Friday, 3 July 2026

Dragon Rampant, Xenos Rampant It's a form of magic!


Dragon Rampant's spell list.  

Here it is in my format - but in A4 portrait not landscape.  I've had real problems with formatting but if you cut, paste, swear it will work eventually.

Traditional magic is someone not using a pointed stick to solve problems.

Fork off down for Xenos.

Amber Magic










Almighty Prod  6+


Friend within 18”


Until the target fails an ordered activation roll.





When  the target fails an ordered activation roll 

it may immediately reroll once.  Spell ends.






Be Brave 6+ 


Friend within 18”


Until end of your NEXT activation 

Not caster




Target can reroll all failed courage tests (once) 






Crimson Magic 










Take that! 7+


Enemy within 18”


1 shoot action.  Shoot 5+ -1 0ver 12”






Utter Chaos


Any unit within 18”


Until end of your NEXT activation 

Not caster










Emerald Magic










Heal Thee  6+


Friend within 18”


1 immediate action.

Not caster




6+ restore 1 SP.  8+  2 SP






Sod Off Spell 8+


Bespelled within 18”


Immediate cancellation 

Not caster




Of any spell on target.






Indigo Magic










Supergiue You– 7+


Self or any 18”


Until end of your NEXT activation 





No move, no retreat, attackers bounce.






None shall pass 8+


Spot within 12”

In LOS

No close 3” any unit


Until end of your NEXT activation 

Impassable barrier 1” thick 12” long.

No move, fly, attack, shoot or spell.











Jade Magic 










Bog You 7+


Enemy within 18”


Until end of your NEXT activation 





Area around target rough ground. 

Other units not affected.






Spring Heel. 7+ 


Self or friend within 18”


Until end of your NEXT activation  

No ½ move through rough.






You have wings! 7+ 


Self or friend within 18”


Until end of your NEXT activation 

Gains Flyer p 102.






Magenta Magic 










Sharp blades 7+ 


Self or friend within 18”

.

Until end of your NEXT activation  

Reroll Attack or Defence, even battered






Sharp darts 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Reroll failed Shooting dice.






Strong shields 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Target armour +1






Saffron Magic 










Dragon breath 6+


Self or any within 18”


Until end of your NEXT activation

Fog around unit no shoot in or out. 

Targeted by spells, moves as normal with fog.






Go wild 6+ 


Self or friend within 18”


Until end of your NEXT activation.

Gains beserk rule even if under ½. p89






Turquoise Magic










Teleport! 7+


Self or friend within 12”


Immediate move 12” any direction not

impassable terrain, 3” other unit. 

Does not count as units activation may tgt battered.






Transpose! 8+ 


Any 2 units within 12” of

spellcaster and each other,


Immediate swap. Not within 3” other unit. 

Does not count as activation.  

May target battered units.  Not spellcaster






Violet Magic










Befuddle  8+


Enemy within 18”


Until the target rallies.  Batters any but unbattered,

undead






Curse  7+


Enemy within 18”


Until end of your NEXT activation. 

Cursed +1 extra hit







Xenos rampant's list is similar.  I like the format above so I've adopted it as "on the job" specifications.  Magic, they say, is advanced technology.  Your average evil empire also have the toys that go "voom, voom" and elites who get to lord it over everyone.  They have regular infantry who are incapable of hitting a door from the inside.

For my Khanate forces the infantry are very polite.  They stand around waiting their turn and not getting in the way.  They can rough up peasants, man check points and line up to be shot.




Elites come in 2 types:  first uses advanced pontificate mode, gymnastics and no guns.  Second makes the very loud noises while advanced posing mode like they have haemorrhoids on a full load and no paper.  They have guns and "voom, voom" swords, so there.

A quick case study.  

An elite unit from the Khanate for scenario Charlie, convoy ambush.  

A group using Jade Psi is selected.  As a command unit Amber would work.









9p Beta Barons Elite Infantry 2 as 5


Move 5+ 8”


Attack Free (5+) Attack V4+ DefenceV 4+

-1 Armour

Courage 3+ Armour 4 


Shoot Free (5+)  4+ 12”


Back into Fray. Firefight.  Ranger. CQ. Blades. 

3 Jade powers





Paralysis 7+


Enemy within 18”


Until end of your NEXT activation 





Area around target rough ground.  

Other units not affected.






Conceal 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Can only be targeted from within 12” 






Terror Vision  7+


Enemy within 18”


Until the target rallies. 

Suppresses  any unsuppressed, 


Amber










Mental command  6+


Friend within 18”


Until the target fails an ordered activation roll.





When  the target fails an ordered activation roll 

it may immediately reroll once.  Command ends.






Sooth Mind 6+ 


Friend within 18”


Until end of your NEXT activation 





Target can reroll all failed courage tests (once) 






Summoner 6+


Unit with Special Insertion


Instantaneous. Target within 12”, 6” from enemy






Emerald










Bio Heal   7+


Friend within 18”


1 immediate action. Restore 1 SP Infantry not mech.






Mech Heal   7+


Friend within 18”


1 immediate action. Restore 1 SP Mech or Vehicle











Jade 










Paralysis 7+


Enemy within 18”


Until end of your NEXT activation 





Area around target rough ground.  Other units not affected.






Conceal 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Can only be targeted from within 12” 






Terror Vision  7+


Enemy within 18”


Until the target rallies.  Suppressed  any unsuppressed, 






Magenta 










Guiding Hand 7+ 


Self or friend within 18”

.

Until end of your NEXT activation  

Reroll Attack or Defence, once.






Guiding eye 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Reroll failed Shooting dice. Once






Psi shield 7+ 


Self or friend within 18”


Until end of your NEXT activation  

Target armour +1
















Turquoise










Teleport! 7+


Self or friend within 18”


Immediate move 2x D6 in inches any direction 






Transpose! 8+ 


Any 2 units within 12” of spellcaster and each other,


Immediate swap. Not within 3” other unit. 

Does not count as activation.  

May target battered units.  Not spellcaster






Annulment 8+


Bespelled within 18”


Immediate cancellation  any psi attack