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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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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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.