Sludge Rampant 2
Sludge Rampant 2
Rules
0-3 Officers
1+ Line Infantry
0-1 Elite Infantry per Line Infantry
0+Light Infantry
0+ Cavalry
0-1 Elite Cavalry per Cavalry
Units
General (HERO)
Points Cost 9
Discipline 5+ Courage 3
Attack Value 4+ Armour 4
Defend Value 4+ Movement 8”
Shoot Value - Strength 6
Free Orders
• Move
• Order (Psychic Powers)
• Stand to
Special Rules
• Ranger
• Commander: Psychic Level 2, Psychic Species 1, Mental Command, Soothed Mind
• General: This Unit must contain your Detachment's Leader
Options
Officer (HERO)
Points Cost 5
Discipline 6+ Courage 3
Attack Value 5+ Armour 3
Defend Value 5+ Movement 8”
Shoot Value - Strength 6
Free Orders
• Move
• Order (Psychic Powers)
• Stand to
Special Rules
• Ranger
• Special Training (Psychic Species)
Options
Daze
18”, Enemy unit, Next Activation
Target Unit rolls only 1 dice when testing for an ordered activation. If at half strength it subtracts 1
from the dice result. It must roll even for free actions, excluding Stand To.
• Fire
• Stand To
Special Rules
• Form Square! Instead of a move action, this unit may form into a defensive formation,
gaining +1 to Defense and having no flanks or rear. Once it moves, the formation is lost.
• Form Line! Instead of a move action, this unit may deploy with 6 bases in width. Units in
line inflict 2 hits for each 6 rolled when firing. Movement is reduced to 4”. Can’t move on
the double.
Options
• Regimental Standard +2 points: Unit and any within 6” may re-roll failed Courage test.
Only one per detachment.
• Green -1 points: Discipline becomes 8+
• Veteran +1 point: Discipline becomes +6. Unit counts as Elite.
• Courageous +1 point: Courage becomes 3
• Polearms + 1 point: Defend Value becomes 4+
• Charge Drill +1 points: Attack goes up by +1. Unit counts as Elite.
• Rifled Musket +2 points: Shooting range increases to 18”. Unit counts as Elite.
• Crossbows -1 point: Range goes up to 18”, lose Musket Volleys
Free Orders
• Move
• Stand To
Special Rules
• Form Square! Instead of a move action, this unit may form into a defensive formation,
gaining +1 to Defense and having no flanks or rear. Once it moves, the formation is lost.
• Hedge of Polarms Cavalry units attacking this unit frontally count as in Difficult Terrain
Options
• Regimental Standard +2 points: Unit and any within 6” may re-roll failed Courage test.
Only one per detachment.
• Green -1 points: Discipline becomes 8+
• Veteran +1 point: +1 point: Discipline becomes +6. Unit counts as Elite.
• Courageous +1 point: Courage becomes 3
• Full Armour +2 points: Unit’s Armour becomes 4.
Dervish Infantry (LINE)
Points Cost 2
Discipline 8+ Courage 4
Attack Value 5+ Armour 2
Defend Value 5+ Movement 8”
Shoot Value - Strength 12
Free Orders
• Move
• Stand To
Special Rules
• Counter-charge
• Fast Attack Unit may move into combat contact with a Move on the Double action
Options
• Hard Charge +2 points: When Attacking, hit rolls of 6 inflict 2 hits instead of 1.
• Armoured +1 point: Primitive armour granting +1 to Armour when Attacking or Defending
• Frenzied -1 point: Unit becomes susceptible to Wild Charges.
• Green -1 points: Discipline becomes 9+
• Veteran +1 point: +1 point: Discipline becomes +7. Unit counts as Elite.
• Courageous +1 point: Courage becomes 3
Skirmishers (LIGHT)
Points Cost 2
Discipline 7+ Courage 5
Attack Value 6 Armour 2
Defend Value 6 Movement 8”
Shoot Value 6/18” Strength 12
Free Orders
• Move
• Skirmish
• Stand To
Special Rules
• Skirmish
• Open Order – Counts as Armour 3 when shot at
• Ranger
Options
• Expert Skirmisher +1 point: Unit may move full move when performing a Skirmish Order
• Jaegers +1 point: Unit counts soft cover as improving Armour by +2 rather than +1.
Zealots (LIGHT)
Points Cost 2
Discipline 8+ Courage 3
Attack Value 5+ Armour 2
Defend Value 6 Movement 8”
Shoot Value - Strength 12
Free Orders
• Move
• Stand To
Special Rules
• Go to ground
• Open Order
• Ranger
Options
Free Orders
• Attack
• Stand To
Special Rules
Options
• Muskets +1 point: Unit gains Shoot Order and Shoot Value 5+/12”
• Ceramic Blades +1 point: During Attack and Defense rolls, enemy armour counts as 1
lower than usual.
• Military Order +1 point: Discipline becomes 6+
• Increased Size +2 points: Unit has 12 Strength points.
One unit per detachment may be upgraded to one of the following types. No army may have both
types fielded:
• Knights of the Realm +2 points: Attack value is increased to 2+. Only one unit per
detachment.
• Fanatic Crusaders +4 points: Crusaders against any enemy army. Re-roll Attacks and
Defend dice once when Attacking or Defending. Ignore Fearsome units.
Free Orders
• Move
• Stand To
Special Rules
Options
Giant (ELITE)
Points Cost 5
Discipline 8+ Courage 3
Attack Value 3+ Armour 4
Defend Value 6+ Movement 8”
Shoot Value - Strength 6
Free Orders
• Attack
• Stand To
Special Rules
• Open order
• Wild Charge
• Monstrous Strength: When Attacking of Defending, to hit rolls of 6 inflict 2 hits rather
than just 1.
Options
Free Orders
• Fire
• Stand To
Special Rules
• Never Attacks
Options
• Large caliber rounds +2 points: When doing Shoot attacks, the target’s Armour counts as 1
point lower than usual.
• Ammo Reserves +2 points: Shooting attacks count as fearsome
• Emplaced Piece +0 points: Unit is Immobile and cannot move. Its Defend value increases
to 4+ and it gains +1 Armour against Shooting attacks.
Cannon (SUPPORT)
Points Cost 6
Discipline 7+ Courage 4
Attack Value - Armour 2
Defend Value 5+ Movement 4”
Shoot Value 4+/48 Strength 6
Free Orders
• Fire
• Stand To
Special Rules
• Never Attacks
Options
• Anti-tank Shells +2 points: Enemy Vehicles halve their Armour when shooting or
firefighting against.
• Shrapnel Shells +1 point: Targets get no Armour bonus from cover.
• Emplaced Piece +0 points: Unit is Immobile and cannot move. Its Defend value increases
to 4+ and it gains +1 Armour against Shooting attacks.
Mortar (SUPPORT)
Points Cost 6
Discipline 7+ Courage 4
Attack Value - Armour 2
Defend Value 5+ Movement 4”
Shoot Value 4+/24” Strength 6
Free Orders
• Fire
• Stand To
Special Rules
• Never Attacks
• Spotters and Indirect Fire
Options
Rockets (SUPPORT)
Points Cost 6
Discipline 7+ Courage 4
Attack Value - Armour 2
Defend Value 6 Movement 4”
Shoot Value 4+/24” Strength 6
Free Orders
• Fire
• Stand To
Special Rules
• Never Attacks
• Explosive Warheads: Hit roll of 6 inflict 2 hits instead of 1.
Options
• Emplaced Piece +0 points: Unit is Immobile and cannot move. Its Defend value increases
to 4+ and it gains +1 Armour against Shooting attacks.
Free Orders
• Fire
• Stand To
Special Rules
• Never Attacks
• Engulfing: Target gets no Armour bonus for being in cover.
• Horrible Death: Shooting attacks counts as Fearsome
Options
• Move
• Stand To
Special Rules
• Skirmish
• Evade
Options
Free Orders
• Move
• Stand To
Special Rules
• Counter-charge
Options
• Attack
• Stand To
Special Rules
• Counter-charge
• Wild Charge
Options
Free Orders
• Fire
• Stand To
Special Rules
• Crawler Tracks: Unit does not halve its movement in rough terrain.
• Anti-tank shells & Large caliber rounds: When Shooting, halve target vehicles’ Armour
and reduce Armour of non-vehicle units by -1 point.
• Crushing Mass: When Attacking or Defending, non-vehicle target’s Armour is reduced by -
1 point.
• Vehicle
• Single Model Unit
Options
• Heavy Crawler +1 points: Increase Armour by +1 point, but reduce Movement to 6”.
• Flame Cannon +1 point: Shoot value is reduced to 4+/12”, but targets gain no Armour
bonus from being in cover.
• Reinforced Tracks +1 point: Unit is not slowed by linear obstacles.
• Transport +2 points: Unit gains Transport 12.
Gunship (TECH)
Points Cost 7
Discipline 6+ Courage 4
Attack Value - Armour 3
Defend Value - Movement 16”
Shoot Value 6/6” Strength 6
Free Orders
• Move
• Stand To
Special Rules
• Flying
• Vehicle
Options
• Bombs +2 points: Shoot becomes 5+/12”, Target gets no bonus from cover
• Guns +2 points: Shoot becomes 5+/18”
May take:
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Free Orders
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options
Points Cost
Discipline Courage
Attack Value Armour
Defend Value Movement
Shoot Value Strength
Special Rules
Options