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Sludge Rampant 2

The document outlines the rules and unit organization for the tabletop game 'Sludge Rampant II', incorporating elements from 'The Men Who Would Be Kings' and 'Lion Rampant 2nd edition'. It details various unit types, their stats, special rules, and options for customization, including commanders, infantry, cavalry, and support units. Each unit has specific point costs, abilities, and tactical roles within the game framework.

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Martin Lysen
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0% found this document useful (0 votes)
4 views16 pages

Sludge Rampant 2

The document outlines the rules and unit organization for the tabletop game 'Sludge Rampant II', incorporating elements from 'The Men Who Would Be Kings' and 'Lion Rampant 2nd edition'. It details various unit types, their stats, special rules, and options for customization, including commanders, infantry, cavalry, and support units. Each unit has specific point costs, abilities, and tactical roles within the game framework.

Uploaded by

Martin Lysen
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

SLUDGE RAMPANT II

Rules

Double Move from The Men Who Would Be Kings

Flanks from Lion Rampant 2nd edition

Discipline from The Men Who Would Be Kings

Free Action system from The Men Who Would Be Kings

Force Organization per Detachment


0-1 Commander

0-3 Officers

1+ Line Infantry
0-1 Elite Infantry per Line Infantry
0+Light Infantry

0+ Cavalry
0-1 Elite Cavalry per Cavalry

0-1 Support Weapons


0-1 Technomancy Constructs

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

• Mounted +1 point: Movement becomes 12”


• Regimental Standard +2 points: Unit and any within 6” may re-roll failed Courage test.
Only one per detachment.

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

Must pick one of the following:

• Captain +1 point: Psychic Level 1, Mental Command


• Arcanist +2 points: Psychic Level 2, Guiding Eye, Guiding Hand
• Sorcerer +2 points: Psychic Level 2, Visions of Terror, Paralysis
• Chaplain +2 points: Psychic Level 2, Soothed Mind, Psychic Shield
• Royal Magician +2 points: Psychic Level 2, Transportation, Daze
• Imperial Artificer +2 points: Psychic Level 2, Machine Friend, Guiding Eye
• Relic Bearer +2 points, Psychic Level 2, Psychic Shield, Psychic Healing
• Priest of the Manticore +2 points: Psychic Level 2, Visions of Terror, Contagious

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.

Musket Infantry (LINE)


Points Cost 5
Discipline 7+ Courage 4
Attack Value 6 Armour 3
Defend Value 5+ Movement 6”
Shoot Value 5+/12” Strength 12
Free Orders

• 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

Polearms Infantry (LINE)


Points Cost 4
Discipline 7+ Courage 4
Attack Value 4+ Armour 3
Defend Value 4+ Movement 6”
Shoot Value - Strength 12

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

• Assassins +1 point: Special Insertion


• Poisoned Blades and Grenades +2 points: Fearsome

Foot Knights (ELITE)


Points Cost 6
Discipline 7+ Courage 3
Attack Value 3+ Armour 4
Defend Value 4+ Movement 6”
Shoot Value - Strength 6

Free Orders

• Attack
• Stand To

Special Rules

• Back into the Fray


• Ranger

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.

Shock Infantry (ELITE)


Points Cost 4
Discipline 7+ Courage 4
Attack Value 4+ Armour 2
Defend Value 6 Movement 8”
Shoot Value 6/12” Strength 12

Free Orders

• Move
• Stand To

Special Rules

• Counter-charge Against Infantry


• Open Order
• Ranger
• Wild Charge

Options

• Grenadiers +1 points: Unit gains Fearsome.


• Storm Shields +1 points: Defend goes up by +1. Armour is counted as 1 point higher
against Shooting attacks. Movement is reduced to 6”.
• Demolitions +2 points: During close combat, enemy Vehicles attacked by this unit halve
their Armour.
• Heavy Armour +2 points: The unit’s armour goes up to 3.
• Ceramic Blades +1 point: During Attack and Defense rolls, enemy armour counts as 1
lower than usual.
• Veteran +2 points: The unit’s Defend goes up by 1.
• Green -1 points: Discipline becomes 8+
• Veteran +1 point: +1 point: Discipline becomes +6.
• Courageous +1 point: Courage becomes 3

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

• Skilled Fighter +1 points: Unit’s Defense value becomes 5+


• Proper Weapons +1 point: When Attacking or Defending, target unit’s Armour is reduced
by -1 point.
• Smart +1 point: Unit loses the Wild Charge rule.
• Heavy Armour +1 point: Unit’s move is reduced to 6”. Defend value is increased by 1 and
Armour gets a +1 bonus when shot at.
• Bull Charge +2 points: Fearsome, enemy courage tests when Attacked by the unit are
reduced by -1 point.
• Heedra +1 point: Unit gains the Regeneration ability. Ordered Activation 7+, restores 1
Strength point. Cannot take the Strength above its starting value of 6.
• Construct +0 points: Gain the Undead rule.
• Relic +0 points: Gain the Mechanoid rule.

Gatling Gun (SUPPORT)


Points Cost 4
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

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

• 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.

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.

Chemical Weapons (SUPPORT)


Points Cost 4
Discipline 7+ Courage 4
Attack Value - Armour 2
Defend Value 5+ Movement 6”
Shoot Value 4+/12” Strength 6

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

• Gas or Acid +2 points: Target’s Armour counts as 1 lower.


• High Pressure +2 points: Range 18”

Light Cavalry (CAVALRY)


Points Cost 2
Discipline 7+ Courage 4
Attack Value 5+ Armour 2
Defend Value 6+ Movement 12”
Shoot Value - Strength 6
Free Orders

• Move
• Stand To

Special Rules

• Skirmish
• Evade

Options

• Dragoons +1 point: Unit gains Shoot value 6/12”


• Lancers +1 point: Unit’s Attack goes up by +1.
• Chasseurs +1 point: Unit’s Courage increases to 3+.
• Full Squadron +2 points: Unit has 12 Strength points, Attack, Defend and Shoot values go
up by +1 point each.

Heavy Cavalry (CAVALRY)


Points Cost 3
Discipline 7+ Courage 4
Attack Value 4+ Armour 3
Defend Value 5+ Movement 10”
Shoot Value - Strength 6

Free Orders

• Move
• Stand To

Special Rules

• Counter-charge

Options

• Carabineers +1 point: Unit gains Shoot value 6/12”


• Pistoliers +1 point: When Attacking or Defending, target’s Armour is reduced by 1 point.
• Caracole +1 point: Gain Skirmish
Full Squadron +2 points: Unit has 12 Strength points, Attack, Defend and Shoot values go
up by +1 point each.

Mounted Knights (CAVALRY)


Points Cost 6
Discipline 6+ Courage 3
Attack Value 3+ Armour 4
Defend Value 5+ Movement 10”
Shoot Value - Strength 6
Free Orders

• Attack
• Stand To

Special Rules

• Counter-charge
• Wild Charge

Options

• Pistoliers: +1 point: When Attacking or Defending, target’s Armour is reduced by 1 point.


• Heavy Lancers +2 points: When Attacking, each 6 rolled to hit inflicts 2 hits.
• Military Order +1 point: Lose Wild Charge

Land Crawler (TECH)


Points Cost 5
Discipline 6+ Courage 3
Attack Value 6 Armour 5
Defend Value 5+ Movement 8”
Shoot Value 4+/18” Strength 6

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

May pick one of the following:

• Bombs +2 points: Shoot becomes 5+/12”, Target gets no bonus from cover
• Guns +2 points: Shoot becomes 5+/18”

May take:

• Transport (6) +1 point


• Improvised Armour +1 point: Armour increases to 4, Movement decreases to 14”

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

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