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HARROGATE WARGAMES CLUB

HWC - DRAGON RAMPANT


HOUSE RULES
.

1.

ARMY MIX (HWC Rule addition)

1.1

Players may configure their armies any way they wish within the following restrictions:
Unit Type
Any Restriction ?
Fearful
Max of 2 units of this type can be fielded.
Wizardling
Max of 1 unit of this type can be fielded.
Rationale: Play balance.

LEADERS (HWC Rule addition)


2.1

Every Leader automatically gets the Commanding Trait.

2.2

Rationale: Increases the importance of Army Leadership and also helps counter the
worst excesses of failed activation rolls.

Leaders may not be attached to a Fearful unit.

LUCKY SHOT RULE (HWC Rule addition, adopted from Lion Rampant)
3.1.

Each time the unit with the Leader or Character (such as a Wizardling) takes a casualty from
shooting or melee the owning player rolls 2D6. On a double 1 the Leader/Character has been
killed and the player loses the benefits from the game.

3.2

If the Leader is killed, the army has to take an army courage test as per the DR rules.

VENOM (HWC Rule clarification)


4.1

Venom can be purchased for ranged weapons at 3 points and can affect shooting (as
described in the DR rules).

4.2

Venom can be purchased at 3 points for hand-to-hand combat. It only works when the unit
involved is attacking (this includes counter-charges), not when defending.

4.3

It is possible to equip a unit with both Venom for ranged attacks and Venom for hand-to-hand
combat attacks. The total cost would be 6 points.

INVISIBILITY (HWC Rule clarification)


5.1

Units that have purchased Invisibility cannot be subjected to ranged attacks, be this with
Missiles or Spells. This is the only benefit.

5.2

Invisible units can be targeted by spells with the exception of the Power Bolt Spell, which is
considered a Ranged Attack.

5.3

Enemy units are aware of the presence of Invisible units and therefore hand-to-hand combat
is conducted in the normal way.

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HARROGATE WARGAMES CLUB

RETREATING (HWC Rule clarification)


6.1

A unit that has retreated because it:


Lost a round of combat, or
Failed a morale as a result of combat,
must retreat at half speed directly away from the enemy. Speed being reduced for terrain.
(This is a repeat of what the rules say)

6.2

A unit that is Battered, that is forced to retreat again because of a failed Morale roll (not
caused through hand-to-hand combat, can opt to either:
a)
Retreat to towards cover, provided it is no nearer the enemy, or
b)
Retreat directly towards a friendly baseline.
6.2.1

A Battered unit or non-battered unit that is unable to retreat takes additional


casualties as described in Page 37 of the rule book.
Units Roll a D6. Compare this number to the Units Courage rating (not modified for
losses).
If the die roll equal to or higher - No effect.
If the die roll is lower, the unit must lose additional strength points equal to the
dice result (These losses do not prompt a Morale check).
For example: A Light Foot cant retreat. It has a Courage rating of 4+. The
player rolls a 3. It therefore takes an additional 3 casualties.

CASUALTY REMOVAL (HWC Rule clarification)


7.1

WIZARDS, WIZARDLINGS, CLERICS & SUMMONERS


8.1

A player may opt to signify casualties taken by either removing figures (at their discretion from
where they wish in a unit), or by recording them with the use of dice or dial counters.

They all count as Special Characters and can be killed as per Para 3 (Lucky Shot rule).

TERRAIN
9.1

(HWC Rule clarification)

Woods.
9.1.1

Woods block line of sight. It is not possible to see for one unit outside of the wood to
see another unit on the other side of the wood which is also outside of it, regardless
of how thin the wood is.

9.1.2

It is possible to see up to 3 into and 3 out of a wood.

9.1.3

Units in wood benefit from being in cover, and their armour is upgraded by 1 level.

9.2

Hills are not (generally) rough terrain unless declared to be so (ex. "steep hills", "rocky
slopes")

9.3

Rough Terrain Hills are also advantageous terrain and add +1 to a Defender's
armour if they are above the attacker, yet offer no advantage to an attacker (exception.
charging "down-slope").

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HARROGATE WARGAMES CLUB


10

11

CHARGING

(HWC Rule clarification)

10.1

For a unit to be able to Charge another unit it at least one figure within the Charging unit must
have line-of sight at the start of the turn. This restriction also applied to flying units.

10.2

It is player discretion which unit they opt to Charge. They do not have to charge the nearest.

WILD CHARGES

(HWC Rule clarification)

11.1

Units with the Wild Charge trait, if within charge range of an enemy unit, and within line-ofsight must test to see if they Charge (as per the rules).

11.2

If the unit activates for a Wild Charge, it must charge the nearest enemy unit.

11.3

12

COUNTERCHARGING
12.1

13

Rationale: Unit is so gung-ho/out of control it wants to get to grip with the enemy as
soon as it can.
If a player has multiple units who need to test for Wild Charge, it is up to the player to decide
the order in which they wish to make the test.

(Rule reminder)

Infantry units (such as Belicose Foot) with the counter-charge skill against Infantry cannot
counter-charge any of the units within the Mounted section of the rules.

FLYING UNITS (HWC Rule clarification)


13.1

Flying units in DR are no more than ground hoppers.


13.1.1 They start their turn on the ground, and finish their turn on the ground.
13.1.2 If they conduct a Skirmish Action, they are considered to be inserting a further hop
into their moment.
13.1.3 Flying units must have Line-of-sight at the start of any turn to declare a charge.
13.1.4 Flying units are always considered to be on the ground when subjected to missile fire,
spells and melee.

14

15

WALL OF SPEARS (HWC Rule clarification)


14.1

Units with this ability may form Wall of Spears by remaining stationary after successful Move
Activation.

14.2

The player must declare this and move all of the unit's figures into base to base contact
forming ranks. If the unit moves it leaves Wall of Spears and the figures are re-ordered.

BEFUDDLE THEE SPELL


15.1

16.

As Undead cannot be Battered they are immune to this spell.

DISTANCE
16.1

(HWC Rule clarification)

(HWC Rule Adjustment)

Distance is reduced from 3 to 1

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HARROGATE WARGAMES CLUB

17

SCENARIO LISTING
17.1

Die
1
2
3.
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Scenario Listing & Source Book. Randomly roll a D20 to see which scenario is played.

Book
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
HWC
HWC

Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
HWC 1
HWC 2

A:
B:
C:
D:
E:
F:
G:
H:
I:
J:
K:
L:
A:
B:
C:
D:
E:
F:

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Scenario Name
Bloodbath.
Defending The Indefensible.
The Fugitive.
A Gentle Stroll.
Hold On Tight.
Sausages With Mustard.
The Convoy.
The Messenger.
A Taxing Afternoon.
Meeting The Neighbours.
Hammer And Anvil.
Bloodfeud.
Gory Bloodbath.
The Sacred Mole Of Ukkert.
Death Chase.
The Crystal Gale.
The Ringbearer.
Into The Valley Of Certain Death.
The Plains Of Blood.
(To be advised)

HARROGATE WARGAMES CLUB


OPTIONAL RULES
1.

When multi-player games are being played, it is recommend that a failed activation does not result in
a players turn ending. Every player gets an opportunity to activate every unit they have each turn.

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HARROGATE WARGAMES CLUB


HWC SCENARIOS

SCENARIO HWC1: THE PLAINS OF BLOOD


DESIGNER: Ian Garbutt
INTRODUCTION

Plains Of Blood is a similar scenario to Dragon Rampant Scenario A Glory Bloodbath on the
Plains of Doom in that it is a straightforward fight to the death between opposing sides.
This is scenario is ideal for a 2 sided multi-player game, or a standard one v one game with
over 40 points per side.
Both Attacker and Defender must attempt to slay or route their enemies to
achieve victory.

SET-UP

Assuming a 6 x4 table, nominate a short edge as North.


Both sides start off table.
The Attacker can enter the battlefield anywhere along the Eastern edge, the Defender
anywhere along the Western edge.
All units need to be activated and moved on-table in the normal way.
The Plain is empty grasslands dotted with the odd tree, which dont constitute a wood or
provide any cover.
There are no hills.
At the players discretion they can place any or all of the following:
o a single Farm,
o a single piece of rough ground,
o a single small Wood.

SPECIAL RULES

None.

ENDING THE SCENARIO

Keeping playing until a turn begins with 4 or fewer units remaining in the game. When this
happens, roll a dice at the start of each turn If the score is higher than the number of units
left on the table, this is the final turn.

VICTORY CONDITIONS

Both Attacker and Defender add up the points value of enemy units destroyed/routed before
the game end; damaged units still in play are not counted.
The player with the highest score wins 5 Glory (+/- Quests). Players tied for first place gain 3
Glory each (+/- Quests).

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HARROGATE WARGAMES CLUB

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