Rampant Destiny House Rules Long Piece (00169194-2xA9D4B)
Rampant Destiny House Rules Long Piece (00169194-2xA9D4B)
Rampant Destiny House Rules Long Piece (00169194-2xA9D4B)
Independence
House rules
Large Units
Large units cost 2 additional points and have 4 additional. The units do not gain additional shooting
or combat dice but are +2 to the their morale rolls whilst they are still above half strength. Very
Large units add a further 4 models for further point and are +3 to morale rolls whilst above half
strength. Only those units specified in the unit profiles may be Large or Very Large.
Unit additions
Units may be upgraded by inclusion of the following Special Models for 1 point:
Officer allowing a single re-roll of any morale or activation test by the unit;
Musician adding 1 to movement action rolls;
Banner adding 2 to morale test rolls to Rally from being Battered (but not other morale tests).
At the Run (Moving the same unit twice)
Instead of selecting another unit after a successful movement activation you may again select the
same unit to attempt to make another movement action. If unsuccessful play is turned over as usual.
If successful the unit takes a morale test at the end of its 2nd move.
Foot Moving through Rough Ground
Foot units move their normal distance on the turn they enter Rough Ground but if any figure starts
the turn in Rough ground the movement of all models is halved.
Double Six
If double six is rolled for an action the player may immediately attempt to re activate the same unit
after it has finished its activation (turning over as usual on a failure).
Firearms
The relative efficiency of a unit with its weapons is included in the unit profiles. Muskets, Rifles and
Carbines are -1 to hit if over half their maximum range.
Skirmishers may Move through any friendly units.
Ferocious Charge and Rough Ground
Mounted units subject to Ferocious Charge are not obliged to make same if the target will be in
rough ground.
Mounting and dismounting
Cavalry units may dismount or mount using a Move order but rolling at -2.
Fighting in buildings
Buildings count as Rough Ground. All units hit on a 5+, attackers count normal armour and defenders
count armour +1 unless the attacker has the Assault Troops special rule.
Character models
The Commander is a separate model but must always be attached to a unit. In addition to rolling for
his character he may add +1 or -1 to the action roll of the unit to which he is attached. You may also
pay 1 point each for up to 3 re rolls he can use on sets of dice rolled in respect to units within 12of
his model
He may move from unit to unit (within 12 only) before rolls for Battered units are made.
Other characters may be purchased as follows for the points noted below (Firebrands, Tacticians and
Icons may also transfer between units within 12 at the start of the players turn):
Firebrand +1 to Attack action rolls and re roll one failed hit in combat (2 points).
Tactician + 1 to Move action rolls and add 2 to movement. Failure by the unit he is attached to
does not cause a turnover (2 points).
Icon (or Army Standard) +1 to unit morale rolls and a unit that passes a Rally test may be
activated as normal in the same turn (2 Points).
Pigeon placed with enemy unit adding d3 victory points if the enemy unit is routed or destroyed
in close combat (1 point).
Characters do not add combat dice to a unit but do temporarily increase its remaining numbers
whilst they are attached. No more than two characters may accompany a unit.
The Commander may be upgraded by carrying a standard which increases his morale range to 18 if
the relevant unit can see his model (1 point) and to have up to 3 Re-rolls available to use on any dice
rolled on behalf of a unit or character within his morale range for 1 point each.
{00169194 v2 / 2040111 / AZP}
A suggested points limit for games including the above character rules and upgrades and unit size
boosts is 40 points with a maximum of 10 spent on characters and re rolls.
Example armies
Mexican
General Free
Colonel - 2 points
Large Regular cavalry 6
Large Presidial cavalry 6
Large Line with officer standard and Musician 8
Large Line with officer standard and Musician 8
Large Cazadore 6
Field gun 4
40 Points
Texian
Colonel Free
Leutenant 2 points
Large Texian cavalry 6
Large Old State volunteer 6
Large Texian Army with officer, musician and standard 9
Large Texian Army with officer, musician and standard 9
Large US Army deserters 6 (these I need to make this weekend)
Field gun 4
40 points
US Army Field Guns - 1 model gun and 6 crew per unit 4 points
Attack 10+ Attack value 6+
Move 7+ Defence value 6+
Shoot 7+ Shoot value / Range 6+ / unlimited
Courage 4+ Maximum Movement 6
Armour 2 Special rules: Penetrating, enemy -1 armour, Cumbersome and may not
enter rough terrain, woods or buildings. Special Load Action at 4+, if not Attacked or
Battered before they next roll to Shoot the next shoot action is +2 to the roll and +1 to hit
if the target is at up to 12 range (grape shot).
Unit upgrades:
Elite @ 2 points Shooting value becomes 5+.
Renegade + 1 to Move action rolls and add 2 to movement. Failure by the unit he is
attached to does not cause a turnover (2 points).
Berdache (Womens Society Member) placed with Warrior unit adding d3 victory points if
the unit survives the game (1 point).
Native American forces must be one of the following to whom special rules may
apply:
Plains Tribes (Sioux, Cheyenne, Kiowa and Arapaho): Warriors on Foot may be Dog
Soldiers or belong to a Warrior Society for 1 point; All mounted Warriors gain Coup Sticks
for free. Leader may have a War Bonnet; May have Medicine Man Character.
Northern Tribes (Crow, Blackfoot, Gros Ventre and Nez Perce): May not be
upgraded to effective firearms; All units gain medicine Pipes for free; any unit may be
Contrary; May have Medicine Man character.
Desert tribes: All units gain Guerilla special rule for free; May have Medicine Shields;
May have Di Yin Charater.
Dog Soldiers Courage +1, Attack Value 4+ subject to Wild Charge.
Warrior Society Courage +1 Shooting value 4+.
War Bonnet The Leader may wear a War Bonnet increasing his Leadership range to 18
for 1 point.
{00169194 v2 / 2040111 / AZP}