Lists for Dragon Rampant
Steve Holmes
Contents Introduction ...... 2 Japanese Yokai ...... 3 Sengoku Japanese ...... 4 Ming China ...... 5 Indonesian or Malay ...... 6 Mughal ...... 7 Rajput ...... 8 Southern Hindu Indian ...... 9 Indian Legendary Elements ...... 10 Ottoman Expansion ...... 11 Abyssinian ...... 12 Somali ...... 13 Colonial Portuguese ...... 14 Da Vinci Early Renaissance ...... 15 Colonial Venice...... 16 Knights of St. John ...... 17 Henry VIII English ...... 18
Introduction Inspiration for these lists came from figure producers who dared to stretch history a little: A Mughal flying carpet, a Leonardo tank, Japanese spirit beasts and manga characters.
The original armies, Mughal, Sengoku Japan and Early Italian Renaissance shared a timeframe, but no common borders. Further armies were added to provide historic opponents.
The timeframe: Early Renaissance and age of exploration is about as late as the Dragon Rampant rules can reasonably cover without modification. Black powder firearms make their first appearance but the “pike and shot” drill has not evolved. Most armies feature a medieval looking core.
This is the era when firearms emerged and then displaced the crossbow. I have listed close order firearms as Heavy Missiles *. You may freely apply the “Weighty projectiles” downgrade for all or none of your heavy missile firearm troops.
The lists are mostly presented in three sections: Core Units, Support Units and Legendary Elements.
Core and Support Units are based on historical army troop ratios, the more numerous types are at the top of each list. A warband with at least 2 core per support will reflect its historical army. Don’t let this spoil your fun, adapt as you and your opponent see fit. Your warband is a small expedition, so might not reflect the troop ratios of its national army.
Legendary Elements are generally drawn from the area’s own culture and mythology. They add character, but required the most work in compiling the lists. Use as few or as many of these as you wish, subject to points limits.
I have largely avoided summoning in these lists. If you wish to summon your legendary elements, designate a unit or character as the summoner and pay the necessary three points. You might also place a priest / holy man / shaman figure among a unit’s ranks as a visual clue to the summoning ability.
Remember the warband limits: 4 to 10 units costing between 1 and 10 points each. Expensive super- troops are tempting, but make for a tiny warband.
I wrote these lists to promote enjoyable gaming. The troop classifications are my own interpretations. Feel free to adjust unit classifications or spell lists with your opponent’s approval. The warband is ultimately yours, the game is between you and your opponent, and the objective is enjoyment.
Good luck in locating suitable models. Enjoy your gaming. May it provide fun with good friends.
Japanese Yokai Japanese spirits, with human summoners / mediums / thralls.
Select from one or zero human themes, add Yokai to taste.
Manga Schoolgirl (Human, spirit dreamers – single unit)
Natsume’s Friends Mixed Light Foot, Leader 5 pts
Or Mixed Light Foot, Leader, Summoner 8 pts
Warrior Monk Theme (Human)
Warrior Monks Light Foot, Leader 3 pts
Or Light Foot, Leader, Summoner 6 pts
Ashigaru (Human thralls, Select a Yokai unit as leader)
Naginata / Yari Heavy Foot 4 pts
Archers Light Missiles 4 pts
Teppo (Arquebus) Heavy Missiles * 4 pts
Monsters / Yokai (Legendary Elements)
Nurikabe (Wall blockers) Heavy Foot 4 pts
Oni (Big Colourful Ogre) Elite Foot 6 pts
Or Bellicose foot, Shiny Armour 6 pts
Or Bellicose Foot 4 pts
Tengu (Crow Demon) Light Foot, Offensive 5 pts
Or Light Foot, Offensive, Flying 7 pts
Inugami (Dog Spirits) Lesser Warbeasts 4 pts
Nekomata (Cat Spirits) Lesser Warbeasts 4 pts
Tanuku (Dog Racoon Archers) Scouts 2 pts
Sengoku Japanese Japanese humans
Core Units
Foot Samurai Heavy Foot 4 pts
Or Heavy Foot, Offensive 6 pts
Ashigaru, Yari or Naginata Light Foot 3 pts
Or Light Foot, Offensive 5 pts
Support Units
Mounted Samurai with Bow Heavy Riders, Mounted Missiles 5 pts
Mounted Samurai Naginata / Yari Heavy Riders 4 pts
Ashigaru Archers Light Missiles 4 pts
Ashigaru Teppo (Arquebus) Heavy Missiles * 4 pts
Ronin Swordsmen Bellicose Foot 4 pts
Sohei Warrior Monks Light Foot 3 pts
Legendary Elements
Select up to one unit from the Yokai List.
Ming China
Core Units
Chinese Infantry Light Foot 3 pts
Chinese Crossbows Heavy Missiles 4 pts
Regular Cavalry Heavy Riders, Mounted Missiles 5 pts
Tribal Skirmishers Scouts 2 pts
Supporting Units
Mercenary Cavalry Heavy Riders 4 pts
Chinese Archers Light Missiles 4 pts
Chinese Arquebus Heavy Missiles * 4 pts
Chinese Rocket Carts Heavy Missiles, Venomous (Shooting) 7 pts
Chinese Rockets Scouts, Venomous (Shooting) 5 pts
Chinese Militia Ravening Hordes 1 pt
Legendary Elements
Jiangshi (Reanimated Hopping Corpse) Heavy Foot, Undead (No Feelings), Fear 6 pts
Or Heavy Foot, Undead (No Feelings) 4 pts
Rui Shi (Imperial Guardian Lions) Lesser Warbeasts 4 pts
Or Lesser Warbeasts, Cunning 6 pts
Quilin (Like a Giraffe) Light Foot, Wizardling 5 pts
Wizardling Suggestion: Banish Fear, Heal Thee, Dragon Breath
Dragon Greater Warbeast 6 pts
Or Greater Warbeast, Flame Attack 8 pts
Or Greater Warbeast, Flame Attack, Flying 10 pts
Indonesian or Malay Core Units
Leader on Elephant Greater Warbeast, Leader 6 pts
Warriors Bellicose Foot 4 pts
Archers Light Missiles 4 pts
Javelins, Archers, Matchlocks Scouts 2 pts
Supporting Units
Noble Cavalry Light Riders, Short Range Missiles 3 pts
Blowpipe Men Scouts, Venomous Shooting 5 pts
Legendary Elements
Legendary Kris ( Magical sidearm) Upgrade Warrior(s) with enchanted weapons. 1 pt each
Barong (Protective spirit, lion form) Heavy Riders, Spellcaster 8 pts
Garuda (Big Sacred Bird) Greater Warbeast, Flying 8 pts
Babi Ngepet (Were-Pig) Light Foot converting to Lesser Werebeasts 8 pts
Orang Bunian (Elf-like invisibles) Elite Foot, Invisible 9 pts
Or Heavy Foot, Invisible 7 pts
Or Light Missiles, Marksmen, Invisible 9 pts
Or Light Missiles, Invisible 7 pts
Or Light Foot, Mixed Weapons, Invisible 8 pts
Bomoh / Dukun (Shaman) Light Foot, Wizardling 5 pts
Wizardling Suggestion: Banish Fear, Heal Thee, Sharper Blades
Pawang (Animal / Weather shaman) Light Foot, Wizardling 5 pts
Wizardling Suggestion: Bog Thee, Dragon Breath, Stronger Shields
Rangda (Demon Queen, widow) Light Foot, Wizardling, Fear 7 pts
Wizardling Suggestion: Befuddle Thee, Bog Thee, Dragon Breath
Leyak (Undead Cannibal, flying heads) Light Foot, Undead (No Feelings), Flying 5 pts
Pocong (Jumping corpse in shroud) Heavy Foot, Undead (No Feelings), Fear 6 pts
Or Heavy Foot, Undead (No Feelings) 4 pts
Pontianak (Female vampire ghost) Light Foot, Undead (No Feelings), Venomous 6 pts Mughal Mughals post Akbar – Gunpowder heavy.
Core Units
Elephant with musketeer crew Greater Warbeast, Spore Attack 8 pts
Heavy Cavalry, lance and bow Elite Riders, Mounted Missiles 8 pts
Or Heavy Riders, Mounted Missiles 5 pts
Bunduqchis Heavy Missiles * 4 pts
Other Units
Bowmen Light Missiles 4 pts
Or Scouts 2 pts
Zambaruk Camel Gunners Scouts 2 pts
Jezailachis Scouts 2 pts
Rocketeers Scouts, Venomous (Shooting) 5 pts
Spearmen Light Foot 3 pts
Swordsmen Bellicose Foot 4 pts
Legendary Elements
Magician on flying carpet. Heavy Riders, Spellcaster, Flying 10 pts
Or Heavy Riders, Wizardling, Flying 8 pts
Or Light Foot, Spellcaster. Flying 9 pts
Or Light Foot, Wizardling, Flying 7 pts
Or Light Riders, Flying 6 pts
Or Scouts, Flying 4 pts
Wizardling Suggestion: Power Bolt, Heal Thee, Befuddle Thee
Djinni Heavy Foot, Offensive, Fear 8 pts Or Bellicose Foot, Invisible 7 pts Rajput Cavalry oriented enemy for the Mughals
Core Units
Rajput heavy cavalry Elite Riders, leader 6 pts
Or Heavy Riders, Leader 4 pts
Bowmen Light Missiles 4 pts
Other Units
Spearmen Light Foot 3 pts
Swordsmen Light Foot, Offensive 5 pts
Elephant Greater Warbeast, Leader 6 pts
Bowmen Scouts 2 pts
Rocketeers Scouts, Venomous (Shooting) 5 pts
Legendary Elements
Select from Indian Legendary Elements list.
Southern Hindu Indian Elephant oriented enemy for the Mughals.
Core Units
Elephant Greater Warbeast, Leader 6 pts
Bowmen Light Missiles 4 pts
Support Units
Spearmen Light Foot 3 pts
Swordsmen Light Foot, Offensive 5 pts
Bowmen Scouts 2 pts
Cavalry Light Riders, Short Ranged Missiles 4 pts
Rocketeers Scouts, Venomous (Shooting) 5 pts
Legendary Elements
Select from Indian Legendary Elements list.
Indian Legendary Elements Add these to the Rajput or Southern Hindu Indian armies as desired.
Legendary Elements
Naga (Great Snake) Greater Warbeast, Ponderous 7 pts
Garuda (Big Sacred Bird) Greater Warbeast, Flying 8 pts
Rakshasa (Big flesh eating demon) Bellicose Foot, Fear 6 pts
Riksha (Bear like) Heavy Foot 4 pts
Riksha led by Jambavan (Bear King) Elite Foot 6 pts
Aliuranthrope (Weretiger) Light Foot converting to Lesser Warbeasts 8 pts
Crocotta (Hyena or Wolf) Lesser Warbeasts 4 pts
Yakshas (Nature Spirits) Elite Foot, Invisible 9 pts
Or Heavy Foot, Invisible 7 pts
Or Light Missiles, Marksmen, Invisible 9 pts
Or Light Missiles, Invisible 7 pts
Or Light Foot, Mixed Weapons, Invisible 8 pts
Khetaka (Shield of Shamba) Light Foot, Offensive, Mystical Armour 7 pts
Vijaya (Bow of Karna) Light Missiles, Sharpshooter,
Blessed Weapon (missile) 8 pts
Ottoman Expansion Armies of Selim and Suleiman
Core Units
Feudal Siphais Heavy Riders, Mounted Missiles 5 pts
Akinjis, Djanbazan, Turkomans, Tartars Light Riders 4 pts
Janissary Archers Light Missile, Sharpshooter 6 pts
Janissary Arquebus Heavy Missile 4 pts *
Janissary Arquebus Skirmisher Scout 2 pts
Azab Archers Light Missile 4 pts
Supporting Units
Iaylers Bellicose Foot 4 pts
Voynuks (Armoured polearms) Heavy Foot, Offensive 6 pts
Anatolian Sharpshooters Scouts 2 pts
Delis, Kurds, Bedouin Arabs Light Riders, Short Range Missiles 3 pts
Qapukulu Elite Riders, Mounted Missiles 8 pts
Levies Ravening Hordes 1 pt
Legendary Elements
Djinni Bellicose Foot, Invisible 7 pts
Ababil (Stone dropping bird flock) Light Riders, Flying 6 pts
Or Scouts, Flying 4 pts
Shadhaver (Carnivorous Unicorn) Heavy Riders, Fear 6 pts
Al-Mi’raj (Bipedal horned rabbit) Lesser Warbeasts 4 pts
Abyssinian
Core Units
Spearmen / Swordsmen Light Foot, Offensive 5 pts
Or Light Foot 3 pts
Or Bellicose Foot 4 pts
Cavalry Light Riders, Short Range Missiles 3 pts
Archers Light Missiles 4 pts
Or Scouts 2 pts
Supporting Units
Skirmishing Javelinmen Scouts 2 pts
Matchlock Men Heavy Missiles * 4 pts
Commander on Elephant Greater Warbeast 6 pts
Legendary Elements
WereHyenas Light Foot converting to Lesser Warbeasts 8 pts
Armour of Memnon Bellicose Foot, Shiny Armour, Mystical Armour 8 pts
Ark of the Covenant and Escort Heavy Foot, Spellcaster 8 pts
Or Heavy Foot, Wizardling 6 pts
Wizardling Suggestion: Power Bolt, Heal Thee, Befuddle Thee
St George Heavy Riders, Wizardling 6 pts
Or Heavy Foot, Wizardling 6 pts
Wizardling Suggestion: Heal Thee, Sharper Blades, Stronger Shields
Somali
Core Units
Danakil and Issa Spearmen Light Foot, Offensive 5 pts
Or Bellicose Foot 4 pts
Archers Light Missiles 4 pts
Hanendoa Spearmen Bellicose Foot 4 pts
Cavalry Heavy Riders 4 pts
Supporting Units
Turkish Arquebusiers Heavy Missiles * 4 pts
Javelinmen and Slingers Scouts 2 pts
Legendary Elements
Qori Ismaris (Hyena Men) Light Foot converting to Lesser Warbeasts 8 pts
Huur (Reaper - similar to Horus) Heavy Foot, Fear 6 pts
Djinni Heavy Foot, Offensive, Invisible 9 pts
Karkadann (Enchanted Rhinoceros) Greater Warbeast 6 pts
Colonial Portuguese Age of Discovery expeditions: Africa, Asia, Brazil.
Core Units (Early)
Early Swordsmen Heavy Foot, Offensive 6 pts
Or Bellicose Foot 4 pts
Or Bellicose Foot, shiny armour 6 pts
Early Crossbows Heavy Missiles 4 pts
Early Arquebusiers Heavy Missiles 4 pts *
Core Units (Later)
Later Infantry (all Arquebus) Heavy Missiles 4 pts *
Supporting Units
Skirmishers Scouts 2 pts
African / Arabian allies Light Foot, Offensive 5 pts
Chinese Allies in Macau / Indonesia Light Foot 3 pts
Lancers (Rare) Heavy Riders 4 pts
Legendary Elements
St George Heavy Riders, Wizardling 6 pts
Or Heavy Foot, Wizardling 6 pts
Wizardling Suggestion: Heal Thee, Sharper Blades, Stronger Shields
Adamastor (Giant - peril of navigators) Elite Foot, Fear 8 pts
Coco (Bogeyman type) Ravenous Hordes, Undead (No Feelings) 1 pt
Da Vinci Early Renaissance Armies of any of Leonardo Da Vinci’s clients: Milan, Venice, Florence, France.
Core Units
Pikemen Heavy Foot 4 pts
Harquebusiers Heavy Missiles 4 pts *
Or Scouts 2 pts
Crossbows Heavy Missiles 4 pts
Or Scouts 2 pts
Supporting Units
Men at Arms / Gendarme Elite Riders 6 pts
Cavalli Leggere Heavy Riders 4 pts
Jinete / Stradiot Light Riders, Short Range Missiles 3 pts
Mounted Crossbow Light Riders 4 pts
Rodoleros (Sword and buckler) Heavy Foot, Offensive 6 pts
Leonardo’s Units
Leonardo Heavy Riders, Wizardling 6 pts
Or Light Foot, Wizardling 5 pts
Wizardling suggestion: Heal Thee, Befuddle Thee, Sharper Blades
Tank / Armoured Car Heavy Foot, Wizardling 6 pts
Or Heavy Foot, Wizardling, Mystical Armour 8 pts
Wizardling suggestion: Power Bolt, Stronger Shields, Dragon’s Breath.
Glider Light Riders, Flying 6 pts
Or Scouts, Flying 4 pts
Organ Gun Heavy Missiles 4 pts
Or Heavy Missiles, Venomous (Shooting) 7 pts
Legendary Elements
Biscione (Large Azure Serpent) Greater Warbeast, Ponderous 7 pts Colonial Venice
Naval expeditions to Adriatic and Aegean
Core Units
Arquebusiers Heavy Missiles * 4 pts
Elmeti Heavy Riders 4 pts
Stradiots Light Riders, Short Range Missiles 3 pts
Supporting Units
Mounted Crossbow / Arquebus Light Riders 4 pts
Crossbowmen Heavy Missiles 4 pts
Sword and Buckler Men Heavy Foot, Offensive 6 pts
Or Bellicose Foot 4 pts
Or Bellicose Foot, Shiny Armour 6 pts
Legendary Elements
St. Mark Light Foot, Wizardling 5 pts
Wizardling Suggestion: Heal Thee, Banish Fear, Stronger Shields
St. Mark’s Lions (Only with St. Mark) Lesser Warbeasts 4 pts
Sirens of the Lagoon Light Foot, Wizardling 5 pts
Wizardling Suggestion: Heal Thee, Befuddle Thee, Bog Thee
Da Vinci’s Inventions Select from (Glider, Cannon, Tank)
Knights of St. John
Epic Sieges on Rhodes and Malta
Core Units
Brother Knights Elite Riders 6 pts
(Dismounted) Or Elite Foot 6 pts
Serving Brethren Heavy Riders 4 pts
(Dismounted) Or Elite Foot 6 pts
Mercenary Crossbows Heavy Missiles 4 pts
Mercenary Arquebusiers Heavy Missiles * 4 pts
Or Scouts 2 pts
Supporting Units
Greek Archers Light Missiles 4 pts
Or Scouts 2 pts
Turcoples Light Riders 4 pts
Legendary Elements
St Elmo Heavy Foot, Wizardling 6 pts
Wizardling Suggestion: Heal Thee, Dragon Breath, Power Bolt
Right Hand of John the Baptist Add Mystical Armour to one unit 2 pts
Splinter of the True Cross Add Blessed Weapons to one unit 2 pts
Henry VIII English
Core Units
Longbows Light Missiles 4 pts
Bills Heavy Foot, Offensive 6 pts
Heavy Foot 4 pts
Javelins, Staves, Border Horse Light Riders, Short Range Missiles 3 pts
(Dismounted) or Light Foot 3 pts
Supporting Units
Men-at-Arms, Demilances Heavy Riders 4 pts
(Dismounted) Or Elite Foot 6 pts
Landsknecht Pikemen Heavy Foot 4 pts
Landsknecht Arquebusiers Scouts 2 pts
King’s Spears, Gentleman Pensioners Elite Riders 6 pts
(Dismounted) Or Elite Foot 6 pts
Legendary Elements
King Arthur, Knights and Merlin Elite Riders, Wizardling 8 pts
Or Heavy Riders, Wizardling 6 pts
Wizardling Suggestion: Heal Thee, Befuddle Thee, Bog Thee
Welsh Dragon Greater Warbeast, Flame Attack, Flying 10 pts
St George Heavy Riders, Wizardling 6 pts
Or Heavy Foot, Wizardling 6 pts
Wizardling Suggestion: Heal Thee, Sharper Blades, Stronger Shields