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Dragon Rampant Roster Sheets

This document appears to be listing rules and special abilities for different types of units in a fantasy or sci-fi battle game. There are over 20 abilities listed, including abilities for chariots, clerics, weapons, evasion, explosions and more. Each ability is accompanied by a short description of what it allows units with that ability to do in the game. The document also includes tables with stats for attack, defense, shooting and other values for multiple units.

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Ronald Reagan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
699 views

Dragon Rampant Roster Sheets

This document appears to be listing rules and special abilities for different types of units in a fantasy or sci-fi battle game. There are over 20 abilities listed, including abilities for chariots, clerics, weapons, evasion, explosions and more. Each ability is accompanied by a short description of what it allows units with that ability to do in the game. The document also includes tables with stats for attack, defense, shooting and other values for multiple units.

Uploaded by

Ronald Reagan
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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Name

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name

Points

Points

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Chariots ; Armour =>4. Cannot enter difficult


terrain or cross linear.
Cleric ; Do not fear units. Use Ench Wpns successfully every time.
Counter Charge; Roll 7+ to meet charging opponent halfway.
Enchanted/Blessed Weapons ; D6=6/5+ at
game start to use. May then re-roll misses.
Evade; Roll 7+ when charged to make a Skirmish targetting charger; may not advance on
them.

Figures

Figures

Figures

Figures

Figures

Figures

Figures

Figures

Figures

Figures

Figures

Attack

Attack

Attack

Attack

Attack

Attack

Attack

Attack

Attack

Attack

Attack

Move

Move

Move

Move

Move

Move

Move

Move

Move

Move

Move

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Shoot

Courage

Courage

Courage

Courage

Courage

Courage

Courage

Courage

Courage

Courage

Courage

Armour

Armour

Armour

Armour

Armour

Armour

Armour

Armour

Armour

Armour

Armour

Exploder ; Activate on 5+. Causes 3+ shoot


on units <6.
Fear ; Courage-1 if opp rolls after fighting.
Fearful ; Courage and Rally tests at -1.
Fleet Footed; No loss of move in rough ground.
Flying/Burrow ; Ignore terrain while moving,
cannot claim cover.
Hard to Target; Armour 2 for shooting, range
must be 12 or less to target.
Hatred ; Gain wild charge against hated
species. If have it, auto-pass it against hateds.
Invisible; No rng attacks, no block LOS.

Attack

Defence

Shoot

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Attack

Defence

Shoot

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Attack

Defence

Shoot

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Attack

Defence

Shoot

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Attack

Defence

Shoot

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Val

Attack

Defence

Shoot

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Val

Val

Attack

Defence

Shoot

Val

Val

Val

Attack

Defence

Shoot

Val

Val

Val

Attack

Defence

Shoot

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Val

Val

Attack

Defence

Shoot

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Val

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Attack

Defence

Shoot

Val

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Val

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Movement Rules

Mystical Armour ; Make a D6=6 against losing strength point.


Pavises; Armour 3 for attacks, 4 for shooting.
Ranger ; No loss Att/Def in rough ground. No
armour bonus for rough ground.
Skirmish; Activate on 7+ to move half dist and
shoot at -1 (in either order).
Summoner ; May call on off-table units to arrive. See DR p46.
Undead ; Gain one of FEAR, VENOM, FLYING. Courage becomes 0+. No FEAR effects.
Hits round UP instead of DOWN.

Venom ; Attack die =6 do 2 points of damage.


Wall of Spears; 6+ models in open terrain,
move order forms 2 ranks on a central figure. No
move, armour +1 against attacks.
Were ; If take hits, transform on D6=5+ into
beasts.
Wild Charge; Must attack if <attack dist.
Not when Battered.
Fantastical rules.

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