29 January 2010

Reivers: First Batch

So, cobbling together a variety of GW kits, I have been able to buuild up a few figs.

Here is the first one (Champion):
I'm not 100% satisfied with the horse, as it really is too large for a hobbler, but it is the best compromise.  This model is built with head, legs, and torso from the Empire Militia Sprue, and his pistol comes from that sprue as well.  The cape is from the Empire Pistoliers.  I forget where the sword came from--Bretonnian maybe?  In the absence of a proper morion helmet, this reiver is wearing a steel cap.



As you can see, he's quite well armed; pistol and sword make a good combination, and he has a dirk tucked in at his belt as well.  The riders will all share a fairly similar armament, placing them firmly in an assault role, rather than a flanking one.
The shield is an old generic round shield, with the rim filed down and the edges beveled slightly to soften it and suggest that it has a leather face stretched over it.  There is no other baggage on the horse, as I didn't want to crowd it up.
  The reiver can be removed; a foot version of him will be built so he can dismount etc.  He has a pin placed rather uncomfortably in his ass.


25 January 2010

Border Library

Here are the books currently featured in my Border library:

The Steel Bonnets
by George MacDonald Fraser






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Strongholds of the Border Reivers (Osprey)



The Border Reivers (Osprey)



















Border Fury



















Candlemass Road



















The Reavers



















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21 January 2010

Border Reiver Supplies

This list will be updated as I find new stuff.  Feel free to note links in the comments.

Dixon Miniatures link (UK)


The "Flodden" line also includes some Mounted Border Reivers.  These are my least favourite sculpts; I don't think they really have a great sense of proportion, and the equipment is more military than raid oriented.  Also, at 2.50 GBP (per rider and horse), they are not materially cheaper than the other lines.  The Foot are all from the Flodden line.



Grand Manner link (UK)


 Features a wide variety of resin buildings.  Their Bastle House is well worth a look, as is the Stone barn and Stable.  At 40 GBP+, these are price, but it's better than trying to carve all that stone yourself....  They also have Stone Walls for your barnekin, but these are pricey too.  Also, the poorly bevelled bases are a turn off for me.


Graven Images (by Monolith Designs) link (UK)


 Stocks a similarly sized range as Vendel.  An interesting feature is that you can buy a Foot Reiver band as one pack, and what appears to be the Mounted version as a second pack.  Each pack is "character" based:  Auld Wat, Red Rowan, etc.  No separate animal packs, but there is a Bishop!  Also features some appropriate buildings.  Probably.  There's no photos of the buildings.

UPDATE (2015 01 15):   This line is now distributed by Hoka Hey Wargaming.


Gripping Beast link (UK)


 No idea if they are appropriate for the Borders, but they have some...interesting Sheep.  Also, some miscellaneous pack animals.


Megaminiatures link (USA)


 Sold only through an eBay store (or so it seems), this line is not great.  But it's cheap.  And how much do you want to spend on Sheep, anyway?  Some decent Pack Horses and Mules in there as well, though their Cattle are no good for the Borders.  Plus, there's this fig, and everyone needs one of those!

UPDATE (2015 01 15):  MegaMiniatures has ceased operatiosn as such and sold most of the molds to third parties.  link


Outpost Wargames Services link (UK)


 Mounted and Foot Reivers, some Civilians, Artillery, Sheep, Hounds, and Cattle. I don't love the looks of their Reivers (and the paint jobs don't help), but the Slew Hounds and animals look pretty good, and are comparatively cheap.


Vendel Miniatures link (UK)


 Sells Reiver "families" ranging from 10 to 30 Mounted and Foot figs, as well as an additional line of Elizabethan soldiery.  Also carries Hounds and Cattle.  The dogs are large Mastiffs, and the cattle, contrary to their "Longhorn" name, are probably quite appropriate for the border lands.  You can also get Spear packs, in rounded point and planished varieties.  I ordered some figs, which haven't arrived yet.  It does look to me like there are way too many calivermen in each bundle though.

UPDATE:  The Vendel lines have been purchased by Sgt Major Miniatures link (US).


Wargames Foundry link (UK)


 Some of the figs in the Seadogs and Swashbucklers collection may suit for Foot, and there are Sheep and Oxen in the Livestock collection.

18 January 2010

Territory and Income Chart

I have attempted to transpose the Necromunda Income Chart into something appropriate for the Borders.  Some of the elements are no doubt a little fanciful, but hopefully they keep the spirit of the Border Reivers.


D66
ROLL TERRITORY INCOME

11 Volatile Bog - 2D6
An extensive and highly dangerous bog lies nearby. The bog is a site of varying acidity, a chemical soup producing sulphurous deposits and various kinds of poisonous and corrosive substances, all in demand by your nearby town’s more esoteric practitioners. If you want to collect from the bog you gain 2D6 crowns.  The work is extremely hazardous. If you roll a double or a 6 when working out your income, then the ganger falls into the corrosive bog or is caught in a sudden flame up but manages to haul himself free or extinguish the flames (or both, depending on circumstance). He struggles back home horrifically scarred, his skin covered with blisters. His appearance is so foul that from now on he causes fear. No income is collected, and the fighter must miss the next game while he recovers from his injuries.

12-16 Old Ruins - 10
Though bastle houses and peel tower are frequently rebuilt as soon as they go down, there are still many ruins dotting the landscape of the Borders, from abbeys and cloisters to Border dwellings, and even the old mile forts at Hadrian’s Wall.  There is one such ruin not far from your settlement. If a hero searches through the ruins he may find scrap bits of old metal, coins, or interesting old curios – enough to sell for 10 crowns.

21-25 Herds - 15
A major clan routinely grazes their sheep and cattle just on the other side of the line.  Your warband has discovered a concealed route that enables them to slip in and run off a few head – enough to sell for 15 crowns.

26 Soft Targets - D6x10
Not far from your warband's settlement are a number of poorly defended homesteads or hamlets.  Careful not to take too much, the Reivers maintain a careful balance with the civilians, who put up only a token resistance.  You will earn D6x10 crowns by banging on doors and making threats.

31-35 Blackmayle - 30
A fairly major settlement would rather pay the warband protection money than suffer their depredations.  The relationship is smooth and businesslike; the small holders know that they have to pay someone, one way or another.  If a hero visits the settlement, he'll find that the local headman has collected the usual amount and has it all ready to go.  In addition, whether the territory is used or not, there is a chance of a young villager, caught up in a romanticized vision of Reiver life, attaching himself to the hero as a sort of page.  Roll a D6 after each game. On the roll of a 6 you may recruit a Youngblood for free.  His equipment will have to be paid for.

36 Quarry - D6x10
In a mutually beneficial arrangement, your warband has a part ownership in a stone quarry.  By sending a few of the boys around to help with the labour, you can earn some ready cash.  Collect D6x10 crowns as your share of the profits to date.
If you capture an enemy fighter then you can put him to work in your mine instead of turning him over to the Warden for a bounty.  Each captive worker adds +1 to your D6 dice roll for income from the quarry.

41-44 Secret Paths - 10
Your warband has found a series of concealed passes and paths by which they can travel in secret; such routes are ideal for laying ambushes.  When the warband fights a battle, it can use routes ducts to position up to three warriors anywhere on the battlefield.  Models are set up at the end of the player’s first turn and cannot be placed within 8" of enemy models. This represents the fighters working their way behind the enemy using their secret paths.

45-46 Homestead - D6x10
One of the heroes has a fairly profitable farming interest.  Taking the livestock or produce to market will net the warband some income (D6x10 crowns).

51-52 Whisky Still - D6x10
The gang has set-up and maintains a still at an isolated location out in the wastes. The still is worked by the family or friends of one of the heroes.  Selling the booze in town nets the warband a share of the proceeds amounting to D6x10 crowns.

53-54 Drinking Hole - D6x10
Your leader has inherited an old drinking hole in payment of an outstanding gambling debt. Small but well-known, the pub earns a small sum and also provides the warband with a convenient base in the local settlement for planning raids. You can visit the drinking hole to collect your share of D6x10 crowns.

55-56 Merchant Contact - D6x10
A local merchant has offered you favorable rates in return for your business. As a result you are able to increase your income substantially. If you wish to deal with your Merchant Guilder contact, you gain an extra D6x10 crowns.
If you recover any loot during a fight you can trade it in to your contact for an extra +5 crowns income for each item.

61 Friendly Chirurgeon - D6x10
One of the local medical practitioners has offered to patch up your wounded fighters at favorable rates in return for protection and other considerations. If a hero wants to part with a little blood or assist the "doctor" during an operation, you gain D6x10 crowns. The Doc will also give you D6x5 crowns for the body of any of your warriors who dies in combat, providing him with an opportunity to increase his anatomical knowledge....

62 Workshop - D6x10
The family or friends of one of your warriors runs a workshop in the local settlement. You can trade insight, broken weapons, or other odds and ends in return for cheap repair work or cash. If you want to visit the workshop you earn D6x10 crowns.

63 Gambling Den - 2D6x10
Your warband runs a fairly major gambling den in one of the less reputable quarters of Liddesdale or a similar settlement, with cards, dice, cock fights, and other games o' chance. Although the income from running a game is good, it is a risky business because Borderers are notorious cheats and bad losers too. If you decide to run a gambling session you receive 2D6x10 crowns. However, if you roll a double, you lose that number of crowns from that turn’s income instead – eg, double 4 you lose 80 crowns.
Note that losses are deducted from your income before making reductions for basic running costs. If a warband is unable to pay gambling debts out of its income then the difference must be made up from its stash. If this still isn’t enough to cover the warband’s debts then weapons or equipment must be sold off.

64 Faerie Ring - 2D6x10
Your warband has discovered a hidden clearing centered around a faerie ring.  Many kinds of rare fungi, herbs, and flowers grow there, which are quite valuable for trade in town.  A hero can harvest the plants and sell it to local apothecary for 2D6x10 crowns.  If you roll double 1 when harvesting, then the hero has inadvertently touched or ingested something toxic. Such illness is not lethal and recovery is automatic, but the ganger will not be able to take part in future battles until he recovers by rolling a 4, 5 or 6 at the start of a game. Once recovered, he may fight as normal.

65 Hoard - 2D6x10
Your warband has discovered a hidden entrance into a store room in the ruins of an abbey or barrow.  A hero can collect the remnants of a hoard of supplies and valuables that can be sold for 2D6x10 crowns.  So long as your warband is careful not to sell too many items at once, no one will suspect that your loot is not obtained by your regular rides. No risk is incurred by collecting 2D6x10 crowns. However, if you want to work the hoard more intensely you can do so. A hero can collect 3D6x10, 4D6x10, 5D6x10 or even 6D6x10 from the hoard, but if he rolls any doubles at all, then he has been spotted entering the ruins. You still collect the income rolled but the hoard is secret no longer and it is immediately stripped bare by treasure hunters. The territory then becomes an area of Old Ruins instead.

66 Settlers - Choose
You befriend a group of settlers who have migrated from more peaceful locales to start a new life. Possibly your warband has chanced upon the settlers lost or under attack by broken men. Maybe they are relatives or friends of one of your warriors who have deliberately sought him out. Thanks to your contacts and influence, you are able to give the settlers a good start, and naturally they are grateful for your assistance and only too pleased to help in the future. You may choose any type of territory from the chart. The territory represents the vocation of the settlers or a discovery they have chanced across in their journey to the Borderlands. The territory yields the appropriate income for its type.

15 January 2010

With Fyre and Sword

So I have managed to press-gang a non-miniatures gaming friend of mine to try out some 25/28mm skirmish. I've long thought that the Mordheim rules might provide a good template for gaming Reivers, and I'm in the process of kitbashing the rules together, in addition to the figs to play with.


One of the appeals of this game format is a cheap buy-in; using a box of Empire Militia and a box of Pistoliers, both by Games Workshop, I expect to be able to outfit the better part of two Reiver warbands. Overall, the gear and sculpts suit the period, some bitz excepted, and neither of is is a stickler. We can always buy some legit Border Reiver miniatures from Vendel if we keep on going.


One of the most significant components of the Mordheim rules that I want to change is the income generation. I plan to parachute a composite from the Necromunda rules in, representing the Reivers' various connections and business interests; blackmail, small-time farm raids, and even honest farming will be represented much better by the Necro territories than by the Mordheim wyrdstone or Empire in Flames treasure system. I anticipate that some playtesting will be necessary to establish an even baseline, but I really think it should be a good fit.


Below is my first section of rules edit, the armoury:


Weaponry:

Melee Weapons


Requiring honest, face-to-face contact, a man's life depends on his melee weapons.

Fist


The truly desperate, disarmed Reivers or peasants who don’t even own a knife, have to fight with their bare hands. Needless to say, their chances of survival are low!
Note: The following rule only apply to warriors who have lost their weapons or unarmed civilians.  Animals, etc, ignore these rules. Warriors using their fists can only ever make 1 attack.
Range: Close Combat; Strength: As user -1; Special Rule: +1 Enemy armour save


SPECIAL RULE
+1 Enemy armour save: An enemy wounded by a fist gains a +1 bonus to his armour save, and a 6+ armour save if he normally has none.


Dagger

Daggers and knives are extremely common, and men are allowed to carry them in enclaves where weapons are otherwise forbidden. Every Reiver worth his salt carries a dirk or dagger for close in work.
Range: Close Combat; Strength: As user; Special Rule: +1 Enemy armour save


SPECIAL RULE
+1 Enemy armour save: Daggers are not the best weapons to use for penetrating an enemy model’s armour. An enemy wounded by a dagger gains a +1 bonus to his armour save, and a 6+ armour save if he has none normally.


Staff, Club, or Improvised Weapon

It takes little imagination to turn a piece of lumber, a broom handle, or a chair leg into a ready weapon.  Though lacking the flair of more military weaponry, woe betide the Reiver who turns his back on a broom wielding farmwife!
Range: Close Combat; Strength: As user; Special Rule: None


Hammer, Mace

Perhaps the simplest type of weapon, these brutal, bludgeoning instruments range from farm tools to cavalry hammers made from the finest steel. A blow from a mace can easily crush a skull or knock a man unconscious.
Range: Close Combat; Strength: As user; Special Rule: Concussion


SPECIAL RULE
Concussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless.  When using a hammer, club or mace, a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.


Axe

The axe is the traditional weapon of woodsmen, and is also used as a weapon in poorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause a lot of damage. The blade of an axe can easily cut through armour, though it requires considerable strength from the wielder.
Range: Close Combat; Strength: As user; Special Rule: Cutting edge


SPECIAL RULE
Cutting edge: An axe has an extra save modifier of -1, so a model with Strength 4 using an axe has a -2 save modifier when he hits an opponent in hand-to-hand combat.


Sword

The sword is often referred to as the ‘king of weapons’. Swords come in a wide variety of type, from plain hilted longswords to Irish basket hilted broadswords.  Most provide the wielder with four full feet of gleaming steel, double-edged and razor-sharp.
Swords are much more effective weapons than crude clubs and axes, though learning to use a sword is a long and difficult process.
Range: Close Combat; Strength: As user; Special Rule: Parry


SPECIAL RULE
Parry: Swords offer an excellent balance of defence and offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped.


Halberd, Bill

The halberd’s heavy blade is mounted upon a sturdy shaft of oak or steel and has a point like a spear and a cutting edge like an axe. Since it can be used to chop as well as thrust, it is an adaptable weapon, but is difficult to use inside buildings.  Some varieties also feature a hook to help dismount riders.
Range: Close Combat; Strength: As user +1; Special Rule: Two-handed


SPECIAL RULE
Two-handed: A model armed with a halberd may not use a shield, buckler or additional weapon in close combat.  If the model has a shield he still gets a +1 bonus to his armour save against shooting.


Spear

Spears range from sharpened sticks to the fine “lang spear”, used from horseback or on foot.
Range: Close Combat; Strength: As user; Special Rules: Strike first, Unwieldy, Cavalry bonus


SPECIAL RULES
Strike first: A warrior with a spear strikes first in the first turn of hand-to-hand combat.
Unwieldy: A warrior with a spear may only use a shield or a buckler in his other hand. He may not use a second weapon.
Cavalry bonus: If using the rules for mounted models, a mounted warrior armed with a spear receives a +1 Strength bonus when he charges. This bonus only applies for that turn.


Double-handed sword, hammer, axe, etc

A blow from a double-handed axe or sword can cut a foe in half and break armour apart. It takes a long time to learn how to use these weapons and even then only extremely strong men are able to wield them effectively.  Not common on the Borders, the occasional claymore does turn up, hearkening back to William Wallace and his frenzied Highlanders.
Range: Close Combat; Strength: As user +2; Special Rules: Two-handed, Strike last


SPECIAL RULES
Two-handed: A model armed with a double-handed weapon may not use a shield, buckler or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his armour save against shooting.
Strike last: Double-handed weapons are so heavy that the model using them always strikes last, even when charging.


Keen forging

The product of expert smiths, this weapon has an extra -1 save modifier, and costs four times the price of a normal weapon of its kind. You may choose which type of hand-to-hand weapon is offered to you as explained in the Trading section.


Finesse forging

Following a delicate process, the top swordsmiths produce weapons of excellent balance and grace.  Finesse forging produces a weapon that gives its user +1 Initiative in hand-to-hand combat, and costs three times the price of a normal weapon of its kind. You may choose which hand-to-hand weapon is offered to you as explained in the Trading section.


Missile Weapons


Often, it is preferred to attack the enemy from a distance, preferably from the top of a crenelated wall.  Missile weapons, with some exceptions, are difficult to fire from horseback.  All shots suffer a -1 to hit.


Short bow

Short bows are small, short-ranged bows that are cheap and require little strength to use. Some cavalry carry a shortened bow which is easier to shoot from horseback than a larger bow.
Maximum Range: 16"; Strength: 3; Special Rules: Cavalry Weapon


SPECIAL RULE
Cavalry Weapon:  May be used on horseback without penalty.


Bow

The bow is carried by most races and used extensively in warfare. It is a compact yet powerful weapon, that is cheap to make and easy to maintain.
Maximum Range: 24"; Strength: 3; Special Rules: None


Long bow

A long bow is made of alternating layers of either yew or elm. A skilled archer can hit a chosen leaf on a tree from three hundred paces with this weapon.
The long bow is favoured by experienced archers due to its great reach and accuracy.
Maximum Range: 30"; Strength: 3; Special Rules: Infantry Weapon


SPECIAL RULE
Infantry Weapon:  The Longbow may not be used from horseback.


Heritage Longbow

These bows are the finest missile weapons of their kind, often handed down through generations of Englishmen. Constructed from carefully chosen yew, and strings woven according to a secret method passed down through generations of bowyers, Heritage Longbows are far superior to any missile weapons made by other races. In the hands of an English Yeoman, the Heritage longbow is a truly potent weapon, its long range and penetrating power making it far superior to any other bow.
Maximum Range: 36"; Strength: 3; Special Rules: -1 Save modifier, Infantry Weapon


SPECIAL RULE
Save modifier: A heritage longbow has a -1 save modifier on armour saves against it.
Infantry Weapon:  The Longbow may not be used from horseback.


Crossbow

A crossbow consists of a short, strong bowstave mounted on a wooden or steel stock. The crossbows of the Warden’s men are made of steel and often include a winding mechanism to draw back the string. It takes a long time to prepare a crossbow, but a bolt fired from one has a tremendous range and can penetrate armour easily.
Crossbows take much longer than other bows to make, so they are expensive and relatively rare weapons. Still, they are the preferred weapon of many in because of their power and long range.
Maximum Range: 30"; Strength: 4; Special Rule: Move or fire


SPECIAL RULE
Move or fire: You may not move and fire a crossbow on the same turn, other than to pivot on the spot to face your target or to stand up.


Latch (Light Crossbow)

A smaller, lighter crossbow, the latch is favoured by Reivers because of its ease of use from horseback.  Though lacking the stopping power of the larger crossbow, its bolts can still prove deadly.
Maximum Range: 20"; Strength: 3; Special Rule: Move or fire, Cavalry Weapon


SPECIAL RULE
Move or fire: You may not move and fire a crossbow on the same turn, other than to pivot on the spot to face your target or to stand up.
Cavalry Weapon:  May be used on horseback without penalty.



Gonnes


Dag (Pistol)

A pistol is a small, simple blackpowder weapon fired by a wheellock mechanism. Most pistols are expensive, unreliable, and poorly constructed.
Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Cavalry Weapon


SPECIAL RULES
Prepare shot: A pistol takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every turn, but you must sacrifice your movement.  You may elect not to reload, and move freely.
Save modifier: Pistols are even better at penetrating armour than their Strength value of 4 suggests. A model wounded by a pistol must take its armour save with a -2 modifier.
Hand-to-hand: Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks are resolved with a model’s Weapon Skill like any normal close combat attack and likewise may be parried. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer’s Strength.
Cavalry Weapon:  May be used on horseback without penalty.


Duelling pistol

A duelling pistol is a work of art, and a gunsmith labours long and hard to produce a single example. They are often carried by nobles to solve disputes over love and honour, and many a noble has died at dawn in a duel over some grievance.
Duelling pistols are prohibitively expensive weapons and common warriors rarely have them. Even if they do manage to steal or buy one, the ammunition is prohibitively expensive.
Some of the wealthiest Reivers carry duelling pistols as status symbols, commanding great respect, admiration and envy.
Maximum Range: 10"; Strength: 4; Special Rules: Accuracy, Prepare shot, Save modifier, Hand-to-hand, Cavalry Weapon


SPECIAL RULES
Accuracy: A duelling pistol is built for accuracy as a skilled duellist is able to hit a coin from twenty paces. All shots and close combat attacks from a duelling pistol have a +1 bonus to hit.
Prepare shot: A duelling pistol takes a complete turn to reload, so your model may only fire every other turn. If he has a brace of dueling pistols he may fire every turn, but you must sacrifice your movement.  You may elect not to reload, and move freely.
Save modifier: Duelling pistols are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a duelling pistol must make his armour save with a -2 modifier.
Hand-to-hand: Duelling pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a dueling pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of duelling pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks are resolved with a model’s Weapon Skill like any normal close combat attack and likewise may be parried. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer’s Strength.
Cavalry Weapon:  May be used on horseback without penalty.




Hackbut/Arqubus/Caliver (Handgun)

A handgun is a simple firearm. The quality of construction varies ranging from the crude military Hackbuts to the Calivers commissioned by the wealthy.  They often have levers and springs which hold the burning match, and triggers which release the firing mechanism and fire the gun.
Handguns are not terribly reliable weapons: the gun barrel occasionally tends to explode violently or the powder fails to ignite. But the weapon has a great range and tremendous penetrating power, making a mockery of even the thickest armour at close range.
In the Borders, handguns are rare and expensive, but a warband which can boast such a weapon will command respect from all its rivals.
Maximum Range: 24"; Strength: 4; Special Rules: Prepare shot, Move or fire, Save modifier


SPECIAL RULES
Prepare shot: A handgun takes a complete turn to reload, so you may only fire it every other turn.
Move or fire: You may not move and fire a handgun in the same turn, other than to pivot on the spot to face your target or stand up.
Save Modifier. Handguns are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a handgun must take its armour save with a -2 modifier.  This bonus only applies at close range.


Armour

When fighting in close combat, a good suit of armour may mean the difference between life and death. The finest armour in the world is made in German forges, where the secrets of steel and fire are well understood. Hardened leather jackets are often worn by hunters while nobles and Headmen will sport steel breastplates.  The jack of plates is the ubiquitous reiver armour.


Light armour

Light armour encompasses a wide variety of materials from hardened leather tunics to the jack of plates. It does not offer complete protection against arrows or swords, but it is a good compromise between weight and protection.


ARMOUR SAVING THROW
A warrior who is wearing light armour has a basic D6 saving throw of 6.


Heavy armour

Typical heavy armour is the back and breast plate.  Though this armour provides excellent protection, it can be quite expensive.  More elaborate suits may include protection for the thighs.


ARMOUR SAVING THROW
A warrior that is wearing heavy armour has a basic D6 saving throw of 5+.
Movement: A warrior that is armed with both heavy armour and a shield suffers a -1 Movement penalty.


Shield

There is one main type of shield on the borders: a round target shield, usually made of wood covered in leather.


ARMOUR SAVING THROW
A model with a shield has a basic save of 6 on a D6.


Buckler

Bucklers are small, round shields designed for parrying or deflecting blows. They are usually made of steel for they need to be tremendously durable to survive the brutal blows of hand-to-hand combat. Using a buckler requires great skill, but a nimble warrior can protect himself from blows which would otherwise cripple him.  Though not common, these small shields do turn up occasionally.


SPECIAL RULE
Parry: A model equipped with a buckler may parry the first blow in each round of hand-to-hand combat. When his opponent scores a hit, a model with a buckler may roll 1D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped.


Helmet

The main helmets of choice are the burgonet and the morion, though the occasional plain skull cap or Cabasset does appear.  Most sensible Reivers try to protect the most vulnerable part of their body – their head.  Helmets come in varying shapes and sizes, but their basic function remains the same.


SPECIAL RULE
Avoid stun: A model that is equipped with a helmet has a special 4+ save on a D6 against being stunned. If the save is made, treat the stunned result as knocked down instead. This save is not modified by the opponent’s Strength.


Masterwork armour

Occasionally, an armoursmith will hit on a perfect combination of alloy and design, creating an armour of superior protection and weight distribution.  Prized by their owners, such suits often become an important inheritance.


ARMOUR SAVING THROW
Masterwork armour gives the wearer a 5+ basic save, and does not slow him down if he is also armed with a shield.


German Reiter Armour

The German Ritteren boast some of the finest armour in the world.  Well crafted and distributed, the armour combines excellent protection with excellent mobility.  Often encountered as bothe adversaries and allies in the continental wars, Borderers could occasionally trade or loot such a fine suit of armour.


ARMOUR SAVING THROW
German Cavalry armour gives the wearer a 4+ basic save, and does not slow him down if he is also armed with a shield.