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Xenos Rampant

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TITLE:  Xenos Rampant: Science Fiction Wargame Battles XenosRampant

AUTHOR: Daniel mersey & Richard Cowen

PUBLISHER: Osprey Games

PUBLICATION DATE: 2022

WEB SITE/SUPPORT FORUM:

    None known

PRICE (with date): $35.00 (in 2023)

REVIEWED BY: Mark “Extra Crispy” Severin

PERIOD COVERED: Science Fiction Land Skirmishes

THE BOOK:

Xenos Rampant arrives as a high quality hard back book from Osprey Games. Full color throughout it’s 192 pages, it is up to the usual graphic standards of Osprey. The rules themselves, including descriptions of all the unit types, take up 72 pages. The rules are not nearly as long as that would imply, as there is plenty of margin, and loads of full color photos.

Also included are 20 pages of special rules that are purchased as upgrades to units during detachment construction. Finally, there are a dozen scenarios and 5 full campaigns.

SCOPE: In common with all the other titles in the “Rampant” series, Xenos Rampant (XR) is a skirmish game pitting small detachments against each other.

ARMY SIZE: Armies, called Detachments, are typically 3-8 units. With units being 5 or 10 models, and some “units” being a single model (giant aliens, for example) figure requirements are modest.

BASE UNIT: Units are squads of between 5 and 15 figures. Vehicles and some large creatures are considered units in their own right.

GAME SCALES:

  • Ground Scale: Not stated (ranges are noted as being deliberately distorted)
  • Time scale 1 turn = Not stated
  • Figure/Base Ratio 1:1
  • Recommended Figure Size: 25mm but conversion for 15mm and other scales is covered.
  • Table Size: 4 x 4”
  • Game Length: Most games should be playable in two hours or less.

BASING SIZES: XR has no specific basing requirements and is extremely flexible, so long as unit strengths are clear to both players.

TURN SEQUENCE:

XR has an I-GO-U-Go turn sequence and uses the standard “Rampant” unit activation mechanic (see below). All actions take place during unit activations. In their turn players must first rally units, then test for wild charges, and then they may proceed to normal activations.

GAME MECHANICS:

Unit Activation:

In XR there are only a handful of actions. A unit may be activated to rally, move, shoot, or attack (melee). To activate 2d6 are rolled and checked against the unit’s profile. If the die roll equals or exceeds the unit’s activation number for that action, the unit performs that action.

If the dice roll is lower, the unit fails to activate and that player’s turn is over.

Movement:

The Rampant series of games are fast and breezy. Movement is in inches, with a few types of terrain. Obstacles halt movement when reached, and rough terrain is crossed at half speed. There are no facings or formations.

Units are required to keep within a 3” radius of the unit center.

Shooting:

If a unit activates to shoot, it picks a target and rolls dice to hit. Full strength units roll 10 dice, units below half strength roll 5. They attempt to equal or exceed the “Shooting” stat on their unit profile to score a hit. The number of hits scored is then compared to the target’s Armor value. For every multiple of the armor in hits, one target figure is lost. Shots over 12” add one to the target’s armor. Soft cover also increases the target’s armor by 1.

Units that suffer losses must test Courage (morale).

Attacking:

Attacking is close combat and the mechanism is the same for shooting, except both sides fight. Again, roll dice to better your Attack value. Full strength units get 10 dice, half strength 5. You need multiples of the target’s armor to inflict casualties.

Courage (Morale):

To test your courage roll 2 dice and compare to the unit’s Courage value. This is modified by terrain, losses and leadership. If the modified result is 0 or less, the unit routs and is removed from the game. If it equals or exceeds its Courage value, it passes. Otherwise it has failed, must retreat, and becomes suppressed. A unit suffering a second suppression also loses a figure (strenghth point).

At the start of a player’s turn, all suppressed units must rally (check Courage). Regardless of the result, the attempt is that unit’s entire turn. Failure to rally, however, does not end the player’s turn.

ARMY LISTS/SCENARIOS:

The rule book includes twelve scenarios, as well as five full campaigns in various settings.

REVIEWER’S COMMENTS:

The “Rampant” series of games is a well proven game system. This rule book is up to the usual graphic standards, and the inclusion of the campaigns is a nice bonus.

PLAYER’S COMMENTS:

While I have not played XR I have played a number of other games in the series. They are universally, fun, fast and easy to play. They are very “unfussy” and I have often played a game, switched sides, and played again. And even two games game be played in 3 hours or so.

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