Rampage! is an attribute introduced in Total War: Warhammer II. A unit with this attribute will become uncontrollable an attack the nearest enemy or move around at random if no enemy is present when reaching certain health thresholds and gains the following abilities: Feral Rage I and Feral Rage II.
Only certain units have the potential to rampage. For these units, rampaging is caused when too much damage is taken in too short time. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Rampaging units are indicated by a flashing orange symbol on their banner and unit card. Broken units cannot start rampaging, and if a rampaging unit breaks it will stop rampaging.
Rampaging keeps units in the fight. However, a clever opponent can draw rampaging units away by kiting with fast ranged units. Additionally, rampaging units can sometimes stay engaged longer than is useful.
Of all races, Lizardmen have the most units which are prone to rampaging.
In Warhammer II, Rampaging sometimes comes with a "Primal Instincts" tag for the unit, which provides a passive ability:
Primal Instincts: Rampage! triggers at 20% Hit Points. When triggered, the affected unit also benefits from +8 Melee Attack and +15% Charge Bonus. However in Warhammer III, Primal Instincts no longer causes Rampage.
Following Patch 4.2.0, Rampage has been reworked. Units with rampage now have two abilities: Feral Rage I and Feral Rage II which will trigger at 75% and 25% health respectively, this was implemented in order to make Rampage seem less random. Another change is that if there is no enemy present when a unit rampages it will move randomly during the duration of it. Also many units that could cause rampage with attacks such as Witch Elves can no longer inflict it.
Description[ | ]
A Rampaging unit is uncontrollable and will attack the nearest enemy unit. When there are no enemy units nearby, a Rampaging unit will move around randomly instead.