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Dragon Rampant Rules QR Sheet v1

This document provides a quick reference sheet for rules in the Dragon Rampant miniature wargame. It summarizes rules for unit activation, courage tests, leaders, movement, shooting, combat, and special rules. Key points covered include rallying battered units, courage test modifiers from lost strength and leader proximity, retreating or routing on failed tests, and ranges and modifiers for shooting and combat. Special rules are listed but not explained in detail. The sheet is intended to provide an overview of essential rules during gameplay.

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Moreno
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0% found this document useful (0 votes)
392 views1 page

Dragon Rampant Rules QR Sheet v1

This document provides a quick reference sheet for rules in the Dragon Rampant miniature wargame. It summarizes rules for unit activation, courage tests, leaders, movement, shooting, combat, and special rules. Key points covered include rallying battered units, courage test modifiers from lost strength and leader proximity, retreating or routing on failed tests, and ranges and modifiers for shooting and combat. Special rules are listed but not explained in detail. The sheet is intended to provide an overview of essential rules during gameplay.

Uploaded by

Moreno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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DRAGON RAMPANT – QR SHEET

ACTIVATION PHASE COURAGE TEST


 Rally Battered units.  -1 for each lost Strength Point the unit has
 Activate Wild Charges. suffered in the game so far.
 Order other activations.  -1 if your Retinue has had half or more of army
points removed from play.
LEADERS  +1 to your total if your Leader is within 12”.
 Always last model to die.
 +1 to your total for all Courage tests within 12” of FAILED COURAGE TEST
the Leader model.  Final score is greater than 0, unit must retreat a
half-move and becomes Battered.
RALLY TEST  Final score is 0 or a negative number, unit routs.
 Successful: remove battered marker; cannot Remove it immediately.
activate during this activation phase.  A Battered unit which receives another Battered
 Unsuccessful: Retain Battered marker, lose 1 result loses 1 Strength Point and retreats half
Strength point, retreat half move; take no further move.
action during this activation phase.
Disadvantaged if attacked (6 to hit). ============================================
 Failed Rally tests do not end your activation SPECIAL RULES
phase. Blessed Weapons: Re-roll all misses in attack and
defence.
MOVING Cleric: Complex - see main rules page 40.
 Rough terrain halves movement. Counter-charge: Attack on a +7.
 Obstacles end movement; you may cross on next Counter-charge vs foot: Attack on a +7.
activation. Enchanted Weapons: Re-roll all misses in attack and
defence.
SHOOTING RANGES Evade: Test to evade at 7+.
 Foot Missiles and Spells: 18” Exploder: Complex - see main rules page 41.
 Scouts, Mounted Missiles, Weighty Projectiles: Fear: Opposing unit has -1 to Courage Test (Page 41).
12” Fearful: Complex - see main rules page 41.
 Short Range Missiles: 6” Fleet Footed: Unit does not have its move it reduced
 Spells: 18” to half in rough terrain.
Flying & Burrowing:Complex - see main rules page 41.
ATTACKING/SHOOTING Hard to target: Can only be fired at within 12”,
 12 dice if above half-strength. armour up to 2.
 6 dice if half strength or less. Hatred: Complex - see main rules page 42.
 -1 to Shooting over 12”. Invisibility: Complex - see main rules page 42.
 Cover increases Armour by 1. Mystical Amour: Strength lost is recovered on a 6.
 Battered units hit on a 6. No Feelings: Complex - see main rules page 47.
 Rough terrain: Attack and Defence of 5+ and Ranger: Uses normal profile when fighting in rough
Armour of 2 unless Rangers. terrain.
Skirmish: An ordered activation on 7+. May choose to
WHEN TO TEST COURAGE make a half move and Shoot either before or after
 Unit has lost Strength Points from Attacking or this. Normal movement takes place. -1 to hit dice.
Shooting. Slayer: Complex - see main rules page 40.
Spellcaster: Complex - see main rules page 43.
 Unit is attempting to Rally to remove a Battered
Summoner: Complex - see main rules page 46.
marker.
Unstoppable March Of The Dead: Rules page 47.
 Unit becomes your only unit remaining on the
Venomous: Any attack dice of 6 = 2 strength damage.
table.
Wall of Spears: Complex - see main rules page 18.
 Leader is killed or flees the table.
Wild Charge: If in charge range must test to charge.
 Warband has had half or more army points of
Wizardlings: May choose only 3 spells.
units removed from play.

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