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Lion Rampant Reference Sheet

This document provides reference information for units and rules in the Lion Rampant wargame, including: - Unit profiles listing stats for movement, weapons, special rules, and points costs. - Explanations of the activation phase, leader rules, and tests for rallying and courage. - Guidelines for movement, shooting, attacking, terrain effects, and when courage tests are required.

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chris
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100% found this document useful (5 votes)
2K views

Lion Rampant Reference Sheet

This document provides reference information for units and rules in the Lion Rampant wargame, including: - Unit profiles listing stats for movement, weapons, special rules, and points costs. - Explanations of the activation phase, leader rules, and tests for rallying and courage. - Guidelines for movement, shooting, attacking, terrain effects, and when courage tests are required.

Uploaded by

chris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Lion

Rampant
Reference Guide

Activation Phase
Issue a Challenge
Rally Battered units
Activate Wild Charges
Order Activations
Leaders
Last model to die unless falling to a
lucky blow or challenge
+1 to your total for all courage tests
within 12 of a Leader model.
Leaders may issue challenges
Rally Test
Successful: remove Battered marker;
cannot activate during activation phase.
Unsuccessful: retain Battered marker,
remove one model, retreat; take no
further action during this activation
phase. Disadvantaged if attacked.
Moving
Mounted Yeomen: 12
All other mounted: 10
Fierce Foot, Foot Yeomen and
Bidowers: 8
All other Foot: 6
Rough terrain halves movement.
Obstacles end movement, cross next
activation.
Shooting Ranges
Bows and crossbows: 18
Slings, Bidowers, Mounted bows and
crossbows: 12

Attacking/Shooting
12 dice if above half
strength
6 dice if half strength or less
1 shooting over 12
Cover increases Armour by 1
Lucky Blows: roll a double 1 on two
dice
Battered units hits on a 6
Units in Rough terrain: Attack and
Defence of 5+ and Armour of 2 unless
Ferocious.
When to Test Courage
Unit has taken casualties from Attacking
or Shooting
Unit is attempting to rally to remove a
Battered marker
Units becomes your only unit remaining
on table
Leader is killed or flees the table
Leader refuses a challenge
Retinue has had half or more points
of units removed from play
Courage Test
-1 for each casualty the unit has
suffered in the game so far
1 if your retinue had had half or more
points of units removed from play
+1 to your total if your Leaders models
is within 12
Failed Courage Test
Final score is greater than 0, unit must
retreat a half a move and becomes
Battered
Final score is 0 or negative number,
unit routs. Remove it immediately
A Battered unit which receives another
Battered result loses a model and retreats.

Defence value

3+

5+

10

W,C

Mounted serjeants

5+ 5+

4+

4+

5+

10

Mounted yeomen

7+ 5+

6+ 5+

5+

12

S,E

Foot Men-at-Arms

5+ 5+

3+

3+

4+

Foot serjeants

6+ 5+

4+

5+

4+

Sch

Foot Yeoman

6+ 5+

4+

5+

4+

Sch

Fierce foot

5+ 6+

4+

3+

Serf

7+ 6+

5+

Sm

Archers and Slingers

7+ 6+

6+ 4+

5+

5+/18

Bow

Bidowers

7+ 5+

7+ 5+

5+/12

S,E,FF,H

Various

Crossbowmen

7+ 6+

7+ 4+

5+

4+/18

XBow

Handgunners

7+ 6+ 8+ 5+

6+/12

E,FF,H

Hgun

Terrains :
Nom

Missile Weapon

Special Rule

Movement

5+/12

F,W,C,FF

Points

Attack value

Upgrade

Armour

3+

Shoot value / Range

Courage

Move

5+ 7+

Attack

Troop data
Special Rules
W= Wild
Charge C =
Counter-charge
S = Skirmish
E = Evade
F = Ferocious
Sch =
Schiltron FF =
Mounted Men-at-Arms

Shoot

Lion Rampant unit reference Guide

Type

Effet

Hills

Cover (when defending), obscuring,


rough if very steep

+1 armour, block line of sight, 1/2


move, attack and defence 5+, armour
2 (*)

Woods, villages

Cover, obscuring, rough

+1 armour, block line of sight, 1/2


move, attack and defence 5+, armour
2 (*)

Walls, ditches, fences...

Cover, obstacles

+1 armour, stop movement

Buildings

Cover, obscuring

+1 armour, block line of sight

Deep rivers, ravines

Impassable

If in retreat against the obstacle, roll a


dice, if under courage : casualties =
courage - dice

Marshland, scrub, creek

rough

+1 armour, 1/2 move, attack and


defence 5+, armour 2 (*)

(*) except Ferocious

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