loss of effectiveness.
  • Special rules: Any other rules applicable to this unit, which may differ from the 
  core rules.
  ADDING FANTASTICAL AND OTHER OPTIONS
  In addition to the unit-specific options shown under each profile, you may wish to 
  include one or more of the rules outlined in the later section, 'Fantastical Rules'.
  These rules offer 'high fantasy' options to players, and (with some restrictions) 
  may be added to any type of unit with a little bit of thought and imagination… doing 
  so means that you can create a wide swathe of wizards, warriors, and creatures 
  from fantasy film and literature. Examples are shown in the later section, 'Sample 
  Warbands'.
  Design note: With your 
  opponent's agreement, it's 
  possible to use options or 
  Special Rules not usually 
  available to your unit 
  type if this fits the fantasy 
  unit you're creating; as a 
  general guide, this should 
  usually add 2 points to a 
  unit's cost, but may be as 
  low as 1 point for minor 
  upgrades, or 3 or more 
  points for more powerful 
  stuff. For example, you 
  may decide to allow all 
  Wood Elf Foot units the 
  Fleet Footed special rule 
  at 1 point per unit.
  
  12
  MOUNTED UNIT PROFILES
  ELITE RIDERS
  Elite Riders represent well-armoured and well-armed knights and their equivalents 
  across the fantasy races. They are mounted on horses or rather more scary beasts, 
  and rely on the impact of their charge to do damage unto their enemies. If caught 
  on the defensive, they are not nearly so deadly, and their impetuous nature can land 
  them in hot water. This troop type can be used for great battle heroes by fielding a 
  Single or Reduced Model Unit.
  UNIT NAME
  Elite Riders
  POINTS
  6
  Attack 
  5+
  Attack Value 
  3+
  Move 
  7+
  Defence Value 
  5+
  Shoot 
  –
  Shoot Value 
  –
  Courage 
  3+
  Maximum movement 
  10"
  Armour 
  4
  Strength Points 
  6
  SPECIAL RULES
  • Wild Charge: If the unit is within Attack range of an enemy unit, you must test 
  to activate an Attack; this is the only order the unit can be given. Wild Charge 
  may not be used if the unit is Battered.
  • Counter-charge: When an enemy has successfully diced to Attack this unit, 
  but before it moves, this unit may test for a counter-charge. Test for an Attack 
  at 7+. If it succeeds, the two units meet a proportionate movement distance 
  between their start positions, and both count as Attacking. If it fails, it stands 
  in place for the enemy's charge. Counter-charge may not be used if the unit 
  is Battered.
  OPTIONS
  • Mounted missiles @ 2 points per unit: Wild Charge and Counter-charge are 
  removed and replaced with Shoot 6+/Range 12" hitting on 5+.
  • Level Headed @ 2 points per unit: This unit is better controlled than most, 
  removing Wild Charge and changing Move to 5+.
  • Any 'Fantastical Rules'.
  HEAVY RIDERS
  Heavy Riders are not as well equipped as Elite Riders, but are still formidable 
  in battle; some may be armed with missile weapons in addition to their hand 
  weapons. War chariots are included as an option, with improved armour but 
  less manoeuvrability.
  UNIT NAME
  Heavy Riders
  POINTS
  4
  Attack
  5+
  Attack Value
  4+
  Move
  5+
  Defence Value
  5+
  Shoot
  –
  Shoot Value
  –
  Courage
  4+
  Maximum movement
  10”
  Armour
  3
  Strength Points
  6
  SPECIAL RULES
  • Counter-charge: When an enemy has successfully diced to Attack this unit, 
  but before it moves, this unit may test for a counter-charge. Test for an Attack 
  at 7+. If it succeeds, the two units meet a proportionate movement distance 
  
  13
  between their start positions, and both count as Attacking. If it fails, it stands 
  in place for the enemy's charge. Counter-charge may not be used if the unit 
  is Battered.
  OPTIONS
  • Mounted missiles @ 1 point per unit: Add Shoot 6+/Range 12" hitting on 5+.
  • Chariots @ 2 points per unit: Unit may not enter rough terrain or cross walls, 
  ditches, or similar (other linear terrain crossed as normal), but Armour is 
  increased to 4. Unit must be a Reduced Model Unit with 2 or 3 models only.
  • Any 'Fantastical Rules'.
  LIGHT RIDERS
  Light riders are skirmishing troops who rely on 'shoot and scoot' tactics: if they end 
  up contacted by an enemy unit they'll find themselves pretty dead pretty quickly. 
  Keeping a distance and using their missiles to harry slow moving enemies works 
  much better. Their missiles may instead represent minor spellcasting and magical 
  attacks… and their mounts need not be limited to horses: ostriches, wolves, 
  significantly super-sized stoats, and ill-tempered goats are all possible (as are winged 
  mounts, if you use the Flying option).
  UNIT NAME
  Light Riders
  POINTS
  4
  Attack
  7+
  Attack Value
  5+
  Move
  5+
  Defence Value
  6
  Shoot
  6+
  Shoot Value / Range
  5+ / 12”
  Courage
  5+
  Maximum movement
  12”
  Armour
  3 
  Strength Points
  6
  SPECIAL RULES
  • Skirmish: As an ordered activation, successful on a 7+, the unit may choose to 
  make a half move and Shoot either before or after this movement takes place. 
  All models in the unit Shoot with –1 to their dice scores.
  • Evade: When an enemy has successfully diced to Attack this unit, but before it 
  moves, this unit may test to Evade at 7+. If it succeeds, it immediately carries 
  out a Skirmish action targeting the Attacking unit only, may not move closer 
  to the Attacking unit, and must avoid other units by 3" as usual; casualties 
  inflicted in the Skirmish action cause a Courage test only at the end of the 
  Attack. The charging unit then moves its full charge distance following the 
  Evading unit; if it makes contact it Attacks with the Evading unit reducing its 
  Armour to 1, and if it cannot contact it must move as close as possible. If the 
  Evade test fails, the unit stands in place and awaits attack without shooting or 
  moving, and its Armour drops to 1 during the Attack. Evade cannot be used if 
  the unit is Battered.
  OPTIONS
  • Short range missiles @ –1 point per unit: Most units are armed with bows but 
  may instead be armed with missiles such as javelins, with range reduced to 6".
  • Any 'Fantastical Rules', except Spellcaster, Summoner, and Cleric/Slayer.
  
  14
  GREATER WARBEASTS
  Greater Warbeasts are the sort of creatures that cause an audible intake of breath 
  when their opponents see them trundle into play: dragons, demons, treemen, 
  massive war rhinos, giant rabbits having a bad day, despicable unnamed 
  monstrous gods summoned to fight for their cultists, that sort of thing. In 
  general, they won't be too smart (possessing only animal intelligence), and will 
  fight with tooth, claw, and other natural weapons. Formidable on the attack, 
  if their enemies get in close and can attack underbellies or flanks they become 
  relatively toothless.
  UNIT NAME
  Greater Warbeasts
  POINTS
  6
  Attack
  5+
  Attack Value
  3+
  Move
  6+
  Defence Value
  6
  Shoot
  –
  Shoot Value
  –
  Courage
  3+
  Maximum movement
  10”
  Armour
  4 
  Strength Points
  6
  SPECIAL RULES
  • Ranger: This unit uses its normal Attack/Defence/Armour profile when fighting 
  in rough terrain.
  • Wild Charge: If the unit is within Attack range of an enemy unit, you must test 
  to activate an Attack; this is the only order the unit can be given. Wild Charge 
  may not be used if the unit is Battered.
  OPTIONS
  • Flame or Spore Attack @ 2 points per unit: Wild Charge is removed and 
  replaced with Shoot 6+/Range 12" hitting on 5+.
  • Ponderous @ 1 point per unit: This unit is better controlled than most and 
  removes Wild Charge.
  • Cunning @ 2 points per unit: Defence Value becomes 5+.
  • Any 'Fantastical Rules', except Spellcaster, Summoner, and Cleric/Slayer.
  Badger, badger, badger! 28mm 
  Mantic Games' Dwarven Brock Riders 
  halt at a stream. (Mantic Games)
  
  15
  LESSER WARBEASTS
  Like their Greater namesakes, Lesser Warbeasts generally aren't too smart, and fight 
  with tooth, claw, and other natural weapons. This troop type includes most four-
  legged creatures, other animals, and minor fantastical creatures you might find on a 
  battlefield: lions, wolves, war dogs, hordes of smaller creatures (such as spiders and 
  bats), and well as Reduced Model Units representing medium-sized creatures.
  UNIT NAME
  Lesser Warbeasts
  POINTS
  4
  Attack
  5+
  Attack Value
  4+
  Move
  6+
  Defence Value
  6
  Shoot
  –
  Shoot Value
  –
  Courage
  4+
  Maximum movement
  12”
  Armour
  3
  Strength Points
  6
  SPECIAL RULES
  • Ranger: This unit uses its normal Attack/Defence/Armour profile when fighting 
  in rough terrain.
  • Wild Charge: If the unit is within Attack range of an enemy unit, you must test 
  to activate an Attack; this is the only order the unit can be given. Wild Charge 
  may not be used if the unit is Battered.
  • Fleet Footed: This unit does not halve its movement in rough terrain.
  OPTIONS
  • Flame or spore attack @ 2 points per unit: Wild Charge is removed and 
  replaced with Shoot 6+/Range 12" hitting on 5+.
  • Cunning @ 2 points per unit: Defence Value becomes 5+.
  • Any 'Fantastical Rules', except Spellcaster, Summoner, and Cleric/Slayer.
  These Snow Trolls could be 
  Warbeasts, or Elite or Bellicose Foot 
  – just don't be the one to make them 
  angry! Copplestone Castings 15mm, 
  painted by Kevin Dallimore. (Kevin 
  Dallimore)
  
  16
  
  17
  FOOT UNIT PROFILES
  ELITE FOOT
  These are the dismounted equivalent of Elite Riders; as well as representing heroes 
  and well-armoured warriors, Elite Foot can be used to field Minotaurs, Giants, or 
  similarly imposing bruisers as Single or Reduced Model Units. It's also viable way of 
  fielding a very powerful magic user as a Single Model Unit, by adding the Spellcaster 
  option (thus making a 10-point unit – the strongest allowed in Dragon Rampant).
  UNIT NAME
  Elite Foot
  POINTS
  6
  Attack
  5+
  Attack Value
  3+
  Move
  5+
  Defence Value
  4+
  Shoot
  –
  Shoot Value
  –
  Courage
  3+
  Maximum movement
  6”
  Armour
  4 
  Strength Points
  6
  SPECIAL RULES
  •
  Ranger: This unit uses its normal Attack/Defence/Armour profile when fighting
  in rough terrain.
  OPTIONS
  •
  Missiles @ 2 point per unit: Add Shoot 6+/Range 18" hitting on 5+.
  •
  Any 'Fantastical Rules'.
  HEAVY FOOT
  Heavy foot are well-armoured, steady spearmen or pikemen: the mainstay of many 
  fantasy armies. They move slowly but surely and are better in defence than when 
  attacking. The Wall of Spears makes them very hard to shift from the position they're 
  defending, and the Offensive option increases their offensive capability (making them 
  better trained, armed with heavy bladed weapons, or physically bigger). Offensive 
  Heavy Foot could also be used to represent slow-moving Trolls, Golems, and such 
  like as Reduced Model Units (perhaps 3 models at full strength).
  UNIT NAME
  Heavy Foot
  POINTS
  4
  Attack
  6+
  Attack Value
  5+
  Move
  5+
  Defence Value
  4+
  Shoot
  –
  Shoot Value
  –
  Courage
  4+
  Maximum movement
  6”
  Armour
  3
  Strength Points
  12
  SPECIAL RULES
  •
  Wall of Spears: There needs to be 6 or more Strength Points in unit to form a
  Wall of Spears. On a Move order, form the unit into base-to-base contact; a 
  Wall of Spears cannot form in rough terrain or in cover, and it cannot move 
  in this formation. Wall of Spears increases their Armour by 1 point against 
  Attacks but not Shooting (to 4 for Heavy Foot). If the unit becomes Battered or 
  must retreat while in a Wall of Spears, the formation is broken.
  OPTIONS
  •
  Offensive @ 2 points per unit: Attack Value becomes 4+. The unit may no
  longer form a Wall of Spears. (And you can insert your own joke about why/
  how they're offensive.)
  •
  Any 'Fantastical Rules'.
  
  18
  LIGHT FOOT
  Light Foot fulfil a similar battlefield function to Heavy Foot, but are less well-
  armoured; as a result they're faster when moving, but easier to damage. Light Foot 
  may also be used to represent smaller warriors that have more speed than fighting 
  ability, or less courageous warriors. The option to add missile weapons offers an 
  interesting balance between melee and missile capability.
  UNIT NAME
  Light Foot 
  POINTS
  3
  Attack
  6+
  Attack Value
  5+
  Move
  5+
  Defence Value
  4+
  Shoot
  –
  Shoot Value
  –
  Courage
  4+
  Maximum movement
  8”
  Armour
  2
  Strength Points
  12
  SPECIAL RULES
  • Wall of Spears: There needs to be 6 or more Strength Points in unit to form a 
  Wall of Spears. On a Move order, form the unit into base-to-base contact; a 
  Wall of Spears cannot form in rough terrain or in cover, and it cannot move 
  in this formation. Wall of Spears increases their Armour by 1 point against 
  Attacks but not Shooting (to 3 for Light Foot). If the unit becomes Battered 
  or must retreat while in a Wall of Spears, the formation is broken.
  OPTIONS
  • Offensive @ 2 points per unit: Attack Value becomes 4+. The unit may no 
  longer form a Wall of Spears.
  • Short range missiles @ 1 point per unit: Shoot 6+/Range 6" hitting on 5+. 
  Usually these missiles will be javelins.
  • Mixed weapons @ 2 points per unit: The unit carries a mixture of spears and 
  missiles, adding Shoot 6+, Range 12" hitting on 5+. Remove Wall of Spears and 
  cannot be combined with Offensive or Short range missiles.
  • Any 'Fantastical Rules'.
  Barbarica Pictish Bellicose Foot 
  protect their false idols. 15mm 
  Copplestone Castings, painted by 
  Kevin Dallimore. (Kevin Dallimore)
  
  19
  BELLICOSE FOOT
  Bellicose Foot are angry fellows with big axes, sharpened teeth, and an unpleasant 
  outlook on life. They charge first, slay second, and on very rare occasions might 
  stop to ask questions later. They are very powerful when charging forward, but are 
  extremely vulnerable if caught off balance or unprepared. Bellicose Foot could be 
  used to represent Ogres, Wights, and other ferocious creatures as Reduced Model 
  Units (perhaps 4 models at full strength).
  UNIT NAME
  Bellicose Foot
  POINTS
  4
  Attack
  5+
  Attack Value
  3+
  Move
  6+
  Defence Value
  6
  Shoot
  –
  Shoot Value
  –
  Courage
  4+
  Maximum movement
  8”
  Armour
  2 
  Strength Points
  12
  SPECIAL RULES
  • Ranger: This unit uses its normal Attack/Defence/Armour profile when fighting 
  in rough terrain.
  • Wild Charge: If the unit is within Attack range of an enemy unit, you must test 
  to activate an Attack; this is the only order the unit can be given. Wild Charge 
  may not be used if the unit is Battered.
  • Counter-charge versus foot: When an enemy has successfully diced to Attack 
  this unit, but before it moves, this unit may test for a counter-charge. This is 
  an Attack at 7+. If it succeeds, the two units meet a proportionate movement 
  distance between their start positions, and both count as Attacking. If it fails, it 
  stands in place for the enemy's charge. This rule does not apply versus mounted 
  units. Counter-charge may not be used if the unit is Battered.
  • Fleet Footed: This unit does not halve its movement in rough terrain.
  OPTIONS
  • Terrifically Shiny Armour @ 2 points per unit: Armour becomes 3.
  • Any 'Fantastical Rules', except Spellcaster, Summoner, and Cleric/Slayer.
  28mm Mantic Games Ogres, 
  sauntering around town looking for 
  someone to eat. (Mantic Games)
  
  20
  HEAVY MISSILES
  These troops are equipped with crossbows or similar hard-hitting, armour-punching 
  projectiles; despite their powerful attack, such weapons are usually slow to reload, 
  meaning that you cannot rely on Heavy Missiles to Shoot every turn. They are not well 
  armoured nor particularly useful in hand-to-hand combat, but hope to shoot their 
  enemies down from a distance. If your fantasy world includes gunpowder, muskets 
  and rifles may be represented with Weighty Projectiles, and light cannon as a Single 
  Model Unit. Heavy Missiles may also represent a giant throwing rocks or a magic user 
  of limited ability only able to cast fireballs (both best fielded as Single Model Units).
  UNIT NAME
  Heavy Missiles
  POINTS
  4
  Attack
  7+
  Attack Value
  6
  Move
  6+
  Defence Value
  5+
  Shoot
  7+
  Shoot Value / Range
  4+ / 18”
  Courage
  4+
  Maximum movement
  6”
  Armour
  2 
  Strength Points
  12
  SPECIAL RULES
  • None
  OPTIONS
  • Weighty Projectiles @ –1 point per unit: Some units may be armed with shorter 
  range weapons with range reduced to 12".
  • Any 'Fantastical Rules', except Spellcaster and Cleric/Slayer.
  LIGHT MISSILES
  Light Missiles are generally more common than Heavy Missiles, and represent most 
  forms of bows, slingshot, and the spell-cast equivalent of these weapons. Like Heavy 
  Missile units, they are not so well equipped for hand-to-hand fighting, and should 
  try to destroy opposing units before they can close. The Sharpshooter option allows 
  for more accurate shooting. Elves, Men, Orcs, and Dwarves often use such troops, 
  whereas smaller races such as Goblins are more likely to field missile troops as 
  Scouts (see below).
  UNIT NAME
  Light Missiles
  POINTS
  4
  Attack
  7+
  Attack Value
  6
  Move
  6+
  Defence Value
  5+
  Shoot
  6+
  Shoot Value / Range
  5+ / 18”
  Courage
  4+
  Maximum movement
  6”
  Armour
  2 
  Strength Points
  12
  SPECIAL RULES
  • None
  OPTIONS
  • Sharpshooter @ 2 points per unit: Shoot Value becomes 4+.
  • Any 'Fantastical Rules', except Spellcaster and Cleric/Slayer.
  SCOUTS
  Scouts are woodsmen, brigands, pixies, and youthful warriors who flit around the 
  battlefield in small skirmishing units. They are missile-armed (which may be real 
  or magical) and of limited value in melee, but are capable of grabbing objectives 
  
  21
  and harrying the enemy with accurate shooting. Scouts should try to evade enemy 
  Attacks, and are hard to target with missiles as they make full use of the terrain 
  around them.
  UNIT NAME
  Scouts
  POINTS
  2
  Attack
  7+
  Attack Value
  6
  Move
  5+
  Defence Value
  6
  Shoot
  7+
  Shoot Value / Range
  5+ / 12”
  Courage
  5+
  Maximum movement
  8”
  Armour
  1 
  Strength Points
  6
  SPECIAL RULES
  • Hard to target: Scouts count as Armour 2 versus Shooting and may only be 
  targeted within 12".
  • Skirmish: As an ordered activation, successful on a 7+, the unit may choose to 
  make a half move and Shoot either before or after this movement takes place. 
  All models in the unit Shoot with –1 to their dice scores.
  • 
  Evade: When an enemy has successfully diced to Attack this unit, but before it 
  moves, this unit may test to Evade at 7+. If it succeeds, it immediately carries out 
  a Skirmish action targeting the Attacking unit only, may not move closer to the 
  Attacking unit, and must avoid other units by 3" as usual; casualties inflicted 
  in the Skirmish action cause a Courage test only at the end of the Attack. The 
  charging unit then moves its full charge distance following the Evading unit; if 
  it makes contact it Attacks with the Evading unit reducing its Armour to 1, and 
  if it cannot contact it must move as close as possible. If the Evade test fails, the 
  unit stands in place and awaits attack without shooting or moving (its Armour 
  remains 1 during the Attack). Evade cannot be used if the unit is Battered.
  • Fleet Footed: This unit does not halve its movement in rough terrain.
  OPTIONS
  • Any 'Fantastical Rules', except Spellcaster, Summoner, Exploder, and Cleric/
  Slayer.
  RAVENOUS HORDES
  Slow moving, untrained in combat, hard to motivate, and little more than a speed 
  bump. What's not to like if you value quantity over quality? Ravenous Hordes are 
  best suited to represent zombies, scared peasants, and anything else that you can 
  think of that's entirely unsuited to the battlefield environment. Adding options 
  slightly increases their usefulness.
  UNIT NAME
  Ravenous Hordes
  POINTS
  1
  Attack
  7+
  Attack Value
  6
  Move
  6+
  Defence Value
  6
  Shoot
  –
  Shoot Value
  –
  Courage
  5+
  Maximum movement
  6”
  Armour
  1 
  Strength Points
  12
  SPECIAL RULES
  • None
  OPTIONS
  • Undead, Venomous, Hatred, and Fear only. 
  
  22
  
  23
  3. BATTLE RULES
  IMPORTANT RULES CONVENTIONS
  Dragon Rampant is written with playability in mind; the rules try to keep things as 
  simple as possible while maintaining the feel of a fantasy battle. A few general rules 
  are worth noting here, as they apply throughout the rules:
  •
  All dice are ordinary six-sided dice and are numbered 1–6.
  •
  For combat results, dice are scored individually, but for orders and courage
  tests, roll two dice and add the total.
  •
  Expect high scoring dice to favour you and low scoring dice to count
  against you.
  •
  Each model is supposed to represent one warrior, although if you decide on a
  different model ratio it won't affect game play.
  •
  All measurements are given in inches ("), although you may wish to change this
  to centimetres if playing Dragon Rampant with 15mm or smaller models.
  •
  Round down fractions unless otherwise noted.
  •
  Distances between units are measured between the closest model of each unit.
  The distance between these two models counts when deciding if units are
  'within range' in the rules.
  •
  There is no 'unit facing'. All models can see, move, and shoot in all directions:
  in Dragon Rampant, units move in loose formations and can turn towards
  threats quickly.
  •
  Use your good sense! The rules for Dragon Rampant will not cover every
  conceivable situation that arises in miniature wargaming; when something
  happens that is ungoverned by the rules, or if you have a situation that sits
  uneasily alongside the written rules, discuss the most sensible way forward
  with your opponent (or poke the fool in the eye and insist that you are correct).
  In-keeping with the rest of the rules, keep your solution simple.
  When measuring, use the distance 
  between the closest models from 
  each unit. Elf archers by Vendel, Elf 
  wizard by EM4, and Reaper Bones 
  ghosts/pin-cushions. (Henry Hyde)
  
  24
  UNIT COHESION
  Individual models move independently but at 
  the end of their move must conform to unit 
  cohesion. Choose one model from the unit, 
  and at the end of the unit's movement, all 
  models must be within 3" of that model. Some 
  players decide to model a standard bearer or 
  musician model to use as the cohesion model 
  every turn, but you may instead choose a 
  different model in different turns if you prefer.
  Models in a unit should not be manoeuvred 
  around the table in rough clumps (base-to-base 
  contact is only important for units using the 
  Wall of Spears special rule); if you're playing 
  with units comprising several communal bases, 
  move them around as blocks of bases as wide 
  as they are deep (or as close to this as you can 
  manage with an odd number of bases), with no more than a few millimetres between 
  the unit's individual bases.
  Keep at least 3" between units unless they are fighting; this makes it clear which 
  unit is which and acts as a zone of control for each unit, applying equally to friends and 
  enemies. The only time that units may be in contact with another is during the Attack 
  sequence, and models may never move within 3" of another unit at any other time.
  As no unit may move within 3" of another unit, friendly units may not move 
  through one another.
  TERRAIN
  Before beginning your game, agree with your opponent how each type of terrain is 
  going to affect the battle, using the guidelines shown here and in later sections of 
  the rules. There are no hard and fast rules governing how much terrain you should 
  place; scenarios may specify exact requirements but I would usually suggest aiming 
  for at least one piece of terrain on each quarter of your tabletop.
  Dragon Rampant keeps terrain as simple as possible: I've played too many 
  games in the past where I've been too terrified to move into a wood because of the 
  extra pages of rules I'd have to brush up on.
  There are five broad categories of terrain:
  • Rough terrain: such as marshland, wide streams or rivers, deep snow, villages, 
  very steep hills for units moving up them, and woods. This is area terrain that 
  slows down movement within it and is harder for most units to attack in.
  • Obstacles: such as ditches, fences, and walls. This is usually linear terrain that 
  temporarily holds up units as they attempt to cross it.
  • Obscuring terrain: Hills, woods, villages and other terrain that prevents units 
  seeing what lies beyond.
  • Cover: such as walls, fences, villages and woods. These reduce casualties to 
  units benefitting from this terrain category.
  • Impassable: such as deep rivers, ravines and cliffs. Models can't move over 
  these, and casualties are caused if a unit blunders into impassable terrain.
  A unit counts as in cover or rough terrain if the majority of models in the unit are in 
  the terrain, or are shielded from the majority of the shooting/attacking unit. A unit 
  that is not in rough terrain itself still counts as such when Attacking a unit that is. 
  If you're playing with a warband 
  mounted on communal bases, 
  arrange each unit as shown here (for 
  4, 3, or 2 base units). The Single Model 
  Unit dragon is based by itself. There 
  are no flanks or rear for any of these 
  units. Demonworld Elves and Reaper 
  Bones Dragon painted by the author. 
  (Daniel Mersey)
  
  25
  When Moving, the models in a unit move individually so some (outside of the terrain 
  feature) may move at full speed while those on a terrain feature move more slowly.
  Many types of terrain count fall into more than one category, for example:
  • Hills are cover when defending an Attack and higher than your enemy… and 
  obscuring terrain from the 'other' side… and very steep hills are rough terrain 
  when moving up them.
  • Woods are rough terrain… and obscuring terrain… and cover.
  • Walls are obstacles… and cover.
  • Buildings are obscuring terrain… and cover.
  Agree with your opponent how you will define each piece of terrain before you 
  begin each game; also agree how the effect of combined terrain types will be handled 
  (for example, whether areas of scrubland should just count as rough terrain or also 
  count as cover). Rules for applying these guidelines can be found in the relevant 
  sections on movement, shooting, and attacking.
  SUPERB COVER
  You may agree with your opponent to count some cover as better than the norm; 
  examples could include the solid walls of a castle or other sturdy buildings. Superb 
  cover increases the target unit's Armour by 2 points against Shooting rather than the 
  usual 1 point. I strongly recommend using this classification sparingly and perhaps 
  reducing any Warband starting the game behind such cover by a few points.
  LEADER RULES
  Here's a quick summary of what your Leader does the same or differently to 
  other models:
  • Leaders are part of a unit and cannot leave it.
  • Leaders move and fight as an ordinary model.
  • Leaders will always be the last model to die in their unit.
  • Leaders give +1 to your total for all Courage tests for units within 12" of the 
  Leader model.
  • Leader Traits may affect the above!
  • Leader rules are only applied if the Leader is in play on the tabletop and his 
  unit is not Battered.
  If the Goblins Attack, the Skeletons 
  will count as uphill (and in cover, 
  increasing their Armour by 1); if 
  the Goblins Shoot, being uphill 
  counts for nothing. Photo by Kevin 
  Dallimore, models by Artizan Designs 
  and Wargames Factory. (North Star 
  Military Figures)
  Design note: Unlike Lion 
  Rampant, there are no 
  duels between individual 
  Leaders in Dragon 
  Rampant, although two 
  single-model Leader 
  units may fight a normal 
  melee that looks like a 
  duel. Similarly, there 
  are no lucky blows 
  in this fantasy world: 
  your larger-than-
  life characters lead 
  relatively charmed lives 
  in comparison to their 
  historical counterparts.
  
  26
  WHAT HAPPENS DURING EACH TURN
  A game consists of a number of turns, played through a cycle of phases that allow all 
  players to activate their units. Turns are fairly fluid in Dragon Rampant: you cannot 
  be sure that all of your units will be guaranteed to act in any given turn, and most 
  games last for an uncertain number of turns. This adds a degree of confusion that 
  seems suitable for the clashes presented in the game.
  A turn doesn't represent a set amount of time, but in real life, the battles fought 
  probably last for no more than a handful of minutes: maybe a half hour at most.
  Here's a brief summary of the phases that make up every turn of the game:
  • Attacker's activation phase: Player carries out actions until an ordered 
  activation test is failed.
  • Defender's activation phase: As above.
  • Additional activation phases: In multi-player games, carry out an activation 
  phase for each additional player in the game.
  • End of the turn: Begin the next turn of the game unless the game has ended, in 
  which case all players total their Glory to see who wins.
  Some scenarios end when one side has been wiped out or has moved off the battlefield, 
  and others end when one of the players has achieved the goals they've been set.
  ACTIVATING YOUR UNITS
  In Dragon Rampant, as in real battles, some units will do what you want them to do, 
  others may decide to charge off without orders from you (regardless of whether you 
  wish them to or not), and others will remain stationary and of no use to you until 
  you've inspired them back to bravery or poked them with a sharp stick.
  When your activation phase begins in each turn, you play through a sequence 
  that allows you to rally Battered units, make Wild Charges, and give out orders to 
  Attack, Shoot, or Move.
  During each of these you test to see how a unit responds by rolling dice. 
  When Rallying units, success recovers their ability to act as a fighting force; when 
  testing for Wild Charges, success sees your units charge at their enemies; and when 
  testing for ordered activations, success allows you to act with that unit (usually 
  moving, shooting, or attacking). Regardless of the type of action occurring, you 
  must immediately carry out and conclude it before choosing another unit to 
  activate; so for example, if your unit is Attacking, resolve that combat (including 
  the removal of casualties and any resulting courage tests) before moving on to 
  another unit's action.
  When your activation phase begins, play through it using the following three-
  step sequence every time:
  • Rally Battered units.
  • Activate Wild Charges.
  • Order other activations.
  A unit may be activated only once in your activation phase, so a unit that has tried to 
  Rally may not then make a Wild Charge or receive an ordered activation in this turn. 
  A unit that has tested for a Wild Charge may not then test for an ordered activation.
  Some of your opponent's units might be able to take immediate action as a result 
  of your own unit's activations; a unit may attempt to carry out only one of these 
  actions for each Attack it is targeted by.
  Design note: In 
  multiplayer games, I 
  recommend playing 
  clockwise around the table 
  for simplicity. However, 
  many players like to 
  introduce initiative cards 
  (you take your activation 
  phase when you card is 
  turned), or team-based 
  activations (all players 
  on the same team are 
  activated at once).
  
  27
  RALLY BATTERED UNITS
  Units become Battered as a result of poor morale, which may be caused by casualties 
  and a variety of other factors. The later section on Battered units goes into more detail 
  on how this affects the unit, but I can tell you now that they're neither happy nor useful.
  If you have any Battered units, you must try to rally them at this point in 
  your activation phase. A Battered unit will rally (remove its Battered marker) if it 
  successfully passes a Courage test:
  • If the test is successful, remove the unit's Battered marker, but remember that 
  you cannot activate it again during your activation phase. Unless the unit is 
  Battered again before your next activation phase begins, it can be activated as 
  normal at that time.
  • If the test is unsuccessful, the unit retains its Battered marker, loses one 
  additional Strength Point, retreats, and takes no further action during your 
  activation phase. It will be at a disadvantage if attacked while Battered. Failed 
  Rally tests do not end your activation phase.
  If more than one of your units must test for Rallying, you may choose the order in 
  which you test; however, all Battered units must be tested: you can't choose to miss 
  a Rally test. Finally, a unit may only test to Rally if it is Battered!
  See the section on Courage for how to make a Courage test and how to retreat; 
  all of the modifiers and rules shown in the Courage section also apply to Rally tests.
  TEST FOR WILD CHARGES
  Some units have Wild Charge listed as a special rule. If any of your units with this 
  rule have not taken a Rally test and begin this part of your activation phase within 
  Dragon Rampant Activation Sequence
  Begin!
  Yes
  Yes
  Yes
  No
  No
  No
  Start of your 
  activation phase
  Do you have any units 
  that need to test for a 
  Wild Charge?
  Do you have any 
  Battered units?
  End your activation 
  phase; next player’s phase 
  begins or turn ends
  Do you have any units 
  that have not yet tried to 
  activate?
  Resolve all Wild 
  Charges
  Attempt to Rally each 
  Battered unit
  Order each unit until
  an activation test is 
  failed or all units have 
  been ordered
  Attack
  Rally
  Shoot /
  Move / 
  Attack
  Design note: You won't 
  always get to activate 
  all of your units, every 
  turn so work out your 
  priorities before doing 
  anything! If there is 
  something you wish to 
  achieve this activation 
  phase, try to do that at 
  the first opportunity, and 
  use a unit that is well-
  suited to the task.
  
  28
  contactable distance of a visible enemy unit, you must test to activate a charge; this 
  is the only action the unit can be given to this unit during your activation phase if it 
  did not Rally. Wild Charges are tested for even if the target unit is in rough terrain or 
  behind cover, so long as contact may be made.
  All Wild Charges must be tested before moving on to any other orders, and each 
  unit's charge should be resolved before moving on to test for other Wild Charges:
  • If successful, the unit immediately carries out an Attack activation against an 
  enemy unit of your choice within range.
  • If unsuccessful, the unit remains stationary and takes no further action. A failed 
  Wild Charge does not end a player's activation phase.
  If more than one of your units must test for a Wild Charge, you may choose the 
  order in which you test: remember that the outcome of one Wild Charge may change 
  which other units must make the test.
  ORDERED ACTIVATIONS
  Any of your units that have not yet tested for a Wild Charge or Rallying may be 
  ordered into action in this part of your activation phase. You may choose whether 
  these units move, shoot, attack, or carry out any other activation they're entitled to. 
  You may also choose the order in which you activate your units into action.
  A failed ordered activation test will end your activation phase immediately.
  When you choose a unit to activate, you need to point out a unit and state out 
  loud which of these actions the unit is being ordered to carry out:
  • Move
  • Shoot
  • Attack
  Some units may also:
  • Skirmish
  • Take a fantastical action (such as Spellcasting or Flying)
  • Make a reaction to your action (such as Counter-charge or Evade)
  These additional rules are shown under the relevant troop types' entries in the 
  section 'Building Your Warband' or 'Fantastical Rules'.
  When you've announced the action your unit intends to make, carry out an 
  activation test by rolling two dice (see the following section):
  • If your test is successful, carry out this action in its entirety before selecting 
  another unit to activate.
  • If your test is unsuccessful, your activation phase ends.
  Different types of units have different values for each action; some units are better 
  at certain actions than others.
  If you do not wish to order a unit to take any action, carry out any other ordered 
  activations first and then declare that you're ending your activation phase without 
  ordering any more units.
  You may wish to place a small marker or gaming gem next to units once they have 
  tested for activation, so that you don't forget which has acted and which has not.
  
  29
  
  30
  THE ACTIVATION TEST
  When you test for Wild Charges or ordered activation, roll two dice and add the total:
  • 
  If the total is equal to or higher than the score needed, the unit succeeds and carries 
  out that action. When this is completed, you may choose another unit to activate.
  • 
  If the total is lower than the score needed, the unit fails. It remains stationary, taking 
  no action at all, and if this was an ordered activation your activation phase ends.
  ENDING YOUR ACTIVATION PHASE
  Your activation phase will end in one of three ways:
  • If your test to carry out an ordered activation fails.
  • If you have tested to activate each of your units once.
  • You have tested all Battered units and Wild Charges, and have decided not to 
  activate any or all of your other units.
  Remember that a failed test for Battered units or units subject to Wild Charge does 
  not end your activation phase; also remember that each of your units may only be 
  tested for activation once during your phase.
  When your activation phase ends, the next player begins his activation phase or 
  the turn ends if everyone has now taken their go.
  MOVING
  A unit may be ordered to Move during your activation phase. A Move may not 
  be used to contact with an enemy (only Attack activations allow that) or to move 
  within 3" of an enemy unit. Models may not move within 3" of an enemy if not 
  Attacking it.
  MOVING YOUR UNIT
  Movement is kept simple and as free as possible: you may move each model up to 
  the maximum shown on its profile with no restrictions other than terrain and unit 
  proximity. Each model moves individually in any way it wishes, but by the end of the 
  movement, each model must abide by the unit cohesion rule (3" of a central model). 
  Models may move sideways, backwards, or at any angle during the move.
  Maximum movement distances in open terrain are:
  • Light Riders and Lesser Warbeasts: 12"
  • All other Mounted: 10"
  • Bellicose Foot, Light Foot, and Scouts: 8"
  • All other Foot: 6"
  If unit cohesion is broken for any reason, the unit must correct this next time it 
  Moves, Retreats, or Attacks.
  HOW TERRAIN AFFECTS MOVEMENT
  Rough terrain halves all movement inside it (if moving into rough terrain with 4" 
  of move left, the unit may only move 2" into the terrain), unless the unit is Fleet 
  Footed. Work out how much of your unit's movement has not been used at the point 
  it reaches the rough terrain, and halve what is left when moving into the terrain.
  Movement in rough terrain is applied to individual models rather than whole units: 
  some models in a unit may suffer reduced movement because they are in rough terrain, 
  while others move their full distance because they are not in rough terrain. Remember to 
  Design note: As not every 
  unit will necessarily 
  move every activation 
  phase, some players will 
  why. It could be that 
  the unit is scared, has 
  received a confusing 
  order, is busy reloading 
  or helping injured 
  warriors, is catching its 
  breath or eating its prey, 
  or cannot see the same 
  dangers as you see with 
  your god-like view over 
  the battlefield. Behind 
  every failed dice roll is a 
  story waiting to be told.
  Design note: I recommend 
  not getting too caught up 
  in exact measurements: 
  move a few of your 
  models by measuring 
  the correct distance 
  and move the rest of 
  the unit using these 
  models as approximate 
  distance markers. 
  If you wish to play 
  more precisely, let you 
  opponent know before 
  the game begins… and 
  be prepared for a slower 
  game. If you're using 
  movement trays or bases 
  with multiple models 
  on them, be prepared to 
  be generously flexible 
  with measurements, 
  determining cover, and 
  so on.
  
  31
  maintain unit cohesion at the end of a unit's movement.
  Obstacles are moved up to, halted at, and then moved 
  over with no delay during your unit's next movement.
  Impassable terrain cannot, of course, be crossed.
  SHOOTING
  A unit may be ordered to Shoot only if armed with 
  missile weapons. There must be a target unit within 
  sight and range for a unit to be given this order. As 
  long as one model from each unit is within range and 
  line of sight, Shooting takes place and casualties may 
  occur to any models in the target unit.
  The sequence for Shooting is:
  • Choose a target unit
  • Shoot! Shooting unit rolls to hit
  • Target unit reduces Strength Points
  • Target unit tests Courage if needed
  The target unit never shoots back, even if missile armed: it's too busy finding cover 
  and shielding itself.
  MISSILE RANGES
  Different missiles are effective up to different distances. Maximum missile ranges in 
  Dragon Rampant are:
  • Foot Missiles: 18"
  • Scouts, Mounted Missiles, Weighty Projectiles: 12"
  • Short Range Missiles: 6"
  So long as one model from your Shooting unit is within maximum range of one 
  model of the target unit, your unit may Shoot.
  An important rule to remember is that up to 12" range all models in your unit 
  roll to hit using their Shoot Value; beyond this distance, they subtract 1 from each 
  dice rolled.
  CHOOSING A TARGET
  The following rules guide you through choosing a target for your Shooting unit:
  • Line of sight is all around: there are no firing arcs and it does not matter which 
  direction a model is facing.
  • Although you may choose your own target, an enemy unit able to contact 
  the Shooting unit during its next activation must be chosen as a target in 
  preference to a unit unable to contact the Shooting unit during its next 
  activation phase.
  • If more than one target is available, you may choose which unit to target.
  • 
  Units cannot split shooting between target units: all shots are directed at one unit.
  • Units in cover may be targeted, but units may not shoot at targets completely 
  hidden behind trees/buildings or other obscuring terrain. Models in your 
  Shooting unit do not block line of sight, but other units can.
  • Targets further than 12" away are harder to hit.
  Borderlands Forest Troll Shaman and 
  Goblin Moss-troopers. Photo by Kevin 
  Dallimore, models by Artizan Designs. 
  (North Star Military Figures)
  Design note: Shooting 
  ranges may look quite 
  limited, but remember 
  that this is just the 
  shortest distance between 
  the two units.
  
  32
  RESOLVING SHOOTING
  Once you've chosen your target, add up the number 
  of dice your Shooting unit will target them with:
  • 12 dice if your unit is above half its starting 
  Strength Points (7 or 4 Strength Points depending on 
  the troop type).
  • 6 dice if your unit is at half its starting Strength 
  Points or below (fewer than shown above).
  Roll that number of dice and apply the following 
  modifier to the scores if applicable:
  • –1 to each dice score if 12" or further from target.
  Any result equalling or bettering your unit's Shoot 
  Value is a hit. If the target is in cover, the terrain improves their Armour rather than 
  reducing the Shooting unit's ability to hit.
  REDUCING STRENGTH POINTS
  Once the shooting unit has rolled its dice, compare the final number of hits against 
  the Armour of the target unit. For every number of hits equalling the target's Armour, 
  remove one Strength Point from the target unit:
  • Units with Armour 1 remove one Strength Point for every hit inflicted.
  • Units with Armour 2 remove one Strength Point for every two hits inflicted.
  • Units with Armour 3 remove one Strength Point for every three hits inflicted.
  • Units with Armour 4 remove one Strength Point for every four hits inflicted.
  • Any leftover hits are ignored.
  • Cover increases Armour by 1.
  For example, 5 hits inflicted on a unit with Armour 3 will cause only one lost 
  Strength Point; the remaining two hits bounce off shields and armour with no effect.
  If you're removing models from play, start with models within the Shooting 
  unit's missile range. If all models that were within missile range have been removed 
  and there are still outstanding casualties to remove, take them from other models 
  within the unit. When removing models, remember to maintain unit cohesion.
  A unit that has lost any Strength Points must immediately make a Courage test 
  (see the section on Courage for how to do this).
  A depleted unit of Halfling Light 
  Missiles: despite their brace of 
  casualties, they still fight with a full 
  compliment of dice (until reduced to 
  6 or fewer Strength Points). Grenadier 
  models painted by Arjun Choong. 
  (Arjun Choong)
  Skellie Light Missiles hit on 5+ so 
  score 7 hits. The Elite Riders' Armour 
  of 4 means that they lose only 1 
  Strength Point (if their Armour 
  was 3, they'd lose 2 points). Range 
  is measured between the closest 
  models from each unit. Reaper Bones 
  Skeletons painted by the author 
  confronting Fireforge Knights painted 
  by Matt Slade. (Henry Hyde)
  
  33
  ENDING SHOOTING
  Once you have determined and removed losses from the target unit, that unit will 
  need to take a Courage test if it lost any Strength Points. When the Courage test has 
  been resolved, your Shooting unit's activation ends and you may move on to activate 
  another unit from your Warband.
  HOW TERRAIN AFFECTS SHOOTING
  Cover increases Armour by 1 (so a unit with Armour 2 becomes Armour 3 when in 
  cover); obscuring terrain blocks line of sight – but units can see through woods and 
  smoke up to 3", although the target unit still counts as in cover.
  A target unit counts as in cover if the majority of models in the unit benefit 
  from the terrain against the majority of the Shooting unit. Area terrain should be 
  pretty simple to judge; obstacles as cover are a little tougher – as a general rule for 
  Shooting, models benefit from obstacles if within 3" of it (and on the other side to 
  the shooting unit, obviously!). If there is any doubt, allow the unit to count as in 
  cover – real soldiers find it easier to find a hole than model soldiers do.
  A unit entirely hidden from the Shooting unit by obscuring terrain cannot be 
  targeted as there is no line of sight; if some models are within line of sight, the target 
  unit counts as being in cover but can be shot at.
  ATTACKING
  A unit may only be ordered to Attack if there is an enemy unit within movement 
  distance of it, using this order to contact an enemy unit. When models in the unit have 
  been moved into contact, they will immediately fight; that's what Attacks are all about!
  Attack move distances are the same as Move distances: the only difference is that 
  Attacks end in contact with the enemy (and many units have different activation 
  scores for Moving and Attacking). Some units must attempt to Attack enemies 
  within range because they are subject to Wild Charges.
  The sequence for an Attack is:
  • Choose a target unit
  • The target unit may take an action if allowed (evade or counter-charge)
  • Move Attacking unit into contact.
  • Fight! The Attacking unit uses its Attack Value, and the unit being attacked 
  uses its Defence Value.
  • Both sides reduces Strength Points.
  • Units test Courage if required.
  • If both units are still in contact, one unit will retreat.
  MOVING INTO CONTACT
  Models in a unit may see all around: there are no charge 
  arcs or facings in Dragon Rampant. Line of sight may 
  prevent a unit from Attacking, as it may only Attack a 
  unit that at least one of its models can see at the start 
  of its activation. Models in your own unit do not block 
  line of sight, but other units may do so.
  If more than one enemy unit is within sight and 
  range, the Attacking player may decide which to 
  target (remembering that a unit may not move within 
  3" of another unit unless charging it). Only one unit 
  may be contacted in an Attack move. If the target 
  unit is directly behind an obstacle, the Attacking 
  If you're playing with warbands 
  mounted on communal bases, 
  don't worry about the angle they 
  contact each other at: so long as 
  at least part of a base from each 
  unit is in combat, everyone fights. 
  Both units here roll up their sleeves 
  and get stuck in. Northlanders by 
  Copplestone Castings, Wood Elves 
  by Demonworld, all painted by the 
  author. (Daniel Mersey)
  
  34
  unit contacts it by moving up to the obstacle and halting 
  against it.
  Use these guidelines when moving an Attacking unit into 
  contact with its target unit:
  • Move each model in the Attacking unit up to its 
  maximum Move distance, moving the Attacking unit into 
  contact by the most direct path.
  • Move as many models as possible into contact with a 
  model in the target unit.
  • Regardless of which models are in contact with an 
  enemy, all models in both units will fight.
  ENEMY COUNTER-CHARGES AND EVADES
  Some units may make a counter-charge or evade move 
  when Attacked. When you declare the target of your attack, your opponent may tell 
  you that his unit intends to try one of these special moves.
  The target unit tests for activation and, if successful, carries out the reaction 
  according to the rules shown under troop types. The Attacking unit then moves as 
  ordered. If the target unit fails its activation, it does not move and the Attack continues.
  Units may only attempt to counter-charge or evade if this skill is allowed to that 
  troop type (listed under the unit's 'Special rules').
  RESOLVING ATTACKS
  Once you've moved your Attacking unit into contact with the target unit, add up the 
  number of dice both units will fight with:
  • 12 dice if your unit is above half its starting Strength Points (7 or 4 Strength 
  Points depending on the troop type).
  • 6 dice if your unit is at half its starting Strength Points or below (fewer than 
  shown above).
  Roll that number of dice and apply the following rules if applicable:
  • Units in rough terrain fight with Attack and Defence of 5+ and Armour of 2 
  unless they have the Ranger special rule.
  • Battered units only hit on 6.
  Any result equalling or bettering your unit's Attack Value (if Attacking) or Defence 
  Value (if Defending) is a hit.
  REDUCING STRENGTH POINTS
  Once both units have rolled their dice, compare the final number of hits against 
  the Armour for both units. For every number of hits equalling the target's Armour, 
  remove one Strength Point from the target unit:
  • Units with Armour 1 remove one Strength Point for every hit inflicted.
  • Units with Armour 2 remove one Strength Point for every two hits inflicted.
  • Units with Armour 3 remove one Strength Point for every three hits inflicted.
  • Units with Armour 4 remove one Strength Point for every four hits inflicted.
  • Any leftover hits are ignored.
  • Cover increases Armour by 1.
  All models in both units fight, 
  whether they're in base-to-base 
  contact or not. The Dwarf Elite Foot 
  Attack on 3+, so score 8 hits; the 
  Skeleton Light Foot Defend on 4+, so 
  score 3 hits (rolling 6 dice as they're 
  under half strength). With their 
  Armour of 2, the Light Foot take 4 
  casualties; unfortunately they don't 
  score enough hits to damage the 
  Dwarves at all. Oh dear! Grenadier 
  Dwarves and Reaper Bones Skeletons 
  from the author's collection. (Henry 
  Hyde)
  
  35
  For example, 3 hits inflicted on a unit with Armour 2 will cause only one lost Strength 
  Point; the remaining hit is deflected by armour and parried by swords with no effect.
  If you're removing models from play, start with models in contact with the 
  enemy. If all models that were in contact have been removed and there are still 
  outstanding casualties to remove, take them from other models within the unit. 
  When removing models, remember to maintain unit cohesion.
  A unit taking casualties must make a Courage test as noted in the section 'Ending 
  Attacks', regardless of whether it is the Attacking or target unit. See the section on 
  Courage for how to carry out this test.
  ENDING ATTACKS
  Once you have determined and removed casualties from both units, either unit must 
  take a Courage test if it suffered any casualties.
  If both units are still in contact after any Courage tests have been taken (or if no 
  tests were required):
  • The unit that lost the most Strength Points during this Attack must retreat (see 
  the later section on 'Retreats' for distances). If at the end of this retreat some 
  models still remain within 3" of the enemy that the unit was fighting, continue 
  to move those models until they are 3" away. The retreat must be directly away 
  from the unit it fought.
  • If both units suffered equal (or no) lost Strength Points, the Attacking unit 
  retreats as described above.
  • No units will remain in contact or within 3" of any other by the end of 
  an Attack.
  • If a unit cannot fall back the required distance due to terrain or other units 
  blocking its path, it tests for casualties as shown in the later section on 
  'Retreats'.
  When Courage tests and any additional movement have been concluded, your 
  Attacking unit's activation ends and you may move on to activate another unit from 
  your Warband.
  HOW TERRAIN AFFECTS ATTACKING
  Rough terrain changes most units' Attack 
  and Defence Values to 5+ and their Armour 
  becomes 2 regardless of their usual profile. 
  And if one unit counts as in rough terrain, 
  both units involved in the combat do: it's never 
  a case that only one of the units fighting is 
  affected by the terrain. Units with the Ranger 
  special rule are not affected by rough terrain, 
  and Scouts and Ravenous Hordes actually 
  fight better in rough terrain than in the open.
  Cover increases the Defending unit's 
  Armour by 1 (so a unit with Armour 3 
  becomes Armour 4 when in cover); cover in 
  rough terrain makes most units' Armour 3.
  Hills count as cover if defending an Attack 
  and uphill of the Attacking unit, but have no 
  effect on Shooting (other than blocking line 
  of sight).
  The woodland guardians on the left 
  fight as though they are in rough 
  terrain because the unit they're 
  Attacking is. Stagman and boarman 
  painted by Darrell Hindley, Dire Boar 
  painted by Spencer Williams, Marsh 
  Troll painted by Paul Baldwin, other 
  models painted by the author. (Daniel 
  Mersey)
  
  36
  Obscuring terrain blocks line of sight for Attacks – but units can see through 
  woods and smoke up to 3".
  A unit counts as in cover or rough terrain if the majority of models in the unit 
  benefit from the terrain against the majority of the Attacking unit. Area terrain should 
  be pretty simple to judge; obstacles count as cover to a unit being attacked only if the 
  unit counts as 'in cover' (majority rule as above). If there is any doubt, allow a unit 
  to count as in cover – real soldiers find it easier to find a hole than model soldiers do.
  TESTING COURAGE
  WHEN TO TEST COURAGE
  Courage tests must be taken by any unit immediately during play if your:
  • Unit has lost Strength Points from Attacking or Shooting
  • Unit is attempting to rally to remove a Battered marker
  • Unit becomes your only unit remaining on the table
  • Leader is killed or flees the table
  • Warband has had half or more army points of units removed from play (12 or 
  more points in a 24 army point game)
  The first three situations affect only the individual unit but the final two affect all 
  units remaining in your Warband.
  Make a test immediately and only when it is triggered; for example, don't continue 
  to test each and every turn after your Leader has been killed, only at the point he is killed. 
  As indicated above, some tests affect only one unit but others affect your entire Warband.
  If two or more factors from the list occur at once, only take one Courage test 
  per unit rather than a test for each applicable factor. And the loss of Strength Points 
  from a Courage test does not trigger a further Courage test for that unit!
  HOW TO TEST COURAGE
  When a Courage test is needed for any unit, take the following actions:
  • Roll two dice and add the total.
  • From this total subtract 1 for each Strength Point the unit has lost in the game 
  so far (so if you've lost 4 Strength Points, subtract four from your total).
  • 
  Subtract an extra 1 from this total if your Warband has had half or more points 
  of units removed from play (12 or more points in a 24 army point game).
  • 
  Add 1 to your total if your Leader's model is within 12" of the unit taking the test.
  • Compare your final score to the unit's Courage score.
  • If you have equalled or bettered the Courage score, there's no effect unless 
  you're attempting to remove a Battered marker as a Rally activation, in which 
  case you must now remove it. If your score is lower than your Courage score, 
  you have failed the test.
  FAILING A COURAGE TEST
  If your unit fails a Courage test, the outcome depends on how badly they failed. 
  The unit might just retreat from immediate danger and spend some time licking 
  its collective wounds, or it might decide that enough is enough and rout from the 
  battlefield. Resolve the outcome shown below immediately:
  • 
  If you've failed a Courage test but your final score is greater than 0, your unit must 
  retreat (see the next section). Your unit also becomes Battered after retreating.
  Design note: Rough 
  terrain is a great leveller 
  of fighting ability in 
  Dragon Rampant as it 
  prevents the momentum 
  of charges, provides 
  hiding places for light 
  troops, stops the better 
  troops from strutting 
  their stuff, and helps 
  weaker troops to battle 
  against their better 
  quality enemies (also 
  known as 'The Willow 
  Paradox').
  
  37
  • If you've failed a Courage test and your final score is 0 or a negative 
  number, your unit loses heart completely and flees the table in rout. Remove 
  it immediately.
  • A Battered unit which receives another Battered result loses an additional 
  Strength Point in addition to retreating.
  RETREATING
  When a unit retreats, it must move directly away from the unit that caused the 
  retreat and must not go within 3" of any other unit at any time during the retreat:
  • A retreating unit moves half of its normal movement distance, affected as usual 
  by terrain.
  If at the end of this move some of your models remain within 3" of the enemy unit 
  that caused this retreat, continue to move those models until they are 3" away. You 
  are not penalized for individual models having too short a movement distance to 
  complete the retreat: in this instance they're happy to run a bit faster.
  Being unable to move the full distance required due to impassable terrain or 
  other units blocking the path is more dangerous, as shown below. Remember that 
  you may not move within 3" of any unit, and that even friends can block the path 
  of your retreat in this way.
  A retreat must always try to move the full distance required, although a couple 
  of unusual situations may arise:
  • Units unable to retreat the full distance required: If a unit cannot retreat its 
  full move (for example, if unable to pass by units without moving within 
  3" of them or being trapped against impassable terrain) it moves as far as 
  possible and then rolls one dice, comparing the result to its Courage. If the 
  dice roll is lower than the unit's Courage, it must lose additional Strength 
  Points equal to the dice result. This is the only situation where a unit may 
  remain within 3" of another unit.
  • Units retreating off 
  the table: If any model 
  from a unit moves off 
  the table as the result 
  of a retreat, remove the 
  entire unit and count 
  it as routed. It may not 
  re-enter the battlefield 
  during the game.
  Terrain affects the distance 
  moved during a retreat in 
  the same way as for any 
  other movement.
  The defeated High Elves must retreat 
  along the most sensible, safest 
  route away from their prickly War 
  Hedgehog enemies (whom they were 
  fighting), and the other enemy units; 
  they must try not to move closer to 
  any enemy unit. EM4 Elves, Minotaur, 
  Troll, and Ogre, Standard Games 
  Hedgehogs, Reaper Wolves and Dire 
  Boar (painted by Spencer Williams) 
  from the author's collection. (Henry 
  Hyde)
  Design note: Describing 
  the way retreats should 
  be handled is tricky, as 
  so many circumstances 
  may affect it; the 
  general concept is that 
  a retreating unit must 
  attempt to stay as far 
  from danger as possible, 
  and should not end in 
  a more advantageous 
  position than it was in at 
  the start of the retreat.
  
  38
  BATTERED UNITS
  When a unit becomes Battered, place a marker or casualty model with it to remind 
  all players that the unit is Battered. A Battered unit:
  • Must test to remove its Battered marker (Rally) at the beginning of the owning 
  player's next activation phase.
  • May not be activated other than to Rally.
  • Only hits enemies on a 6 if it is Attacked whilst Battered.
  • May only move as the result of a failed Courage test.
  The only way a Battered unit may remove its marker is by Rallying; success in any 
  other Courage test does not remove the marker.
  Receiving another Battered result from a Courage test when already Battered 
  means that the unit must lose another Strength Point and retreat. A Battered unit 
  may not Wild Charge, counter-charge or evade an attacking enemy and nor may it 
  Shoot. If your Leader's unit is Battered, you may not use any Leader special rules.
  ENDING THE GAME
  In Dragon Rampant, battles are rarely fought for a set number of turns, as game 
  play is so fluid. Because of this, scenarios should have defined end points to prevent 
  games grinding on with the last two units dragging themselves across the tabletop 
  when the players would prefer to go home.
  Victory in a game of Dragon Rampant is decided by the amount of Glory (victory 
  points) a Warband amasses at the end of the game. See the section on Scenarios for 
  more on Glory.
  If you are playing without a scenario, keep playing until a turn begins with 4 or 
  fewer units remaining in the game. When this happens, roll a dice at start of every 
  turn… if the score is higher than number of units left on table, this is the final turn 
  so it's time to grab that Glory!
  "Stop running away!" A Battered unit, 
  indicated by the red gaming gem. 
  Unhappy 1970s Minifigs Forest Orcs 
  painted by the author. (Henry Hyde)
  
  39
  
  40
  4. FANTASTICAL RULES
  This section lists the rules that add the 'fantasy' to Dragon Rampant. I have 
  deliberately broken out the core battles rules from the fantasy rules, as some players 
  will prefer a low fantasy setting without the magical bits, or may already know the 
  Lion Rampant system so can use this section as a faster reference during gameplay. 
  These fantastical rules supplant any Battle Rules they clash with: faerie beats reality 
  every time. And there's no need to limit yourself to the rules listed here: explore the 
  expansive world of fantasy adventure by developing your own ideas too.
  CLERIC
  Cost: 4 points / 0 points.
  'Cleric' is a catch-all term for all warriors of faith: whether a benevolent or 
  malevolent god or goddess matters not in Dragon Rampant. A unit with the Cleric 
  option added becomes more powerful when playing against Undead units (more 
  about those later):
  • A Cleric unit counts as using Enchanted melee weapons against Undead units, 
  without needing to roll for effectiveness (see the entry for Magical Arms & 
  Armour).
  • A Cleric may choose to ignore Fear caused by the Undead.
  • The 4 point cost only applies when playing against a Warband with one 
  or more Undead units present. If no Undead units are in play, there is no 
  additional points cost.
  • A Warband including Undead units may not field a Cleric. They just don't 
  mix well.
  SLAYER
  Slayer is an alternative option to the standard Cleric rules: the rules and cost do 
  not change, but the targeted unit does so. For example, instead of fielding a Cleric 
  who is more powerful against the Undead, you may opt to field a Troll Slayer (same 
  effect but against Trolls of course), Beast Slayer 
  (against warbeasts), Man Slayer (humans), and so 
  on. Fear may only be ignored against the relevant 
  type of unit.
  EXPLODER
  Cost: 2 points.
  When you've gotta go pop, you've gotta go pop. 
  A few chosen units are destined for a short lifespan 
  on account of their ability to dramatically explode 
  on the battlefield, laying low all before them. Some 
  such units do so willingly (fanatical Ratkin or 
  Goblins voluntarily wearing explosives), others do 
  so unknowingly (poor piggies with gunpowder kegs 
  on their backs), and some unlucky souls are just in 
  the wrong place at the wrong time (henchmen forced 
  to swallow magical bubble potions on account of 
  their job description). Regardless of their situation, 
  Exploders always work in the same way:
  This fine conversion of a Reaper 
  Gryphon and Perry Miniatures knight 
  can be fielded as a Flying Elite Rider. 
  Converted and painted by Arjun 
  Choong. (Arjun Choong)
  
  41
  • An Exploder may be any unit type other than Scouts or Ravenous Hordes.
  • The unit acts as normal until the owning player decides to trigger an explosion 
  (tip: do it close to several enemy units and none of your own!).
  • As an ordered activation successful on 5+, an Exploder unit will explode. A 
  failed activation test means an implosion occurs, and the unit is removed from 
  play without damaging any other units, and counts as casualties.
  • The explosion affects all units – friend and foe alike – within a 6" radius of the 
  exploding unit. This works exactly as a Shoot action hitting on 3+ (the number 
  of dice rolled depending on the Exploder's Strength Points, as for all Shooting), 
  but affects all units within the blast zone.
  • Before the game begins, you may agree to rule that any cover within the blast 
  zone is also destroyed; decide this before the scenario begins.
  • Once exploded, the Exploder unit is removed from the table and counts 
  as destroyed.
  FEAR
  Cost: 2 points.
  Not everyone takes being attacked by a bad-tempered giant weaselman or a 
  dreadful cockatrice in their stride. Some units create Fear in their enemies, which 
  will affect all opposing troop types in the same way:
  • Courage Tests caused as a result of Attacking (but not Shooting) by a Fear unit 
  suffer an additional –1 to the total.
  • Should two units that cause Fear encounter one another, the effect of this rule 
  is cancelled between those units. Undead units are not affected by Fear.
  FEARFUL
  Cost: –2 points.
  Fearful is an option allowed you to field units that are petrified of everything, 
  their own shadow included. Every Courage and Rally test 
  suffers –1 to the total; if attacked by a unit causing Fear, 
  Courage tests are taken at –2.
  FLYING & BURROWING
  Cost: 2 points.
  If the models in a unit have wings, you probably want 
  to field them as a Flying unit! In game terms, they are more 
  accurately 'hoppers', as they count as grounded between 
  movements (this really represents their vulnerability as they 
  fly over the battlefield at low level). The following rules 
  apply for Flying units:
  • A Flying unit may move over friends and enemies 
  during its movement, but at the end of its move must 
  adhere to the 3" proximity rule just like any other unit. 
  This is still a great advantage, as units may not usually 
  interpenetrate in Dragon Rampant.
  • Flying units ignore all terrain for movement and 
  Attacks (as will their opponent for Attacks), and they 
  never benefit from cover. Units targeted by a Flying unit 
  will only benefit from cover if it is buildings, woods, or 
  some other overhead cover.
  Evil winged things: whatever else 
  they are, they're definitely Flyers. 
  28mm models by Mantic Games. 
  (Mantic Games)
  
  42
  • Flying units with the Wild Charge rule will move over friendly units that would 
  usually block the charge, to contact an enemy unit.
  • Flying units are affected as normal in Attacks. They may be attacked in the 
  same way as any other unit; it's assumed that they're flying low enough to take 
  part in the battle that other units can hit them.
  • When retreating, a Flying unit must move its Maximum movement, and may 
  move over any other unit; this may result in it retreating off the table more 
  often that you would wish!
  • Burrowing: the same rules may be used to represent tunnelling/boring (but not 
  dullard) creatures.
  HATRED
  Cost: 1 point.
  Just like punks and hippies, or United and City, some tribes just don't get along. 
  If there's a long-standing enmity between some units in your Warband and their 
  foes, you can add the Hatred rule. Before deployment, choose one race within your 
  opponent's Warband and declare that your unit has Hatred for it (you can change 
  the target between games). When doing so:
  • A unit's Hatred must be directed at one particular race in your opponent's 
  Warband rather than a troop type (for example, goblins might have Hatred of 
  dwarves, but not of Heavy Foot in general).
  • All of your units subject to Hatred must direct this towards the same race (in 
  the example above, all of your goblins with this rule have Hatred of dwarves, 
  you can't have some hating dwarves and some hating gnomes).
  • Units with Hatred gain the Wild Charge against enemy units they have 
  Hatred of.
  • Units with Hatred that already have the Wild Charge special rule automatically 
  pass their Wild Charge tests against enemy units they have Hatred of, meaning 
  that your unit must always Attack.
  INVISIBILITY
  Cost: 3 points.
  In addition to actual invisibility – which unfortunately for the user temporarily 
  disappears during Attacks – this option may be used to represent races that are 
  expert at concealment and hiding. The following rules apply:
  • Invisible units may not be targeted by ranged attacks except for spells, and do 
  not block line of sight.
  • Invisible units become visible during Attacks and may be targeted by enemy 
  Attacks – they can't have everything their own way for just 3 points!
  • Invisible units may achieve objectives and use the unit proximity rule in the 
  same way as other units; they cannot be passed through by other units, as 
  everyone senses their presence even if they can't see them clearly.
  MAGICAL ARMS & ARMOUR
  The frequency with which magical swords and armour are bandied about in fantasy 
  literature suggests that they are really quite commonplace! Dragon Rampant groups 
  such items into three broad categories, but ensures that the magical power remains 
  unpredictable (even a runesword can be temperamental – there's only so much faerie 
  dust a Dwarven smith can sprinkle into a thin metal blade).
  Design note: Be careful 
  about choosing Hatred 
  for your missile-armed 
  units and Spellcasters… 
  it may well prevent them 
  from doing what they're 
  good at!
  
  43
  ENCHANTED WEAPONS
  Cost: 1 point.
  An Enchanted weapon uses the following rules:
  • 
  You must specify if the unit is equipped with missile or melee Enchanted weapons.
  • At the start of each game, before deployment, roll one die to see if your 
  weapons will give you a magical edge against your current opponents: on a roll 
  of a 6, the weapon's enchantment becomes effective versus all enemy units.
  • An effective enchanted weapon rerolls all misses (once) in all Attacks (melee) or 
  Shooting (missile).
  • If more than one unit has enchanted weapons, roll separately for each.
  BLESSED WEAPONS
  Cost: 2 points.
  A Blessed weapon works in exactly the same way as an Enchanted weapon, but 
  is effective against your opponents on a roll of 5–6. Players of a certain outlook on 
  life may prefer to call these Cursed weapons.
  MYSTICAL ARMOUR
  Cost: 2 points.
  If a unit is equipped with mystical armour, for every Strength Point lost, roll one 
  die. On a roll of a 6, that point will be ignored.
  SPELLCASTER
  Cost: 4 points.
  Spellcaster is an expensive but fun option that can be added to certain units to 
  give them the ability to use magic on themselves or other units. It may be used with 
  Single or Reduced Model Units or full strength units – admittedly, most wizards and 
  warlocks look best as a Single Model Unit or accompanied by a few familiars, and 
  witches are expected to operate in trios of models. Here are a few ideas on the best 
  way to represent certain types of Spellcaster, but as with all aspects of the rules, use 
  your imagination to achieve the best results:
  • Elite Foot + Spellcaster: A Warlock or eminent Wizard of the Grandest Order.
  • Heavy Foot + Spellcaster: A skilled, adept magician using additional minor 
  magical powers to render strength and protection in combat.
  • Light Foot + Spellcaster: An accomplished – but not renowned – magican, 
  achieving the same results as above but on a lesser scale; more positively, 
  magical ability or youth allows a faster rate 
  of movement.
  • 
  Scouts: Using the Scout unit type and not adding the 
  Spellcaster option allows you to represent one or a 
  small group of minor magic users, using their ability to 
  Shoot to represent magical attacks that are equivalent 
  to Scouts' non-magic missiles. The same could be 
  applied to other Missile units. This would not count as 
  a Spellcaster or a magical attack in game terms.
  A Spellcasters' profile Attack, Defence, and Armour values 
  usually represent close-range magic rather than any real 
  ability with a sword or shield. If a unit with Missiles has 
  the Spellcaster option added, the unit may choose to use 
  non-magical missiles or a Power Bolt for ranged attacks.
  Design note: If you're 
  after a more reliable 
  magical melee weapon, 
  consider a little extra 
  holy help and use 
  the Slayer option of 
  the Cleric rule or the 
  Venomous upgrade.
  This powerful wizard wants to throw 
  the 'Power Bolt!' spell at the seven 
  Dwarves; his activation test score of 
  8 is a success so he may now make 
  a Shooting attack with 12 dice. 
  Duck, Dwarves, duck! Reaper Bones 
  wizard painted by Paul Baldwin and 
  Grenadier Dwarves from the author's 
  collection. (Henry Hyde)
  
  44
  
  45
  CASTING A SPELL
  Spells are cast as Ordered Activations (just like an Attack, Move, or Shoot action), 
  using the following rules:
  •
  A Spellcaster unit gains access to all of the powers shown in the spell table;
  follow the rules outlined in the table for the effect and duration of each
  available spell.
  •
  A Spellcaster may use any one of the spells listed below as an ordered
  activation. If the Spellcaster is Battered or removed from play, the magic's effect
  ends immediately.
  •
  A Spellcaster that is at half strength or below (6 or 3 Strength Points) has a –1
  modifier to its activation test for Spellcasting.
  •
  A unit targeted by a spell must be within range and line of sight of the
  Spellcaster; any such unit of the Spellcaster's choice may be chosen.
  •
  A unit currently affected by a spell (usually a spell that lasts until the player's next
  activation phase) cannot be targeted by another spell other than 'Sod-off Spell!'.
  •
  A Spellcaster may never have more than one spell in play at any one time. If
  a Spellcaster wishes to cast a new spell while an earlier one is still within its
  duration, the original spell is cancelled with immediate effect before the test for
  the new spell’s success is taken.
  •
  When activating a Spellcaster, be sure to shout aloud the name of the spell in
  your best wizardly voice.
  The Spell Table
  Spell name
  Difficulty
  Target
  Duration
  Effect
  Almighty Prod!
  6+
  Friendly unit 
  within 18"
  Until the start of the player’s 
  next activation phase (unless 
  used before that).
  If the target unit fails its next Ordered Activation roll it may 
  immediately re-roll the test (once). The spell’s effect ends 
  immediately whether successful or not.
  Banish Fear!
  6+
  Friendly unit 
  within 18"
  Until the start of the player's 
  next activation phase.
  The target unit may re-roll all failed Courage tests (once per test).
  Heal Thee!
  7+
  Friendly unit 
  within 18"
  1 immediate action
  Restore 1 Strength Point to a friendly unit within range (except itself 
  – the magic isn't that powerful!). Strength may not rise above unit's 
  original value.
  Befuddle Thee!
  7+
  Enemy unit 
  within 18"
  Until the unit Rallies
  Automatically Batters an Unbattered unit within range. May not be 
  used on an already Battered unit.
  Bog Thee!
  7+
  Enemy unit 
  within 18"
  Until the end of the target's 
  next activation phase.
  A quagmire springs up around the target unit; any movement or 
  combat it is involved in counts as in rough terrain. Movement of 
  other units is not affected. There is no effect if the target unit is in or 
  moves into 'real' rough terrain.
  Dragon's 
  Breath!
  7+
  Self or any unit 
  within 18"
  Until the end of the target's 
  next activation phase.
  A magical wall of mist or fog is thrown up around the target unit; it 
  may not Shoot or be Shot at, but may still be targeted by spells and 
  moves as normal (the Dragon's Breath moves with it).
  Power Bolt!
  7+
  Enemy unit 
  within 18"
  1 immediate Shoot action
  A magical attack of flame, electric, poison, or whatever else suits 
  your Spellcaster. This works exactly as a Shoot action, with a Shoot 
  Value of 4+ (suffering –1 to dice rolls for targets over 12" away).
  Sharper Blades!
  7+
  Self or friendly 
  unit within 18"
  Until the start of the player's 
  next activation phase.
  The target unit may re-roll all failed Attack or Defence dice (once 
  per Attack).
  Stronger 
  Shields!
  7+
  Self or friendly 
  unit within 18"
  Until the start of the player's 
  next activation phase.
  The target unit's Armour increases by 1.
  Sod-off Spell!
  8+
  One unit 
  currently 
  bespelled  
  within 18"
  Immediate cancellation
  This spell cancels out the effect of any spells currently affecting one 
  unit with a duration of 'Until the start of the player's next activation 
  phase' or 'Until the unit Rallies'. If successful, the effect of all 
  applicable spells on the targeted units are ended immediately. The 
  spellcaster cannot target itself.
  Design note: You may 
  wish to use gaming 
  markers (or models 
  of familiars) to place 
  beside units affected by 
  a spell that lasts until 
  the player's activation 
  phase, as a reminder 
  of the spell's effect 
  and duration.
  
  46
  MAKING YOUR OWN SPELLS
  Feel free to create your own spells, but always check with your opponent before 
  using them in a game. If your new spell seems over-powered, experiment with 
  increasing the cost of the Spellcaster option or increasing the spell's Difficulty.
  WIZARDLINGS
  Cost: 2 points.
  A Wizardling is a lesser Spellcaster, cheaper to purchase but with less magical 
  ability: the fantasy equivalent of supermarket own-brand lager. A Wizardling is 
  purchased in the same way as a Spellcaster, but costs fewer points. In return, the 
  Wizardling chooses three spells from the Spell Table, and may not use any other 
  spells. The spells must be chosen before the scenario is announced.
  SUMMONER
  Cost: 3 points.
  A Summoner raises allies from the ground or from thin air. This allows you to 
  keep a number of your units off-table and bring them into play mid-battle. The rules 
  for summoning are as follows:
  • 
  As an ordered activation on 6+, a Summoner unit may try to raise 1 unit per turn.
  • A Summoner that is at half strength or below (6 or 3 Strength Points) has a –1 
  modifier to its activation test for Summoning.
  • If you deploy a Summoner in a scenario where some of your units are deployed 
  off-table, a –1 modifier is applied to all Summoning activation tests for the 
  scenario's duration.
  • 
  If successful, the summoned unit must be placed within 12" of the Summoner, 
  and no closer than 6" to an enemy unit. If this is not achievable, the successfully 
  summoned unit may not be placed until summoned again in another turn.
  • 
  A summoned unit may be any Flying, Burrowing or Undead unit, or other 
  creatures that both players agree can materialize or spring from the ground (agree 
  this before the game starts). These units may be left off table during deployment.
  • The summoned unit may not take further action in this phase, but will do so 
  during your next turn.
  • Until on the table, the summoned units do not count as casualties or for 
  victory purposes.
  UNDEAD
  Cost: variable, see below.
  The living dead are a funny old bunch; some 
  dress in cod-Elizabethan clothing (vampires), 
  some are all rattle and bones (skellies), and others 
  are no more than a malevolent wispy vapour that 
  you really shouldn't ingest (wights). A variety of 
  options are available to Undead units, although 
  some units simply count as Undead without 
  any further options added (see the Graveyard 
  Dwellers Warband for examples).
  Undead units may choose any of the 
  following rules:
  • Fear, Flying, Venomous: See rules elsewhere in 
  this section. Cost as shown.
  Design note: I 
  recommend focussing 
  spells on modifying the 
  current mechanics of 
  the rules, rather than 
  introducing entirely 
  new concepts. This helps 
  to ensure that magic 
  remains just another 
  option alongside Tough 
  Guys With Axes and 
  Very Big Monsters, rather 
  than a battle-dominating 
  troop type.
  "I may be a gloss-varnished and 
  metal-fatigued 1970s Minifigs 
  Wizard, but behold my Summoning 
  power!" On a score of 6+ the hideous 
  Great Green Worm rises up from the 
  ground at the behest of The Mighty 
  Summoner, Colin. Reaper Bones 
  worm and Minifigs' Colin painted by 
  the author. (Daniel Mersey)
  
  47
  • No Feelings: Courage value of 0+. This means that your unit will never become 
  Battered, but will still rout on a negative final score (their magical reanimation 
  being broken). They also ignore the effect of Fear. Such units are, however, 
  fragile due to a lack of armour or calcium deficiency, meaning that any hits 
  inflicted during Attacks are rounded up (as opposed to down) when working 
  out how many Strength Points are lost (for example, 3 hits on an Armour 2 
  unit cause 2 Strength damage). Costs 0 points.
  • Unstoppable March of the Dead: This is a Leader trait usable by a Warband 
  consisting only of units from the Graveyard Dwellers list (see later); it may be 
  selected instead of the rolled Trait if you roll an 8 or higher on the Leader Skills 
  table. Your Warband only takes Courage tests for casualties from Attacking or 
  Shooting, and when Rallying (ignore the other bullet points under 'When to 
  test courage'). Costs 0 points.
  VENOMOUS
  Cost: 3 points.
  The venom may come from a natural source (such as teeth or spores), or an 
  unsaintly weapon. Any Attack die (but not Defence die) that rolls 6 does 2 Strength 
  Points of damage. This rule could also be used to represent great strength, or yet 
  another form of magical weapon. Venomous just sounds cooler!
  WERE CREATURES
  Cost: 1 point plus combined unit cost.
  Things may not always be as they seem… this option allows you to field a 
  seemingly normal unit at the start of a game, and once it has taken damage, attempt 
  to transform the unit into a new, beastly form. You must announce that you have a 
  were creature in your Warband at the start of a game, but you do not need to reveal 
  to your opponent which unit it is (so long as you've written it down in secret before 
  the game begins). Use the following rules:
  • Combines two units: Were creatures must be Lesser Warbeasts plus one other 
  unit type.
  • The unit starts the scenario 
  in non-Beast form, but 
  any time it takes at least 1 
  Strength Point of damage 
  from Shooting, Attacks, 
  or Magic, it must test for 
  transformation when the 
  combat ends: roll one die, 
  and the transformation 
  occurs on a roll of 5–6, 
  whether the player wants it 
  or not. Replace the non-
  Warbeast unit on the table 
  with the Warbeast unit, 
  restored to full strength.
  • Each unit's profile must be 
  strictly adhered to before/after 
  the transformation, and a unit 
  may never transform more 
  than once in a game.
  Behold! The Sheep of Doom! 
  Converted and painted by Annie 
  Norman. (Annie Norman)
  
  48
   5. SCENARIOS
  Dragon Rampant is pitched at fighting battles between raiding parties, mountain pass 
  guards, caravan escorts, and outlaw bands: the chances of being involved in a huge, 
  army-sized battle with thousands of goblins howling towards you and giant catapults 
  throwing explosive donkeys overhead are fairly slim. Instead, the scenarios included 
  here set rather more minor challenges for exactly the sort of minor Warband you're 
  leading. Stand-up fights will occur and these favour hard-hitting units, but sometimes 
  it's more beneficial to have a fast-moving Warband to achieve your objective, or a 
  balanced force capable of achieving many tasks rather than a small, elite band of heroes.
  That said, for your first game try the 'Gory Bloodbath on the Plains of Doom' 
  scenario: a straightforward battle that allows you to focus on learning the rules 
  rather than remembering what you need to do to win: just kill all of your enemies. 
  Very subtle, eh?
  SETTING UP A GAME
  You may either choose a scenario with your opponent, or decide randomly by rolling 
  a die (but be aware that this never generates the 'Bloodbath' scenario):
  Die roll
  Play Scenario…
  1
  B: The Sacred Mole Of Ukkert
  2
  C: Death Chase
  3
  D: The Crystal Gale
  4
  E: The Ringbearer
  5
  F: Pot Boiler
  6
  G: Into The Valley Of Certain Death
  Once you've decided on the scenario, organise the game as follows:
  • Select your forces to an equal points value.
  • Roll for your Leader's trait.
  • Decide who is attacking and who is defending.
  • Set up terrain and deploy Warbands.
  • Choose and announce Quests.
  • Begin the first turn.
  CHOOSING ATTACKERS AND DEFENDERS
  Unless you're playing a campaign or linked scenarios, you'll need to choose who 
  attacks and who defends: in some scenarios, the attacker and defender will have very 
  different victory conditions.
  Both players roll a dice: the highest scorer becomes the Attacker. The Warband 
  with the highest combined number of Mounted, Invisible, and Flying units wins ties.
  Unless noted differently in the scenario you're playing, the Attacker goes first in 
  Dragon Rampant.
  DEPLOYING YOUR WARBAND
  Unless noted differently in your scenario set-up, the defender deploys first and the 
  attacker deploys second in accordance with the scenario's guidelines. You may 
  deploy up to a 6" depth from the table's edge unless stated otherwise.
  If you run out of space to legally deploy units, the remaining units start off the 
  table and must successfully make a Move activation during your activation phase, 
  Design note: All but the 
  first scenario included 
  here are different to 
  those in Lion Rampant; 
  any of the scenarios 
  from that rulebook are 
  also playable using 
  Dragon Rampant.
  
  49
  
  50
  measured from the edge of the table (you choose which 
  of your units to leave off the table – you're the boss, 
  after all!). A unit may only enter the game in this way if 
  there is space for the unit to deploy, and it may not make 
  a Wild Charge, Counter-charge or Attack to enter play.
  Where a scenario's set up states that a certain 
  number of points must be deployed in specific ways, 
  this is for standard 24 army point Warbands. Adjust this 
  according to the size of Warband you are playing with.
  WINNING A SCENARIO
  Each scenario awards Glory (victory points) for 
  fulfilling your goals. The player with the most Glory at 
  the end of game is the winner. Unless explicitly stated 
  in the scenario, you cannot score Glory with Battered 
  or retreating units (so if your objective is to occupy an 
  area or move off the board, units that do so by retreating do not count). The one 
  exception is that Battered units can still gain Glory if being Attacked.
  However, Dragon Rampant also encourages you to choose your own 
  adventures… Quests are sub-plots that you may attempt to complete, and a cunning 
  player might be able to win the game by fulfilling Quests even without completing 
  the scenario's main goals. Glory is awarded for successful Quests even if you did not 
  achieve the scenario's goal.
  It's fun to agree with your opponent before the game begins that an extra point 
  of Glory will be awarded if either player manages to live up to their Leader's trait 
  either by roleplay or dice play. Only agree to this if you're prepared to be generous 
  to your opponent!
  QUESTS
  Every Dragon Rampant scenario awards Glory for achieving your goals. In addition each 
  player may gain Glory from choosing Quests before the game begins, declaring amazing 
  feats and achievements that their Warband must then achieve during the game. You may 
  choose up to three Quests per scenario, allowing you to pursue your own agenda on the 
  tabletop and the potential to win even if you don't achieve the scenario's goal.
  You should agree either to announce your Quests to your opponent before 
  the game begins, or write them down and keep them secret until the end of game. 
  Choose Quests once the table is laid out and the Warbands have deployed, as this 
  makes it easier to indicate target units and so forth. More than one player may 
  choose the same Quest.
  The more of these Quests completed, the more Glory you'll score at the end of 
  the game but beware: every Quest you fail to achieve loses you 1 Glory from your 
  final total for the game. Glory is scored for Quests even if you lose the scenario's 
  main objective.
  If you choose to announce your Quests before the game begins, remember to 
  do so in the style of Arnie, Brian Blessed, Margaret Hamilton, Sir Ian McKellen, or 
  should you really wish, Val Kilmer or Ken Marshall.
  CHOOSING YOUR QUESTS
  The list below shows a good selection of quests to choose from, but feel free to come 
  up with new ones that can be used by both yourself and your opponents. Quests 
  should always be worth between 1 and 3 Glory, scoring more points the harder they 
  are to achieve.
  28mm Mantic Games' Orcish 
  Warband doing the weekly shopping. 
  (Mantic Games)
  Design note: Additional 
  quests may be found 
  in the Lion Rampant 
  rulebook – termed 
  'Boasts' – and these are 
  easily transferable to a 
  fantasy setting.
  
  51
  Remember that every quest you do not complete costs you –1 Glory at the end 
  of the game, regardless of it being a 1, 2, or 3 Glory quest.
  3-Glory quests
  "My Warband will stand firm"
  None of your units may rout or retreat off the tabletop (they may be wiped out or leave to fulfill 
  scenario goals).
  "I need not soil my blade on so weak an enemy"
  Confident in victory, you decide to go drinking rather than be present at the battle – your Warband 
  is capable enough to win without your help. Your Leader's unit may not move or take any action all 
  game. If you are required to roll any dice for this unit or move it in any way, your Quest fails.
  "Cleave them in half"
  Rout/destroy units at least three enemy units in one turn.
  "The gods have listened"
  For the duration of the battle, you must never have more than one Battered unit on the table. Your 
  units may be destroyed, just not visibly losing faith in the face of their enemies.
  "They will cower before me"
  At least three enemy units on the table must be Battered at any one time.
  "No magic shall be cast today"
  This may only be chosen if you have a Spellcaster in your Warband. The Spellcaster may not use any 
  spells during this scenario – if it does, the Quest is lost. Magical weapons and armour are conveniently 
  overlooked in this Quest.
  "Hit them hard, hit them fast"
  Your Warband must rout/kill your opponent's highest points value unit, inflicting all of the damage in 
  a single turn of the game; if two or more units are tied on points value, you must indicate/write down 
  which you are targeting at the start of the game.
  2-Glory quests
  "I will destroy more units than I lose"
  Your Warband must rout/destroy more enemy units than you lose (the actual number of models 
  removed is not relevant).
  "Half of the enemy shall falls to my sword"
  Your Warband must rout/destroy at least half of your enemy's total number of units (the value of each 
  unit removed is not relevant).
  "My arrows are deadlier than my spears"
  Your Warband must rout/destroy more Strength Points with Shooting than Attacks (put the casualties 
  in two separate piles!).
  "Smite their champions"
  Your Warband must rout/kill your opponent's highest points value unit; if two or more units are tied 
  on points value, you must indicate/write down which you are targeting at the start of the game.
  "Strike a mighty blow"
  Destroy two enemy units in one turn.
  "They will tremble before me"
  At least two enemy units on the table must be Battered at any one time.
  "Avenge the fallen"
  Secretly choose one enemy unit; you must destroy or rout it during the battle to avenge the dreadful 
  deeds it has previously inflicted on your people.
   1-Glory quests
  "I shall strike the first blow"
  One of your units must declare the game's first Attack.
  "I will make them run"
  One of your opponent's units must make the first failed Courage test of the game.
  "Their aim will be poor today"
  None of your units may ultimately be routed or destroyed by missile fire (they may take missile 
  casualties, but this cannot be the cause of their removal from play).
  "They shall taste our blades"
  You must cause at least 3 Strength Points of damage in a single turn (distributed between one or more units).
  "Every blade shall be drawn"
  Each of your units must succeed in making at least one Attack during the game (regardless of 
  casualties inflicted).
  "Drive them out"
  You must make at least one enemy unit Retreat off the table during the game.
  "Our missiles shall rain down upon them"
  You must reduce at least one of your opponent's units to half strength or less with missile damage alone.
  HONOURING YOUR ELDERS
  Players gain an additional 2 Glory at the end of a game if their Warband comprises 
  entirely of fantasy models manufactured pre-1984. If this doesn't give you a reason 
  to hunt down old Minifigs and Asgard models, I don't know what will!
  SCENARIO A: GORY BLOODBATH ON THE PLAINS 
  OF DOOM
  Bloodbath is a straightforward fight to the death between opposing Warbands. It's a 
  good scenario for multi-player games or for your first game of Dragon Rampant. Both 
  the Attacker and Defender must attempt to slay or rout their enemies to achieve victory.
  SET-UP
  The Attacker deploys along the North edge and the Defender deploys along the 
  South edge. You may wish to experiment with deployment: starting with all units 
  off table and needing to pass a Move order to enter the table adds a touch of spice.
  
  52
  SPECIAL RULES
  None.
  ENDING THE SCENARIO
  Keep playing until a turn begins with 4 or fewer units remaining in the game. When 
  this happens, roll a dice at start of each turn… if the score is higher than number of 
  units left on table, this is the final turn.
  VICTORY CONDITIONS
  Both Attacker and Defender add up the points value of enemy units destroyed/
  routed before the game ended; damaged units still in play are not counted. The 
  player with the higher score wins 5 Glory (+/– Quests). Players tied for first place 
  gain 3 Glory each (+/– Quests).
  SCENARIO B: THE SACRED MOLE OF UKKERT
  The prophecy of the defender's realm is well known: "While the sacred mole of 
  Ukkert lives beneath the mountain, the kingdom shall not fall." Unfortunately, so 
  well-known is the tale that the attacker has turned up, stolen the mole in its blessed 
  box, and is attempting to carry it away as the defenders arrive to claim back what is 
  theirs. At the foot of the mountain, battle begins: the defender must rescue the mole 
  and return it to the mountain, and the attacker must carry it away. (No-one knows if 
  the sacred mole is a real mole or a stone-carved statue of a mole, as the blessed box 
  has never been opened, lest the mole escapes or falls out.)
  SET-UP
  At the North East corner of the table, place an entrance way into the mountain; 
  the attacker deploys within 12" of this. The defender may deploy within 12" of the 
  South East or North West corners, or both.
  SPECIAL RULES
  The attacker must move the mole off the South West corner of the table; the defender 
  must return it to the mountain's entrance; a unit carrying the mole must move at 
  least one model into contact with the table's corner to remove it. The attacker places 
  a sacred mole marker (or box) with a chosen unit at the start of the game. The mole 
  may change hands during play; it may be 
  passed to a friendly unit that is 3" away as part 
  of a Move action, or may be taken from an 
  opponent by force: if the unit carrying the mole 
  is forced to retreat as a result of an Attack (but 
  not Shooting), it leaves the box behind to be 
  immediately picked up by that combat's victor.
  ENDING THE SCENARIO
  Play until the mole has been returned to the 
  mountain or moved off the South West corner, 
  or until only one Warband remains in play 
  (automatically winning the mole).
  VICTORY CONDITIONS
  The player who takes the mole to safety 
  (whether mountain or off table) earns 5 Glory 
  (+/– Quests for both players).
  The sacred mole of Ukkert is 
  transported safely inside its box, 
  guarded by Beowulf's Geats (Elite 
  Foot). With any luck, the mole won't 
  even wake up. 28mm Gripping Beast 
  Saxons painted by Matt Slade. (Henry 
  Hyde)
  
  53
  SCENARIO C: DEATH CHASE
  Run for your life! Ambushed while out on a routine patrol, the defenders must flee 
  for their lives, and the attackers must take those lives from them.
  SET-UP
  Play lengthways along the table. The defender deploys along the East table edge, with at 
  least one model from each unit touching the table edge. The attacker then deploys along 
  the North and South table edges (the long sides) in the same fashion, no closer than 
  18" to a defending unit and placing at least one unit on both North and South edges.
  SPECIAL RULES
  The defender's units must attempt to move off the West edge of the table; a unit 
  is removed from play when the first model in it touches the opposite table edge. 
  Retreating off the table does not count towards victory. To simulate the surprise of 
  an ambush, the defender may not declare any Attacks or Shooting in the two turns 
  of the game.
  ENDING THE SCENARIO
  Play until only one Warband remains in play; if these are defending units, they count 
  as escaping for victory purposes.
  VICTORY CONDITIONS
  The defender earns 3 Glory for every unit over half strength that escapes, and 1 
  point for every unit at half strength or less. The attacker earns 2 Glory for every unit 
  destroyed or routed (+/– Quests for both players).
  SCENARIO D: THE CRYSTAL GALE
  The royal crystals have been lost! A powerful – possibly enchanted – gale blew through 
  the queen's palace, carrying all before it. The precious crystals fell scattered across the 
  borderlands, and both the attacker (sent by the queen) and defender (onto whose land 
  they dropped) want them. Magical knapsacks at the ready, it's time to bag some jewels.
  SET-UP
  Lay out the table with whatever terrain you wish. Then take 10 gaming gems – 
  each one represents a crystal – and place one in the centre of each quadrant of the 
  table; the remaining crystals are placed by the players alternately, starting with the 
  attacker. No crystal may be placed closer than 6" to each other, or closer than 12" to 
  the table edge. Finally, dice to see which table edge the attacker deploys along: 1–2: 
  East, 3–4: West, 5: North, 6: South; the defender deploys opposite.
  SPECIAL RULES
  To pick up a crystal, one of your models must end a Move action in contact with it. A 
  unit may be able to collect more than 1 crystal at a time if several are close together. Once 
  picked up, your units' magical knapsacks instantaneously transport the crystal to the safety 
  of your kingdom and earn you Glory; once picked up, they cannot be lost or taken away.
  ENDING THE SCENARIO
  Play until all of the crystals have been collected, or only one Warband remains on the 
  table – at which point they collect all remaining crystals.
  VICTORY CONDITIONS
  Each crystal won earns the player 1 Glory (+/– Quests).
  
  54
  SCENARIO E: THE RINGBEARER
  One unit on the defending Warband has been entrusted with the safekeeping of 
  a magical ring. The ring – one of only a handful produced (ha!) – brings with it 
  immense power, and as the ringbearers and their escort move across country, the 
  attacker's raiding force turns up and declares it wants that preciousss ring…
  SET-UP
  The defender secretly writes down which unit the ring is carried by; it cannot be 
  transferred between units during play. The defender chooses one table edge to 
  deploy along and the attacker deploys opposite.
  SPECIAL RULES
  The defender should not indicate which unit carries the ring until it has been 
  removed from play, at which point the game ends immediately. The ring offers no 
  advantages or disadvantages to the bearers, as it is so powerful that they dare not 
  use it. However… if the ringbearing unit becomes the defender's last unit remaining 
  on the table, the ring supernaturally protects itself by generating a huge explosion, 
  ending the game and destroying all units still in play. You have been warned of the 
  power of the ring!
  ENDING THE SCENARIO
  Play until the ringbearing unit has been destroyed or retreats from the table, or until 
  no attacking units remain in play. And watch out for explosions!
  VICTORY CONDITIONS
  The attacker earns 5 Glory if destroying/routing the ringbearing unit; the defender 
  earns 4 Glory if the ringbearer's unit it still in play when the battle ends. Both 
  players additionally score 1 Glory for each (non-ringbearing) enemy unit destroyed/
  routed (+/– Quests). If the magical explosion is triggered, players score only the 
  points for their Quests.
  SCENARIO F: POT BOILER
  "Would you like a hand with that soup?" The attackers need to move quickly – the 
  defenders have captured ten of your kin, and rather than selling them into slavery, 
  they've decided to rustle up a tasty meat-based snack. The defender must attempt to 
  rescue their medium-rare friends before the pot boils over.
  SET-UP
  At the table's centre point place a scaled down cooking pot! Into this 
  place 10 captive models or other markers… these are the defender's 
  dinner tonight. The defender deploys all units within 18" of the pot 
  (modeling their plates is optional). The attacker may deploy along any 
  or all table edges.
  SPECIAL RULES
  Starting in Turn 3, at the end of the Defender's activation phase 
  remove one captive from the pot and awards it to the Defender for 
  dinner (be sure not to swallow it). To rescue the captives before they 
  are all cooked, the attacker must move one unit at more than half 
  strength into contact with the cooking pot. As soon as this happens, 
  end the game – the pot is tipped over, the uneaten captives in the pot 
  are rescued, and the remaining raiders slink away with empty bellies.
  Behold Jenny on her Cow Dragon! 
  Slap enough red paint on, and the 
  enemy might well think they're facing 
  a Dragon (either way, this is a Greater 
  Warbeast; a real dragon might add a 
  Flame Attack). Converted and painted 
  by Annie Norman. (Annie Norman)
  
  55
  ENDING THE SCENARIO
  The scenario ends immediately if the attacker rescues the captives, 
  or if all of the captives have been eaten. If only one Warband 
  remains in play, the remaining captives are awarded to that player.
  VICTORY CONDITIONS
  Each player gains 1 Glory for each captive they eat or rescue (+/– 
  Quests).
  SCENARIO G: INTO THE VALLEY OF 
  CERTAIN DEATH
  Opposing scouting parties have stumbled across one another in 
  the most unpleasant environment for a battle: terrain that fights 
  back. The Valley of Death may be poisonous marshland, forest, 
  Tabasco lava flows, mineshafts, or even an abundance of wild 
  animals. Both sides must attempt to manoeuvre to safety… and 
  damage their enemies.
  SET-UP
  A number of areas equivalent to half the table's space must be 
  clearly laid out as Dangerous ground – I suggest that all rough 
  terrain becomes Dangerous.
  Both attacker and defender start with an even split of points on the East and 
  West edge of the table: on one edge your units deploy north of the centre point and 
  on the other they deploy south of it. At the centre of the North and South table 
  edges, place a marker to show a safe exit zone from the table. To exit the table safely, 
  units must move at least one model into contact with the safe exit marker; remove 
  the unit to safety immediately (they cannot re-enter play).
  SPECIAL RULES
  Dangerous terrain: Every time a unit (even part of a unit, and including Flying units) 
  moves in Dangerous terrain, roll a die. The unit loses half that number of Strength 
  Points (rounded down). This does not cause a Courage test. Retreating units do 
  not alter their path to avoid Dangerous terrain, and must test for casualties when 
  moving through it.
  ENDING THE SCENARIO
  Play until no units remain on the table.
  VICTORY CONDITIONS
  Each player gains 3 Glory for every safely exited unit at over half strength, and 1 
  point for every safely exited unit at half strength or under (+/– Quests).
  6. SAMPLE WARBANDS
  There are no 'official' army lists for Dragon Rampant. No-one can beat you over 
  the head with a well-thumbed codex that they themselves have min-maxed to the, 
  erm, max. And nor can anyone sneer at the colour of your goblinoids: I have some 
  reddish-skinned Forest Orcs, and so may you! Let your imagination run free, free 
  like a Druid in a wood, a virgin on a unicorn, or a Troll in a china shop.
  It's going to be an almighty shock 
  when they realize she's behind 
  them… the Valley of Certain Death 
  just got a little bit Death-ier. Photo by 
  Kevin Dallimore. (North Star Military 
  Figures)
  
  56
  However…
  It seems only right to give you a few pointers and suggestions as the troop types, 
  special rules, and options offer a huge variety of units to choose from. Therefore, 
  this section of the book lists popular fantasy races (and some personal favourites 
  of mine) and how you might recreate them. Consider these as guidelines to deviate 
  from whenever you wish, especially when choosing your Leader – those shown in 
  the lists are considered to be the highest ranking commander of a Warband of this 
  size, and many would be led by lesser mortals as part of a regular 6 or 12 model 
  unit. Also remember that it's fine to mix units from different lists: want dwarves and 
  goblins together in your Warband? Go for it, but create a good backstory!
  I also encourage a 'What You See Is What You Get' approach to fantasy gaming 
  – without this, things get chaotic pretty quickly. And everyone wants to win by 
  superior generalship (and good dice throwing) rather than smoke and mirrors, right?
  BORDERLANDS
  In the forests on the Borderlands live the old Trollkin shamans, who lead lesser 
  trolls and marshland goblins into battle. The option of invisibility available to the 
  goblins reflects their ability to blend into the landscape, and the Spellcaster Leader is 
  unusually powerful for a shaman, including the blessing and enchantment of goblins 
  weaponry. This list is inspired by Artizan Miniatures/Midnight Workshop's 28mm 
  Borderlands range.
  Unit
  Type
  Notes
  Points
  Options
  Forest Troll Wise Old 
  Shaman
  Heavy Foot
  Leader, Spellcaster,  
  Single Model Unit
  8
  –
  Forest Trolls
  Bellicose Foot
  Reduced Model Unit
  4
  –
  Goblin Knights
  Heavy Foot
  Blessed melee weapons
  6
  Invisibility (+3pts)
  Goblin Moss-Troopers
  Light Foot
  –
  3
  Mixed Weapons (+2pts), Invisibility (+3pts)
  Goblin Ambushers
  Scouts
  –
  2
  Enchanted missile weapons (+1pt), Invisibility (+3pts)
  CENTAURS
  Part human, part horse – sometimes a human with the hindquarters of a horse, or 
  more commonly the torso of a human joined at the waist to a horse's withers – 
  centaurs are fast and tough, and proficient with bow and spear. This Warband has 
  a Classic Greek theme, so includes human (or non-human) hoplite spearmen who 
  sometimes march in support of their horsey chums. This list is inspired by Eureka's 
  15mm Centaur range.
  Unit
  Type
  Notes
  Points
  Options
  Warchief & Escort
  Elite Riders
  Leader, Reduced Model Unit
  6
  Level Headed (+2pts), Mystical Armour (+2pts)
  Warriors
  Heavy Riders
  –
  4
  Mystical Armour (+2pts)
  Sagittarii
  Heavy Riders
  Mounted Missiles
  5
  Mystical Armour (+2pts)
  Outriders
  Light Riders
  –
  4
  –
  Hoplite Allies
  Heavy Foot
  –
  4
  –
  DWARVES
  Carving out vast, ornate underground kingdoms – 'cave' is not a word you would 
  associate with a Dwarven hall – these skilled, grumpy stone- and metal-workers 
  are usually portrayed as vertically challenged, bearded Vikings who are heavily 
  armoured and brandish unnaturally sharp axes. Never mention their height, or the 
  popular sport of Dwarf Tossing (unless you're standing on a very high box).
  
  57
  Unit
  Type
  Notes
  Points
  Options
  Lord
  Elite Foot
  Leader,  
  Single Model Unit
  6
  Reduced Model Unit (add Hornblowers), Fear (+2pts), 
  Blessed melee weapon (+2pts)
  Housecarls
  Elite Foot
  –
  6
  –
  Axe Thanes
  Heavy Foot
  Offensive
  6
  –
  Spear Thanes
  Heavy Foot
  –
  4
  –
  Quarrel Thralls
  Heavy Missiles
  –
  4
  –
  The VASA (Very Angry Short 
  Axmen): Berserkers
  Bellicose Foot
  –
  4
  –
  ELVES
  Elves break down into sub-groups such as Wood, High, Sea, and Dark Elves. I think 
  you can guess where the Wood Elves live, without extra help from me. High Elves 
  are altogether more ethereal and dwell in ornate palaces; Sea Elves inhabit luxurious 
  underwater kingdoms and venture out to make war; and Dark Elves are the evil 
  country cousins. Renowned for their love of camp clothing but equally well known 
  for their deadly archery skills, Elvish Warbands typically include a high number of 
  missile units.
  Unit
  Type
  Notes
  Points
  Options
  Prince or Princess
  Elite Rider OR 
  Elite Foot
  Leader,  
  Single Model Unit
  6
  Missiles (+2pts), Invisibility (+3pts; Elite Foot only)
  Champion
  Elite Rider OR 
  Elite Foot
  Single Model Unit
  6
  Missiles (+2pts)
  Knights
  Heavy Riders
  –
  4
  –
  Mounted Archers
  Light Riders
  –
  4
  –
  Archers
  Light Missiles
  Sharpshooter
  6
  Invisibility (+3pts)
  Spearmen
  Light Foot
  –
  3
  Invisibility (+3pts), Upgrade to Heavy Foot (+1pt)
  Treemen
  Greater 
  Warbeasts
  Single or Reduced 
  Model Unit
  6
  –
  Druids or Wizards
  Light Foot
  Spellcaster, Single or 
  Reduced Model Unit
  7
  Invisibility (+3pts)
  Watchers
  Scouts
  –
  2
  Invisibility (+3pts)
  GOBLINS
  Goblins dwell in woodland, inside and over misty mountains, and far out at sea. 
  They are a widespread nuisance and almost universally unpopular. Hobgoblins are 
  larger and marginally less pleasant, and trolls and wolves lack the moral niceties to 
  know better than to hang around with the gobbos.
  Unit
  Type
  Notes
  Points
  Options
  Overlord & Bodyguards
  Heavy Foot
  Offensive, Leader, 
  Reduced Model Unit
  6
  –
  Warriors
  Light Foot
  –
  3
  Short Range Missiles (+1pt), Mixed Weapons (+2pts)
  Fanatics
  Bellicose Foot
  –
  4
  –
  Pricklers
  Scouts
  –
  2
  –
  Wolf Rider Lancers
  Heavy Riders
  –
  4
  –
  Wolf Riders Archers
  Light Riders
  –
  4
  –
  Wolves
  Lesser Warbeasts
  –
  4
  –
  Goblin Shamans
  Light Foot
  Wizardling (Almighty 
  Prod!, Banish Fear!,  
  Sod-off Spell!)
  5
  –
  Hobgoblins
  Light Foot
  Offensive
  5
  Upgrade to Heavy Foot (+1pt)
  Trolls
  Heavy Foot
  Offensive,  
  Reduced Model Unit
  6
  –
  
  58
  GRAVEYARD DWELLERS
  There's nothing worse than slaying your enemies only to find out that they come back 
  to life several weeks later to reap their revenge. Such a Warband may conceivably 
  start with only a Necromancer deployed on the table, throwing up skeletons and 
  zombies with wild abandon (and good dice rolls); ghouls are not actually undead, 
  they just like the graveyard vibe (and the singing of Carl McCoy).
  Unit
  Type
  Notes
  Points
  Options
  Necromancer
  Heavy Missiles*
  Summoner, Leader, 
  Single Model Unit
  7
  Undead (+0pts)**
  Banshees
  Scouts***
  Undead (No Feelings)
  2
  Fear (+2pts), Invisibility (+3pts)
  Ghouls****
  Bellicose Foot
  Hatred
  5
  –
  Skeleton Soldiers
  Light Foot
  Undead (No Feelings)
  3
  Upgrade to Heavy Foot (+1pt)
  Skeleton Archers
  Light Missiles
  Undead (No Feelings)
  4
  –
  Skeleton Knights
  Heavy Riders
  Undead (No Feelings)
  6
  –
  Vampires
  Elite Foot
  Undead (No Feelings), 
  Flying
  8
  Upgrade to Level Headed Elite Riders (+2pts)
  Wights
  Lesser Warbeasts
  Undead (No Feelings), 
  Fear
  6
  Invisibility (+3pts)
  Zombies
  Ravenous Hordes
  Undead (No Feelings)
  1
  –
  * Lightning bolts from the fingertips.
  ** Not usually Undead – choose this option to field a Lich.
  *** Ranged attack represents the banshees' wail.
  **** Not Undead, just morbid.
  GRRR! ALL CREATURES GREAT AND SMALL
  This is not a Warband in its own right, but a list of creatures to pick and choose from 
  if you're looking to boost your chances of success or you're hankering after a new, 
  expensive model to paint.
  Unit
  Type
  Notes
  Points
  Options
  Ancient Dragon
  Greater Warbeast
  Flame Attack, Flying, 
  Single Model Unit
  10
  –
  Big Ol' Demon
  Greater Warbeast
  Fear, Flying,  
  Single Model Unit
  10
  –
  Enormous Giant
  Elite Foot
  Single Model Unit
  6
  –
  Ferocious Manticore
  Lesser Warbeast
  Flying, Venomous,  
  Single Model Unit
  9
  –
  Humungous Maggot
  Greater Warbeast
  Burrowing,  
  Single Model Unit
  8
  –
  Majestic Gryphon
  Greater Warbeast
  Flying,  
  Single Model Unit
  8
  –
  Gryphon Rider
  Elite Rider
  Flying,  
  Single Model Unit
  8
  –
  HALFLINGS & GNOMES
  Although very different in appearance, I've chosen to twin Halflings and Gnomes 
  in one Warband – essentially they're all small folk with a penchant for longish 
  spears and missile weapons. Gnomes have beards, and Halflings wear their beards 
  on their hairy feet. It is rare to find a Single Model Unit or even Reduced Model 
  Units in Halfling and Gnome Warbands, as both rely on numbers more than 
  individual strength.
  
  59
  Unit
  Type
  Notes
  Points
  Options
  Captain & Bodyguard
  Light Foot
  Offensive, Leader,  
  Short Range Missiles
  6
  –
  Militia
  Light Foot
  –
  3
  Invisibility (+3pts)
  Archers
  Light Missiles
  –
  4
  Invisibility (+3pts)
  Slingers
  Scouts
  –
  2
  Invisibility (+3pts)
  Snail Riders
  Heavy Foot*
  Reduced Model Unit
  4
  –
  * Rated as Heavy Foot due to speed and durability.
  KNIGHTS OF THE SHINING CITADEL
  It is rumoured that these knights seat themselves about a Round Table, debating 
  how best to bring honour upon their own oversized heads. Their chivalric code 
  sometimes flies out of the window when battle begins, although being a Warband 
  comprised solely of heavily armoured knights, they may well run out of puff in 
  scenarios requiring rapid movement. Their lack of magic or missile units also 
  contributes to their single-dimensional approach to warfare… but they are tough 
  tin cans to prise open.
  Unit
  Type
  Notes
  Points
  Options
  Prince
  Elite Rider
  Level Headed, Blessed 
  melee weapon, Leader, 
  Single Model Unit
  10
  –
  Champion
  Elite Rider
  Blessed melee weapon, 
  Single Model Unit
  8
  –
  Knights
  Elite Foot OR Elite 
  Riders
  –
  6
  Blessed melee weapons (+2pts)
  Squires
  Heavy Foot OR 
  Heavy Riders
  –
  4
  –
  Paladins
  Elite Foot OR Elite 
  Riders
  Cleric
  6 / 10*
  –
  * As per 'Cleric', the higher cost is only paid when facing a force including at least one Undead unit.
  LIZARD KIN
  Lizard kin are large, intelligent reptiles, often standing on two legs, and using a 
  wide assemblage of stone and obsidian weapons to batter their opponents into 
  submission. Often at home in marshes and swamps, Lizard kin may call upon a 
  number of allies from the natural (fantasy) world, and their many sub-kings are 
  sometimes accompanied into battle by powerful, wise old reptilian god-creatures.
  Unit
  Type
  Notes
  Points
  Options
  Sub-king & Cultist 
  Bodyguards
  Elite Foot
  Leader
  6
  –
  Armoured Cultists
  Heavy Foot
  Offensive
  6
  –
  Lesser Warriors
  Light Foot
  Offensive
  5
  –
  Slingers
  Light Missiles
  –
  4
  –
  Swamp Dwellers
  Scouts
  –
  2
  –
  Bird Riders
  Heavy Riders
  –
  4
  Flying (+2pts)
  Great Salamander or 
  Dinosaur God
  Greater Warbeast
  Ponderous, Fear,  
  Single Model Unit
  9
  –
  Giant Newt or Swamp 
  Dragon
  Greater Warbeast
  Venomous,  
  Single Model Unit
  9
  –
  Giant Chameleons
  Lesser Warbeasts
  Invisibility,  
  Reduced Model Unit
  7
  –
  Terror Birds
  Lesser Warbeasts
  Flying
  6
  –
  
  60
  MEN OF THE NORTH
  The Men of the North have faces almost as furry as the animal skins they wear. 
  If they don a helmet, chances are it's got horns on it, and their mounts of choice 
  are frequently Stone Age buffalo, wolves, bears, or anything else considerably more 
  bitey than a horse. This list is primarily inspired by Copplestone Castings' 15mm 
  Barbarica range.
  Unit
  Type
  Notes
  Points
  Options
  Chieftain
  Elite Foot OR Elite 
  Rider
  Leader,  
  Single Model Unit
  6
  –
  Thanes
  Bellicose Foot
  Shiny Armour
  6
  –
  Warriors
  Bellicose Foot
  –
  4
  –
  Archers
  Light Missiles
  –
  4
  –
  Cavalry
  Heavy Riders
  –
  4
  –
  Outriders
  Light Riders
  Short Range Missiles
  3
  –
  Yetis
  Greater 
  Warbeasts
  Fear
  8
  –
  Giant
  Elite Foot
  Single Model Unit
  6
  –
  Shamans
  Light Foot
  Spellcaster,  
  Reduced Model Unit
  7
  –
  Shamanic Dancers
  Scouts*
  –
  2
  –
  Berserkers
  Bellicose Foot / 
  Lesser Warbeasts
  Were Creatures, 
  Reduced Model Unit
  9
  –
  War Dogs
  Lesser Warbeasts
  –
  4
  Upgrade to Greater Warbeasts (+2pts)**
  * Missiles are minor spells.
  ** Bears.
  MEN OF THE WEST
  The Men of the West are a Western European Dark Ages- or medieval-themed 
  Warband: expect to field units of well-armoured knights, spearmen, bowmen, and 
  chivalric heroes in gleaming golden armour. It is not unheard of for the Men of the 
  West to equip individual units with a uniform in the chosen colours of their Lord 
  or city. It's perfectly fine to use some of the superb historical ranges available if you 
  choose to build this Warband.
  Unit
  Type
  Notes
  Points
  Options
  Earl
  Elite Rider
  Leader, Single or 
  Reduced Model Unit
  6
  Flying (+2pts)*
  Heroes
  Elite Riders
  Reduced Model Unit
  6
  Flying (+2pts)*
  Wizard
  Heavy Foot
  Spellcaster
  8
  –
  Lancers
  Heavy Riders
  –
  4
  –
  Spearmen
  Light Foot
  –
  3
  Upgrade to Heavy Foot (+1pt)
  Axemen
  Heavy Foot
  Offensive
  6
  –
  Archers
  Light Missiles
  –
  4
  –
  Crossbowmen
  Heavy Missiles
  –
  4
  –
  * Winged mounts.
  ORCS
  Many fantasy worlds claim Orcs as a bastard branch of the Elvish race; wherever 
  yours come from, be sure they're brutish, squalid, ugly, and cruel. Which makes me 
  wonder why you're considering commanding them in the first place! Orcs come in 
  a variety of shapes and sizes, and fight in an equally varied number of styles on foot 
  and mounted on wolves or boars. Half-Orcs – or Mannish Orcs – have interbred 
  with humans. Yuck.
  
  61
  Unit
  Type
  Notes
  Points
  Options
  Chieftain & Bodyguards
  Heavy Foot
  Offensive, Leader, 
  Reduced Model Unit
  6
  –
  Great Mountain Orcs
  Bellicose Foot
  Shiny Armour
  6
  –
  Orc Raiders
  Light Foot
  –
  3
  Short Range Missiles (+1pt)
  Warrior Orcs
  Bellicose Foot OR 
  Heavy Foot
  –
  4
  –
  Archers
  Light Missiles
  –
  4
  –
  Boar Riders
  Heavy Riders
  Fear
  6
  –
  Half-Orcs
  Heavy Foot
  Offensive, Hatred
  7
  –
  Ogres
  Bellicose Foot
  Hatred,  
  Reduced Model Unit
  5
  –
  Orcish Shamans
  Light Foot
  Wizardling (Heal Thee!, 
  Power Bolt!, Bog Thee!)
  5
  –
  RAT KIN
  Rat kin are not your common or garden black rat: they are man-rats, able to use 
  weapons, build societies (mostly based on land, sea, and sewer piracy), and control 
  lesser – ordinary – rats to fight for them in great swarms. Shay-rats are the shamans of 
  their society, good at what they know but traditionally limited in magical powers. Some 
  fantasies insist that Rat kin use jezzail muskets in an otherwise gunpowder-free world.
  Unit
  Type
  Notes
  Points
  Options
  Petty King & Retainers
  Heavy Foot
  Offensive, Leader
  6
  –
  Templar Rats
  Bellicose Foot
  Shiny Armour
  6
  –
  Sword Rats
  Bellicose Foot
  Venomous
  7
  –
  Rattish Slings
  Light Missiles
  –
  4
  –
  Rattish Jezzails
  Heavy Missiles
  –
  4
  Weighty Projectiles (–1pt)
  Rat Swarm
  Lesser Warbeasts
  Invisibility
  7
  –
  Rat Kin Nutjobs
  Light Foot
  Exploder
  5
  –
  Shay-Rats
  Light Foot
  Wizardling (Dragon's 
  Breath!, Sharper Blades!, 
  Stronger Shields!)
  5
  –
  SAND MARAUDERS
  Rumoured to be of magical human origin, the marauders are a lightweight but 
  fast-moving Warband favouring skirmish tactics and mounted archery. There's no 
  reason that your marauders must be human or their mounts horses – wasteland 
  orcs, debased centaurs, and beastmen from the outer plains are just some of the 
  options open to you, and Marauders have been known to ride giant lizards, woolly 
  mammoths, and even large beetles.
  Unit
  Type
  Notes
  Points
  Options
  Khan
  Elite Rider
  Mounted Missiles, 
  Leader, Single Model 
  Unit
  8
  Flying (+2pts)*
  Armoured Marauders
  Heavy Riders
  Mounted Missiles
  5
  Flying (+2pts)*
  Marauders
  Light Riders
  –
  4
  Flying (+2pts)*
  Foot Warriors
  Bellicose Foot
  –
  4
  –
  Slaves of the Khan
  Ravenous Hordes
  –
  1
  Upgrade to Scouts (+1pt)
  Shamans
  Heavy Riders OR 
  Heavy Foot
  Spellcaster,  
  Reduced Model Unit
  8
  Flying (+2pts; Heavy Riders only)*
  War Crows
  Lesser Warbeasts
  Flying
  6
  –
  * Winged mounts.
  
  62
  
  63
  DRAGON RAMPANT REFERENCE SHEET
  ACTIVATION PHASE
  •
  Rally Battered units.
  •
  Activate Wild Charges.
  •
  Order other activations.
  LEADERS
  •
  Always last model to die.
  •
  +1 to your total for all Courage tests within 12" of the Leader model.
  RALLY TEST
  •
  Successful: remove Battered marker; cannot activate during this activation phase.
  •
  Unsuccessful: retain Battered marker, lose 1 Strength Point, retreat; take no further action during this
  activation phase. Disadvantaged if attacked.
  •
  Failed Rally tests do not end your activation phase.
  MOVING
  •
  Rough terrain halves movement.
  •
  Obstacles end movement, you may cross on next activation.
  SHOOTING RANGES
  •
  Foot Missiles: 18"
  •
  Scouts, Mounted Missiles, Weighty Projectiles: 12"
  •
  Short Range Missiles: 6"
  •
  Spells: 18"
  ATTACKING/SHOOTING
  •
  12 dice if above half strength.
  •
  6 dice if half strength or less.
  • –1 to Shooting over 12".
  •
  Cover increases Armour by 1.
  •
  Battered units hit on 6.
  •
  Rough terrain: Attack and Defence of 5+ and Armour of 2 unless Rangers.
  WHEN TO TEST COURAGE
  •
  Unit has lost Strength Points from Attacking or Shooting.
  •
  Unit is attempting to rally to remove a Battered marker.
  •
  Unit becomes your only unit remaining on the table.
  •
  Leader is killed or flees the table.
  •
  Warband has had half or more army points of units removed from play.
  COURAGE TEST
  • –1 for each lost Strength Point the unit has suffered in the game so far.
  • –1 if your retinue has had half or more army points of units removed from play.
  •
  +1 to your total if your Leader's model is within 12".
  FAILED COURAGE TEST
  •
  Final score is greater than 0, unit must retreat a half move and becomes Battered.
  •
  Final score is 0 or a negative number, unit routs. Remove it immediately.
  •
  A Battered unit which receives another Battered result loses 1 Strength Point and retreats.
  
  64
  DRAGON RAMPANT ROSTER
  WARBAND:
  ARMY POINTS:
  LEADER NAME:
  LEADER TRAIT:
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  UNIT NAME
  POINTS
  Attack
  Attack Value
  Move
  Defence Value
  Shoot
  Shoot Value
  Courage
  Maximum movement
  Armour
  Strength Points
  Special Rules
  Options Chosen
  
SOURCE: textdata/thevault/Osprey System/Osprey Wargaming/Osprey - OWG 013 - Dragon Rampant - Fantasy Wargaming Rules.pdf