Lion Rampant Reference Sheet
Lion Rampant Reference Sheet
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
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+
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
Type
Effet
Hills
Woods, villages
Cover, obstacles
Buildings
Cover, obscuring
Impassable
rough