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Showing posts from February, 2021

Dragon Rampant - Black Powder Weapons Fantastical Rule

Black Powder Weapons Cost: 0 points (mounted and foot units only) A unit armed with black powder weapons has a range of 12”, however at a range of 6” or less the target suffers a -1 to armour. NB: Units such as Long Rifles are better represented by Light Missiles + Sharpshooter. Mounted units with pistols can use the standard Mounted Missiles rule.

Dragon Rampant - Eru-Kin Warband

The forgotten remnants of a once proud space faring race cast adrift on a cruel planet, the Eru-Kin are struggling to make a place for themselves as their technology fails. From the noble Pureblood - born under another star - with their superior weaponry to the lowly “bog breed” scraping together armour and weapons from what they can scavenge or convince a Tech Mage to build, the Eru-kin are still a formidable foe. As are their genetically engineered Lizardmen slaves (Troglodytes) and hideous abominations from experiments that did not work. Unit Type Notes Points Options Pureblood Elite Foot Leader, Single Model Unit 6 High tech armour (+0pts) Tech Mage Tech Mage (Spellcaster), Single Model Unit 10 High tech armour (+0pts) Lizard riders Elite riders 6 Bog Blood (Hand we...

Dragon Rampant - Tech Mage Fantastical Rule

Miniatures such as Tezcacoatl, the Erukin grand tech-mage aren't spellcaster in the fantasy sense but we want them to function as such in a game of Dragon Rampant.  So we can dress up the Spellcaster fantastical rule. Tech Mage Cost: 4 Points A Tech Mage has at their disposal a selection of technology that functions to the primitive eye in the same way as a Spellcaster's spells do; follow the rules for casting a spell but attribute the effect to one of the Tech Mage’s gadgets.

Dragon Rampant - High Tech Armour Fantastical Rule

Miniatures like Diehard Miniature's Eru-kin are clad in the remnants of high tech armour.  To represent this in Dragon Rampant we can represent this as an improved movement restricted to either the Leader, or the elite troops only. High tech armour Cost: 0 points (Eru-kin purebloods only) The Eru-kin Purebreeds retain much of their armoured space suits. While they are no longer powered they are constructed of material much lighter than conventional heavy armour. The maximum movement for a Pureblood is 8”.

Dragon Rampant - Regeneration Fantastical Rule

Vanilla Dragon Rampant lacks a fantastical rule useful for fielding trolls. If we ignore what other games have done with trolls and look at fantasy literature - the inspiration for many people's armies - we get two basic styles of trolls. Tom, Bert, and William ("Bill") Huggins the stone trolls that the Hobbit Bilbo Baggins encountered in the Trollshaws and the regenerating troll from Poul Anderson's Three Hearts and Three Lions , which is the inspiration for trolls in Dungeons and Dragons . With a bit of thought both are achievable in Dragon Rampant using a new fantastical rule. Regeneration Cost: 3 points Creatures like Trolls regenerate damage from all attacks except for fire.  When the unit has lost strength points, once per turn, roll a die and on a 5 or a 6 the unit recovers 1 strength point. For a Tolkien style troll Give each troll type a vulnerability (eg. sunlight for stone trolls, fire for hill trolls), the loss of strength points is permanent...

Dragon Rampant - Slither Fantastical Rule

Vanilla Dragon Rampant lacks a fantastical rule useful for properly fielding a snakemen in a way that represents how a snake is able to travel through rough terrain and water. Slither Cost: 1 point (Serpent species only) Serpents are, well, snakes. They are able to slither, climb, and swim where other creatures become stuck or bogged down. This unit does not halve its movement its movement in rough terrain (as Fleetfooted) and Impassable terrain only counts as Rough (halving movement)