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Lion Rampant – Quick Reference Sheet

Deployment  Obstacles end movement, cross freely on next move.


 By Scenario, or Roll d6  Skirmish is a half move.
 Retinue w/most Mounted Yeoman & Bidowers wins  Retreat is a half move directly away, affected as
ties. usual by terrain.
 High score becomes Attacker.  Units unable to complete Retreat move or
 Attacker chooses Deployment Area. that Retreat off table - see Page 26.
 Defender deploys 1- or 2-point units; then Attacker  Hot Weather – Armor 4 - Move Activation roll 1
does same point higher.
 Defender deploys 3- or 4-point units; then Attacker
does same Shooting & Attacking
 Defender deploys 5-point units; then Attacker does  Bad Weather – LOS 12”, Armor +1 vs Shooting.
same  Lucky Blow: roll double 1 on 2d6.
 12d6 above half strength; 6d6 half strength or less
Leaders  -1 to shooting over 12”
 Has Skill (roll 2d6) – see Page 12.  Hard to Target: may only be shot at within 12” and
 May issue Challenges – see Page 14. have Armor 2 versus shooting.
 Adds +1 to all Courage tests within 12” of Leader  Cover increases target Armor by 1.
Model.  Defending uphill of Attack grants cover.
 Last model to die (unless Lucky Blow or Challenge)  Battered units Defend at 6.
 Units in Rough Terrain: Attack/Defend at 5+; and
Activation Phase Armor 2 (unless Ferocious).
 Issue a Challenge (if eligible)
 Rally Battered units (roll 2d6), see Courage Test. When to Test Morale
 Activate Wild Charges (roll 2d6), Attack  Unit is attempting to rally to remove Battered.
 Order Activations (roll 2d6)  Unit has removed models from Shooting/Attacking.
o Move  Unit is the only remaining unit.
o Shoot  Officer is a casualty or flees the table.
o Attack  Officer refuses a Challenge.
o Skirmish  Retinue has half or more points removed from play.

Rally Battered Units Courage Test


 Successful – remove Battered marker; cannot  Roll 2d6 to equal or better units Courage.
activate during this Activation Phase o -1 for each casualty removed in the game.
 Unsuccessful – retain Battered marker, remove one o -1 if Retinue has half or more points
model, retreat; take no further action during this removed from play.
Activation Phase; disadvantaged if attacked. o +1 if Officer Model is within 12”.
 Failed Rally tests do not end your Activation Phase
Failed Courage Test
Order Activations  Adjusted roll greater than 0, unit must Retreat and is
 Successful – carry out action, when completed Battered.
choose another unit to activate.  Adjusted roll is 0 or less, unit Routs.
 Unsuccessful – action fails, unit remains stationary,  Battered units that receive another Battered result
taking no action at all lose a model and Retreat.
 Failed Order Activation ends you’re Activation Phase

Moving Ending the Game


 Unit cohesion – 3” to central model  By Scenario, or Turn begins with 5 or fewer Units
 Keep at least 1” between friendly & at least 3” remaining in the game.
between enemy units unless fighting. o Roll d6, if higher than number of Units on
 Rough terrain halves movement, unless Fleet table, this is the last turn.
Footed.

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