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Bloody Borders Part Two

1) The document describes the rules for skirmish-level wargaming set on the Anglo-Scottish border in the 16th century involving raiding parties. 2) Players control one of three types of borderers - Heidmen leaders, Borderers who form the bulk of forces, and Common Folk victims - with each having a different combat value used to determine dice in combat. 3) Turns involve determining initiative, allocating leadership points to move figures and take actions like shooting, and resolving any combat before the next turn begins.

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0% found this document useful (0 votes)
94 views

Bloody Borders Part Two

1) The document describes the rules for skirmish-level wargaming set on the Anglo-Scottish border in the 16th century involving raiding parties. 2) Players control one of three types of borderers - Heidmen leaders, Borderers who form the bulk of forces, and Common Folk victims - with each having a different combat value used to determine dice in combat. 3) Turns involve determining initiative, allocating leadership points to move figures and take actions like shooting, and resolving any combat before the next turn begins.

Uploaded by

Panzer Kaput
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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16th century Anglo-Scottish Border raiding by Matthew Hartley

Part 2- The Rules

Introduction The “brains” behind the raiding, but also Type Combat Value
better armoured and equipped than their
Heidman 3
Borderer is a skirmish level game set on followers. Heidman lead your forces.
the Anglo-Scottish border in the C16th, Borderer 2
for between half a dozen and forty Borderers Reivers, Moss troopers, Common Folk 1
figures a side. Outlaws and Broken Men. These men
form the bulk of armed Border forces.
Record keeping is kept to a minimum, Cunning and bold, skilled horsemen and Figures are assumed to be armed with
although a small supply of wounded, skirmishers, Borderers are the core of whatever the figure is actually carrying.
surrender and looted goods markers are any raiding forces, and the defence These rules do not differentiate between
required. against raiders. different types of hand weapon as it is
assumed that Borderers are all
Individual battles should last no more Common Folk Peasant farmers, reasonably competent with whatever
than a couple of hours, but the campaign herdsmen, the elderly, sick and infirm. weapon they have chosen.
rules allow for a multi-player club game These are the victims of the Reivers,
of almost limitless raiding and counter- whose fighting prowess is negligible and Bow and hand-gun armed figures should
raiding with appropriate blood feuds and whose inclination is to run. not form more than 30% of any force.
bitterness! Although missile weapons were
Each type of Borderer has a different common, including the otherwise
The Borderers Combat Value. This represents how good unfashionable bow and crossbow, Reiver
the Borderer is at using his weapons to battles were not firefights but involved
For the purposes of the game, Borderers attack and defend himself. Combat Value getting stuck in with sword and lance.
are split into three types; is used to determine how many D6 dice a
figures uses in melee and shooting Pistols are not used in shooting combat
Heidman Clan, family or outlaw leaders. combat. but give a bonus dice in melee combat.

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Pistol ranges were too short (and
inaccurate) for distance sniping, but
could be very effective stuck in the face one to the score for each unwounded,
of an opponent in melee! uncaptured, and not fleeing Heidman in
his force. The play who scores highest The player then spends his Leadership
Turn Sequence, Leadership can decide to either go first or second points either moving, shooting, or
during the turn. If the roll is tied, roll performing other actions with his figures.
and Initiative again until one side wins. No figure may perform more than one
action (Move, Shoot or Other) in a turn.
Borderer is played in a series of turns. After the order for the turn has been
decided, the player who is going first A player can resolve moving, shooting
During a turn first one side and then the rolls for Leadership points. Leadership and Other actions for his figures in any
other will make all the movement, points reflect how well organised the order he wishes. For example, he could
shooting, and other actions they can. raiders or defenders are and how co- move one figure, shoot with a second
Then any melee combat will be resolved ordinated they can be in the face of the figure, and then move a third figure in a
and a new turn will begin. enemy. The player rolls 1D6 plus an turn.
additional 1D6 for each unwounded,
To determine who goes first at the start of uncaptured, and not fleeing Heidman in A player does not have to use all his
a turn both side should roll 1D6 , adding his force. Leadership points in one turn, but may

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not spend more points than he has or A wounded figure on foot cannot carry mounted and all its opponents in base to
carry over spare points to the next turn. any goods. base contact are on foot.

Once the first player has finished A figure on foot crossing an obstacle, Shooting
spending his points, then the second such as a wall, hedge, or barricade, must
player rolls for Leadership points and end his movement on the other side of For one Leadership point a figures armed
sends them in the same manner. the obstacle. with a bow, crossbow or musket may
shoot at an enemy figure.
Movement A mounted figure crossing an obstacle
reduces his remaining movement by D6 A figure who has moved may not shoot
Circumstance Distance cm in the same turn.
On foot 12 cm
Mounted 12 + 2D6 cm If any terrain is classified as difficult A figure may not fire a musket if he fired
Carrying goods/wounded 6 cm going, such as a thick wood or marsh, it, or was in melee combat, or moved on
each cm of movement through that the previous turn.
terrain counts as two cm of movement.
For one Leadership point a figure can A shooting figure must be able to see his
move up to 12 cm if on foot or up to A figure on foot may not pass closer to an target and the target must not be within
12cm plus an additional 2D6 cm if enemy figure than five cm, unless he is five cm of either the shooter or any other
mounted. moving into melee combat with that friendly figure. Shooting into melee
figure or another, closer, enemy figure. combat is not permitted!
If the figure is wounded, movement
distance is reduced by six cm (whether A mounted figure may not pass closer to Muskets, crossbows, and bows have a
mounted or not). a mounted enemy figure than five cm, range of 36 cm.
unless he is moving into melee combat
If the figure is carrying goods, movement with that figure or another, closer, enemy Mounted figures may not shoot.
distance is reduced by six cm (whether figure. This restriction does not apply if
mounted or not). the enemy figures are on foot. The figure rolls D6 dice equal to his
combat value.
A wounded figure carrying goods on a A figure in base to base contact with an
horse will move just 2D6 cm. enemy figure may not disengage from The number of dice is reduced by one (to
melee combat unless the figure is a minimum of one) if the target is

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partially behind some form of cover, cm if there are no friendly figures within default position is that an Other Action
such as behind a bush or low wall, or in five cm. will cost one Leadership point and will
a doorway, or at a window. succeed on a roll of a six on a D6.
A Wounded figure who is wounded a
The target is hit on a dice score of six. second time is Killed. Some common Other Actions are:
Multiple sixes do not result in multiple
hits. It is assumed that a wound is sufficiently Looting
serious to prevent the figure fighting. A figure in a building which is not on fire
The effect of being hit is determined by or containing enemy figures may attempt
another D6 roll: An Affrighted figure will move at full to steal goods from the building. Each
speed away from the shooting figure and attempt at looting costs one Action and
D6 Effect any other visible enemy. succeeds on a roll of a six on a D6.
1 or less Affrighted
2 Affrighted If an Affrighted figure is carrying goods, A successful figure should be given a
3 Affrighted he must drop them. goods token. No figure can carry more
4 Wounded than one goods token and even carrying
5 Wounded If the Affrighted figure is in a secure one the figures movement will be
6 or more Killed stone building (such as a Peel tower), he reduced.
does not have to move.
The dice score is increased by one if the Looted goods included all sorts of
shooter is firing a musket, to reflect the The Affrighted figure may not perform household items from pots and pans to
greater penetration of shot. any other actions that turn. bed linen and clothing. It tended to be
quite bulky and relatively low value.
The dice score is reduced by one if the An Affrighted figure is only affected for
target is a Heidman to reflect his better the current turn. On subsequent turns he Note that this action refers only to an
armour. may perform actions as normal. attempt to loot whilst enemy Borderers
are still close at hand. Once all the enemy
A Killed figure is removed from play. Other Actions have run off, surrendered, or been killed,
a player can loot all the goods available
A Wounded figure may not move into Other Actions include any other task the in the area.
melee combat, may not shoot, and will players need to have performed. If the
surrender to an enemy figure with five action is not specified hereafter, the

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A building that is alight cannot have the A secured door can be unsecured from
fire put out whilst the raid is still in the inside (for one Leadership point).
progress.
Herding livestock
At the beginning of a turn, any figures Rustling sheep and cattle was the
inside a burning building must each roll a standard pastime for Reivers.
D6. On a score of five or six, that figure
must roll on the melee combat results It costs one Leadership point per turn to
table. herd livestock.

If the figure gets a Surrender result he Livestock are grouped into herds (cattle)
must leave the building by a doorway or or flocks (sheep). All the animals in the
window. herd or flock must be within two cm of at
least two other animals in the group. To
Figures can voluntarily leave a burning herd the group the herdsman must be
building as part of a normal Move action. within two cm of at least one animal in
the group.
Securing a door
Most fortified stone buildings had only A group of sheep move 1D6 cm and a
one entrance door. Sometimes a double group of cows move 2D6 cm in the
door with an iron grille, these stout doors direction desird by the herdsman.
effectively barred the entrance to any
raider without cannon. The doors did A group may not be herded towards
however require securing. melee combat or towards burning
Arson
buildings.
A figure in base contact with a building
A figure inside a stone building may
may attempt to set it alight. A stone
secure the door for one leadership point. If the herdsman is wounded, killed or
building, such as a Peel tower or similar
A roll is not required. leaves the group, the animals move on
fortification may not be set alight.
their own. Roll a D6 at the start of each
The arson attempt costs one leadership A secured door cannot be opened from turn for each unattended group.
point, succeeding on a roll of six on a D6. the outside.

Dice Score Shooting within Melee within Shooting within Any other
10 cm last turn 10 cm last turn 24 cm last turn circumstance
1,2 G G G G
3,4 M M G G
5 F M M G
6 S F F M

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The table is read from left to right, A figure rolls one dice less if he is Heidman rolls three dice and the
applying the results from the first carrying goods. Borderer two dice. The Heidman scores
applicable column. 2, 6 and 6. The Borderer scores a 4 and a
Despite these modifiers, a figure always 6. The Heirdman’s highest dice is a 6, as
G = Graze. Animals stay where they are. rolls at least one dice in combat. is the Borderer’s. However a Heidman
M = Move. Animals move 1D6 cm in a always wins ties against a Borderer. The
random direction. Both sides roll their dice and compare the Borderer rolls on the melee results table.
F = Flee. Animals move 2D6 cm directly value of the highest dice score. The
away from the nearest humans. figure with the highest dice score wins A Heidman is fighting two Borderers.
S = Stampede (cattle only, sheep treat as the combat and rolls on the melee combat The Heidman rolls three dice and the
flee). Animals move 3D6 cm in a random results table to see what damage has been Borderers roll four dice (two for each of
direction. Any human met by a done to his opponent. them). The Heidman scores 1, 2 and 6 .
stampeding herd must roll once on the The Borderers score 2, 3, 4 and 5. The
melee combat result table, ignoring If the highest values rolled tie, then Heidman’s highest dice is a 6 which
Surrender results. Heidmen always beat Borderers and beats the Borderer’s highest dice, 5. The
Common Folk, and Borderers always Heidman chooses a Borderer and the
Melee combat beat Common Folk. If the opponents are Borderer rolls on the melee results table.
of the same type, the result is still a tie
Once all actions have been performed by and the combat continues again next Melee Results
both sides in a turn, figures in base to round.
base contact with enemy figures fight D6 Result
melee combat. If a figure is fighting multiple opponents 1 or less Surrender
and wins the combat he may only inflict 2 Surrender
Wherever possible figures should be damage on one opponent, but he chooses 3 Surrender
paired off to fight single opponents. If a which one. 4 Wounded
figure could join one of several combats 5 Wounded
the player who controls that figure can Examples of Combat: 6 Killed
decide which fight he joins.
A Heidman is fighting a Borderer. The A Killed figure is removed from play.
In each combat both sides roll a number Heidman rolls three dice and the
of D6 dice equal to the combat value of Borderer two dice. The Heidman scores A Wounded figure may not move into
all the figures in the fight. 2, 6 and 6. The Borderer scores a 4 and a melee combat, may not shoot, and will
5. The Heidman’s highest dice is a 6 surrender to an enemy figure within five
A figure rolls an additional dice if he is which beats the Borderer’s highest dice, cm if there are no friendly figures within
mounted and his opponent(s) are on foot. a 5. The Borderer rolls on the melee five cm.
results table.
A figure rolls an additional dice if he is A Wounded figure who is wounded a
armed with pistols. A Heidman is fighting a Borderer. The second time is Killed.

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It is assumed that a wound is sufficiently Leaves the table. Ending the Battle
serious to prevent the figure fighting.
Is within five cm of an enemy The battle ends when all the figures on
A figure who Surrenders becomes a figure then he will surrender again. one side have either surrendered, run off,
prisoner of the enemy and may not attack are dead, or are behind a secured door in
or be moved by his side. Is within five cm of a friendly a building and decide not to sally out.
Heidman figure not in close combat,
A prisoner figure moves with and is then he will again come under the If the reiving side has control of the area,
moved by an unwounded enemy figure control of his side’s player (he is all available loot may be collected,
within five cm. It does not cost a assumed to rearm with weapons lent livestock rounded up and dwellings
leadership point to move a prisoner with by the friendly figure). It costs one burnt. Prisoners, wounded or otherwise,
his captor. However the captor cannot Leadership point to rally the figure. A may be either let go, carried off as
move more than six cm with a prisoner rallied figure may perform no other prisoners for ransoming, or killed.
on foot or six cm plus 1D6 cm with a actions that turn. Wantonly killing prisoners is likely to
mounted prisoner. bring the raid to the attention of senior
A mounted figure will not surrender to authorities who will deal severely with
At the beginning of a turn should a enemy figures entirely on foot but will the family responsible for the massacre.
prisoner’s captor be involved in a melee flee instead. A mounted figure will only The Campaign rules outline the penalties
or be wounded, and no other unwounded stop fleeing if another mounted figure is for committing an atrocity.
figures on the captor’s side are within within five cm. If the mounted figure is
five cm of the prisoner then the prisoner an enemy figure then he will surrender. If If the reivers are beaten off, any captured
will flee 2D6 cm (1D6 if wounded) the mounted figure is a friendly figure, reivers can either be ransomed or
towards nearest table edge, avoiding then he will again come under the control executed. Executing Border thieves and
visible enemy figures. of his side’s player (he is assumed to brigands seized in the act is not a crime
rearm with weapons lent by the friendly and does not incur the wrath of the
The figure will continue to flee at the figure). authorities.
beginning of each turn until he either;

Next Time - Borderer Campaign Rules....

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