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 / (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 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 / 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