Enhanced Rampant: by Richard Cowen
Enhanced Rampant: by Richard Cowen
By Richard Cowen
Introduction
What is Enhanced Rampant? Well, it’s my one-man fan project intended to combine the best bits
from Dragon Rampant, Lion Rampant and The Pikeman’s Lament into a single game. The original
plan was for this to be a compatibility document, which simply ironed out any discrepancies and
variations in terminology between games. There would be no new rules and no new units, just
guidelines for reaching a happy medium between source games. However, as the project went on, it
became clear that this could never be 100% successful, due to different design assumptions between
the medieval games and the pike and shot game; warfare was drastically different in each era.
As such, I made the decision to go back to the drawing board. Instead of merging three games
together, I’m pilfering from Lion Rampant and The Pikeman’s Lament to enhance the game most
open to customisation, Dragon Rampant.
Obviously, every single design decision I’ve made in this document is based on my own view of
how Dragon Rampant and fantasy wargaming in general are meant to work. If you disagree, feel free
to tweak things to your own preference.
Also, everything Rampant is down to Daniel Mersey and (in the case of The Pikeman’s Lament)
Michael Leck. Anything great in here is due to them. Anything that sucks is down to me.
I’d strongly recommend any Dragon Rampant player pick up the other two books for the scenarios
alone. And, come on, it’s not like they’re all that expensive. Support Osprey Books and we might one
day get some more official Rampant material.
Compatibility
I haven’t deliberately set out to make Enhanced Rampant compatible with other fan projects that
modify the rules, but I’ve tried to avoid directly changing any existing Dragon Rampant rules. This
means that it should be possible to include units and fantastical rules from other sources into
Enhanced Rampant games without too many, if any, issues.
Fingers crossed…
Veteran and Raw Units
Lion Rampant and The Pikeman’s Lament both had options in their unit listings to represent the
experience of individual units in your army. This was skipped in Dragon Rampant (I presume because
there’s already a vast array of customisation available through the Fantastical Rules), although a few
did survive (Lion Rampant’s Archers can take the same Sharpshooters upgrade as Light Missiles,
albeit as Experts). I’ve incorporated these into Enhanced Rampant because I think they’re cool.
The usual 10-point limit applies to units, so veteran units shouldn’t prove to be overly powerful. I’ll
also flag up any rules that are explicitly invented by myself, so that players can approach with
caution.
If the detail level of having veteran and raw units isn’t your thing, just stick with the regular units as
presented in Dragon Rampant.
Translated Units
What follows is a number of units inspired by those in The Pikeman’s Lament. For the particular
information of players of Pikeman, they are not direct copies of the source game’s rules. Generally
speaking, they’re not quite as mobile or highly-drilled as their Pikeman equivalents, in keeping with
the less rigorous organisation of medieval armies.
- Gallopers – These fulfil the same role as Heavy Riders, while Aggressive Elite Gallopers are
better than Elite Riders at the same cost;
- Trotters – They’re an odd unit that seems to fulfil a niche particular to the pike and shot era,
rather than any fantasy tropes I can think of, while pistol-armed cavalry are already
representable with Light Riders with Short Ranged Missiles;
- Dragoons – These are identical in every respect to Light Riders, bar upgrade options;
- Pike – Wait, what? Isn’t that the whole point? Pike are very similar to Heavy Foot, so it
makes sense to apply pikes (and the accompanying Close Order rule) as a 0-point upgrade of
that unit;
- Commanded Shot – These are identical to Scouts;
- Clubmen – Although not quite the same as Ravenous Hordes, they’re similar enough that a
simple 0-point option can convert the technically melee-capable Hordes into vaguely
shooting-capable Clubmen;
- Clansmen – Although they can’t be upgraded in armour, these are cheaper and with a better
Move than their Bellicose Foot cousins, but they’re still essentially the same unit, re-
optimised for a world where melee is secondary to musketry.
Elite Missiles
The Forlorn Hope of The Pikeman’s Lament is that game’s equivalent of Elite Foot, and comes with
a 0-point option of taking on identical stats to the latter. Rather than doing the reverse to Elite Foot,
I’ve written a similar but slightly different unit, emphasising the ranged capabilities while still making
them pretty tough in melee. These are warriors who, although skilled in melee, are primarily for
ranged combat. Elven princes, dwarven engineers, swashbuckling duellists and possibly powerful,
but not martially-inclined, wizards could count as Elite Missiles.
The special rules of Black Powder Missiles have not been applied to this unit, primarily because
they’re not necessarily firing muskets, but also due to the fact that those rules represent the massed
volley fire of a full-size unit, rather than the SP 6 Elite Missiles. (The same principle appears to have
denied Forlorn Hope the First Salvo rule from Shot units in The Pikeman’s Lament.)
Special Rules:
Ranger: This unit uses its normal Attack/Defence/Armour values when fighting in rough terrain.
Options:
Veteran @ 2 points per unit: Shoot value / Range becomes 4+ / 18”. As an elite unit, there’s no raw
alternative for Elite Missiles.
The Black Powder Missiles unit is an attempt to translate the Shot unit in a way that keeps it within
the 4-point standard cost for other missiles units, but also give an indication as to why armies
eventually gave up on bows and crossbows.
The Pikeman’s Lament also allows bayonets as a free upgrade after 1678, when socket bayonets
were invented. Since most games of Dragon Rampant aren’t set in our world’s history, I figure
bayonets can only be fairly represented by making them a pointed upgrade. Hehe, ‘pointed’.)
Special Rules:
First Salvo: When the unit uses its weapons for the first time in the game they get +1 to the dice roll.
This could be either for Attack value, Defence value or Shoot value, depending on the unit’s first
combat situation. This rule is not used for the first of each roll, but for the unit’s very first combat
roll only.
Inaccurate: When fired beyond 12”, the target unit treats its Armour as being one point higher.
Point Blank: A close-range volley of musket-fire can rip through even armoured troops with ease.
When fired within 6”, the target unit treats its Armour as being one point less (to a minimum of 1).
Options:
Bayonets @ +1 point per unit: The unit may use the Close Order formation, as per Heavy Foot pike
units.
In its regular form, Artillery is reasonably mobile, representing weapons on wheeled carriages that
are pushed alongside advancing troops. Upgraded Siege Artillery is not really designed for small-
scale battles. Such pieces are assumed to be assembled prior to the battle and either lack means of
movement or are just too heavy to be wheeled around the battlefield; that category includes larger
siege weapons like trebuchets or large-bore cannons, or even weirdness like snails with cannons on
their shells.
The Rampant system is abstract enough that it doesn’t matter if the weapon is firing a single iron
ball, a hurled rock, jets of flame, screaming severed heads, volleys of lead shot or massive crossbow
bolts; all can be accommodated within the Artillery class of troop, in some cases perhaps with
modification by Fantastical Rules. More exotic war engines, like steam tanks and similar, are
probably better covered by Heavy Riders (or even Elite Riders) with the Chariot and Mounted
Missiles upgrades, or as Greater Warbeasts.
Artillery functions in the same way as all other units, except for their field of fire. Normally, unit
facing doesn’t matter at all, but for Artillery it is another story. As they’re quite cumbersome to
move and pivot, all Artillery has a 90-degree firing arc from their front (measured from the gun
barrel or other appropriate point, such as the point of rotation on a catapult) and to change this fire
arc the Artillery piece must be moved/pivoted with a Move action.
Casualties are caused to crew models, not the Artillery piece itself: Artillery will shoot with 12 dice
if the crew is above half SP, and 6 dice if it is at half-SP or below.
Special Rules:
None.
Options:
Siege Artillery @ 2 points per unit: Shoot value / Range becomes 3+ / 48”. Movement becomes 0”
but the gun may be pivoted as a Move action.
This is also where to look for Raw and Veteran options for Dragon Rampant units.
Due to their uniqueness to Dragon Rampant, warbeasts are not present on this list. In terms of
veteran and raw options, I tend to assume Greater and Lesser Warbeasts are each their own veteran
or raw version respectively.
Heavy Riders
Elite @ 2 points per unit: The unit wears higher quality armour and is thus Armour 4. Note that
they’re still not as powerful as Elite Riders, but are easier to control. (From PL’s Gallopers.)
Raw @ -1 point per unit: The unit is less experienced and lacks the staying power of more
experienced Heavy Riders units, and has Armour 2. (From PL’s Gallopers.)
Mounted Heavy Missiles @ 1 point per unit: Representing the mounted crossbowmen or similar,
trained to fire from horseback rather than enter combat, the unit loses the Counter-Charge ability
but gains Shoot 7+ and Shoot value/Range of 5+ / 12”. (From LR’s Mounted Serjeants.)
Light Riders
Veteran @ 2 points per unit: They skirmish at 6+ and without the -1 Shooting penalty. (From PL’s
Dragoons.)
Raw @ -1 point per unit: They skirmish at 8+. (From Michael Leck’s post to the Dux Rampant forum
about Raw Dragoons.)
Author’s Note – Expert Heavy and Light Foot: In Lion Rampant, Foot Serjeants and Foot Yeomen
(the Heavy and Light Foot equivalents) both come with Expert upgrades that are equivalent to
Dragon Rampant’s Offensive option. Rather than treat this as a Veteran option here, I’ve gone for
the versions from The Pikeman’s Lament, mostly to increase the range of options.
Heavy Foot
Veteran @ 2 points per unit: Defence value becomes 3+, representing specially-trained elite troops
or the use of heavy armour. (From PL’s Pike.)
Raw @ -1 point per unit: Defence value becomes 5+, representing poorly-trained units. (From PL’s
Pike.)
Pikes @ 0 points per unit: The unit’s Attack becomes 7+ and it is equipped with pikes. A pike-armed
unit with 6 or more Strength Points and which is neither in rough terrain nor Battered can enter
Close Order formation with a Move order. Place all models in base-to-base contact around a central
model, preferably in regular ranks, to show Close Order formation. While the unit is in Close Order
both Attack and Move becomes 6+ and the unit Attacks and Defends with +1 to their dice scores. If
the Attack ends with both units still in contact, the enemy must retreat (unless the enemy is also in
Close Order). If a unit in Close Order enters rough terrain or drops below 6SP, it immediately leaves
Close Order formation. This option cannot be combined with Offensive and replaces the unit’s
existing Wall of Spears ability. (Modified from PL’s Pike.)
Light Foot
Veteran @ 2 points per unit: Defence value becomes 3+. (From PL’s Pike.)
Raw @ -1 point per unit: Defence value becomes 5+. (From PL’s Pike.)
Heavy Missiles
Veteran @ 2 points per unit: The unit carries pavise shields to protect them while reloading. Armour
becomes 4 versus Shooting from any direction, and 3 versus Attacks. (From LR’s Crossbowmen.)
Raw @ -1 point per unit: Shoot value / Range becomes 5+ / 18”. (By me, but following the principle
set by PL’s Shot.)
Author’s Note – Veteran Missiles: Why is the veterancy of Heavy Missiles represented by carrying a
big plank into battle? Because, if I followed the principles of Light Missiles/Archers and increased
their Shoot ability, that’d put them at Shoot value 3+, which is devastating and otherwise reserved in
Rampant only for Field Guns in The Pikeman’s Lament (or Siege Artillery here), and they have an 8+
Shoot activation and are limited in numbers to an army.
As for Light Missiles, they already have Sharpshooter which, as discussed earlier, is a translation of
Lion Rampant’s Expert upgrade for archers.
Light Missiles
Raw @ -1 point per unit: Shoot value /Range becomes 6+ / 18”. Note that this will effectively reduce
their range to 12”, unless you can find a bonus from somewhere to counteract the -1 penalty for
firing at long range. (From PL’s Shot.)
Scouts
Veteran @ 2 points per unit: They skirmish without the -1 Shooting penalty. (From PL’s Commanded
Shot.)
Author’s Note – Raw Scouts: Commanded Shot and Bidowers (the Scouts equivalent in Lion
Rampant) both lacked downgrades. I assume this is because they’re already an exceptionally cheap
unit. Any point reduction essentially allows you to take twice as many units of Scouts, which would
likely minimise the impact of any raw variant and potentially encourage Scout spammage. However,
if you really want to take Raw Scouts, I’d suggest using the raw options from either Light
Riders/Dragoons or Light Missiles/Shot.
Ravenous Hordes
Veteran @... you’re joking, right?
Thrown Rocks: The horde are untrained and inexperienced in combat, but are still armed with
improvised missile weapons, such as rocks, bottles, and maybe a few hunting bows or old
crossbows. However, this makes them even less willing to go toe-to-toe with the enemy. Attack
becomes 8+, but Shoot becomes 7+ and Shoot value/Range becomes 6/6”. (They effectively become
PL’s Clubmen.)
For 1 point, a unit that does not include your Leader, can replace one of its number with an
appropriate model of a priest, hero or other inspiring figure. This does not affect the profile or
abilities of the unit in any way, other than to provide a +1 bonus to all Courage tests taken by that
unit (this is in addition to any bonus provided by being within 12” of the warband’s Leader). As with
Leaders, assume that the character is the last model to die. If a unit including a character is reduced
to 0 SP (i.e. the character is killed), the opposing side wins 1 point of Glory for that battle.
I agree wholeheartedly. However, Enhanced Rampant is about not straight-up rewriting rules from
the other Rampant games. Several of the officer backgrounds and traits in The Pikeman’s Lament
refer to challenges, lucky blows and related concepts that don’t exist in Dragon Rampant. As such,
I’d need to write new rules to replace those entries. I still intend to write a Pikeman-style campaign
system, but it’ll be a separate project to Enhanced Rampant.