Eagle Rampant- the Gallic Wars

EAGLE RAMPANT
An adaptation of Lion rampant for the gallic wars


ROMANS

LEGIONARIES

Legionaries form the backbone of the Roman army. Well trained, well equipped and well led they are expensive in points but rock solid on the table. As they are a drilled formation they usually fight in a two-deep line with bases touching together, but this affords them a +1 armour bonus when attacked. When in danger from shooting the legionaries can form a testudo, or tortoise, which gives them extra cover from missile fire. Finally the Legions have a nasty surprise for any would be attackers with their pila.
UNIT NAME
Legionaries
POINTS
6
Attack
5+
Attack Value
4+
Move
5+
Defence Value
4+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
6”
Armour
3
Special rules
Testudo; Pila; Drilled
Models per unit: 12
SPECIAL RULES:
·         Testudo: There needs to be 6 or more models to form a testudo. On a move order form the unit into a three rank formation with equal numbers in each rank or as close to it as you can get. A testudo cannot form in Rough terrain or in cover. Testudos increase their Armour by 1 point against shooting attacks, but decrease their Defence value by -1 if Attacked and contacted by enemy.
·         Pila: Legionaries are armed with pila. These are thrown just before combat to disrupt enemy formations. As a charge reaction when Attacked, Legionaries can be ordered to throw their pila on a 7+. If successful the Attacker has their Attack value reduced by one during the attack.
·          Drilled: So long as their bases are touching and they are arrayed in a two deep line legionaries gain the benefit of close order training. This enables them to gain a +1 armour advantage in Attacks when defending to their front as the men protect each other with their shields. If an attack is started from behind a line extending along the front of the formation, then this rule is disregarded.
UNIT UPGRADES:
·         None.

NUMIDIAN LIGHT HORSE

The Numidian cavalry are some of the finest skirmishing horsemen in the world. Their ability to evade is legendary, usually on the heels of a hail of javelin throwing.
UNIT NAME
Numidian horsemen
POINTS
4
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/6”
Courage
5+
Maximum movement
12”
Armour
2
Special rules
Skirmish; Evade: Hard to Target
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Hard to target: Numidian Light Horse count as Armour 2 versus Shooting and may only be targeted within 12”.

NUMIDIAN SKIRMISHERS

Numidians don’t just ride horses. Some of them run around and throw javelins too.
UNIT NAME
Numidian skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.

CRETAN ARCHERS

These men from the island of Crete were used throughout the Roman world as auxiliary support.
UNIT NAME
Cretan Archers
POINTS
4
Attack
7+
Attack Value
6
Move
6+
Defence Value
6
Shoot
5+
Shoot Value
5+/18”
Courage
4+
Maximum movement
8”
Armour
1
Special rules
-
Models per unit: 12
SPECIAL RULES:
·         None
UNIT UPGRADES:
·         Expert @ 2 points per unit. Shoot value becomes 4+.



GAULS
WARRIORS

Gallic warriors love to get into battle where they can hack and slash their way through the enemy and collect a few heads along the way. They are relatively lightly armoured – some will have chainmail armour but many will simply have their shields.
UNIT NAME
Warriors
POINTS
3
Attack
6+
Attack Value
4+
Move
5+
Defence Value
5+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”
Armour
2
Special rules
Wild Charge
Models per unit: 12
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         Expert @ 2 points per unit. Armour is upgraded to 3.



GAESTATI

These chaps know how to make an impression. Charging wildly, butt naked, they are a terrifying sight on the battlefield.
UNIT NAME
Gaestati
POINTS
4
Attack
5+
Attack Value
3+
Move
6+
Defence Value
6
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”

Armour

1

Special rules
Ferocious; Wild Charge; Counter-charge versus infantry; Fleet Footed
Models per unit: 12
SPECIAL RULES:
·         Ferocious:  This unit uses its normal Attack/Defence profile when fighting in rough terrain. Their Defence value remains 6.
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge against infantry: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge. This rule does not apply versus mounted units. Counter-charge may not be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:
·         None: all they need is to let it all hang out.



NOBLE CAVALRY

The richer sort of Gaul rides a horse and wears good armour. Even Caesar likes to hire these guys to fight for him, so you know they have to be good.
UNIT NAME
Noble Cavalry
POINTS
4
Attack
5+
Attack Value
4+
Move
5+
Defence Value
5+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
10”
Armour
3
Special rules
Wild Charge;
Counter-charge
Models per unit: 6
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge.  Counter-charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         None: They’re pretty hard as it is.



LIGHT CAVALRY

These Gauls can afford horses but like to throw javelins from them and harass the enemy rather than charge headlong into them.
UNIT NAME
Light Cavalry
POINTS
4
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/6”
Courage
5+
Maximum movement
12”
Armour
2
Special rules
Skirmish;
Evade; Hard to Target
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 6+, the unit may choose to make a half move and Shoot either before or after this movement takes place. All models in the unit shoot with -1 to their dice scores.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Hard to target: Light Cavalry count as Armour 2 versus Shooting and may only be targeted within 12”.
UNIT UPGRADES:
·         Expert @ 2 points per unit: Will skirmish without the -1 shooting penalty.



SKIRMISHERS

The Gauls have lost of young warriors who like to use bows, slings, and javelins to harass and harm the enemy. Regardless of armament the range remains the same as Gallic warriors do not like standing off too far from their enemies.
UNIT NAME
Skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:


·         None

2 comments:

  1. This is a fabulous idea! I have loads of Romans and my son and I have been trying to use Dragon Rampant to do some Caesar and Pompey civil war stuff. Your troop types seem spot on to me. The only thing I'd query is the pila rule - is there any reason you made it defensive only as it'd be cool to have it used in attack in some way. Your idea is brilliant for defending, though...

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  2. Hi Andy. I saw your battle report - it looked great! As to the pila rule, putting it in the charge reaction sequence seemed a good mechanical fit for it - and also the idea of stolid Romans quietly awaiting the crazy Gallic on-rush with plenty of disciplina. By all means try it out as an attacking option too. My playtesting showed it worked well as is, but I didn't try and use it in attack.

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