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Invictus - Maneo - V1.4 2

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0% found this document useful (0 votes)
54 views16 pages

Invictus - Maneo - V1.4 2

Uploaded by

mkwheatley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Invictus Maneo

(I remain unvanquished)
Armstrong family motto

Rules to refight Border Reiver skirmishes 1585-1605

By

Graham Cookson
1. Introduction
The story of the Reivers dates from the 14th century and continued through into the early 17th century. It
would be wrong to state that the skirmishes (not a war) were Scots against the English, it was families
looking out for themselves following the devastation of their lands due to the continued battling between
England and Scotland.

It was a time when as the saying goes “Blood is thicker than water” and their loyalty was to their family
and blood relatives.

It was mostly a land not suitable for crop growing and even if it were viable, it could easily be destroyed
by the warring factions or raided before it could be harvested. The reiving (raiding or plundering) of
livestock was accepted as part of everyday life on the borders.

If your surname is Armstrong, Elliot, Maxwell, Graham, Bell, Scott, Nixon, Carr/Kerr, Crozier,
Kirkpatrick/Kilpatrick, Little, or Robson etc then your family history may well be linked to these
infamous families.

These rules are aimed at, simple skirmish games;

 6-12 figures a side forming a family, Militia or Government troops.


 Unknown turn lengths
 Random activation of individual miniatures
 Face paced – once activated a player has 15 secs to declare what action will be carried out
 Minimal record keeping – either chits on table or simple record sheet
 Games lasting about 60-90 minutes
 Winning is all about reputation!

2. Glossary of Historical Terms


These may add a little atmosphere to the game

Bastle House: a defensive property used throughout the borders. It consisted of two floors with the
cattle safely secured in the ground floor and the owners residing safely in the upper floor - with all the
ladders pulled up for security! Often the only way to capture a Bastle was to burn the residents out.
Blackmeal: a payment made in answer to extortion. The origin of the word 'blackmail'
Broken Man: a Reiver without the affiliation of a Name, or the protection of that Name. Normally a
rogue who has contravened the word of his Laird or committed some grave offence to him.
Caliver: An improved version of the arquebus
Dagg: a pistol
Footloon: borders militia
Galloway Nag: A breed of stocky little border ponies, now extinct, much favoured by reivers
Heidsman: Border family leader - literally 'head man'
Hot Trod: The legal pursuit of reivers in an attempt to apprehend them and recover the stolen
livestock. They were allowed to cross the border and must do it with hue and cry, horse and hound.
Smouldering peat on a lance signified a hot trod
Jack: the ubiquitous garment of the border reiver. Normally a sleeveless jerking with horn or iron
plates sewn between two layers of canvas
Jeddart Stave: a polearm unique to the borders
Lang Spear: A light lance
Latch or Latchbow: a light crossbow that could be used both mounted and on foot
Peel Tower: a larger defensive structure similar to a small castle, where the Laird or Heidsman lived
with his family and retainers
Pricker: A light lance
Ride or Riding: a raid mounted by one family against another
Steel Bonnet: a catch all term for several styles of armoured helmet

3. What you will need to get started.


 A selection of dice – D4, D6, D10, D12, Dav(average) no expensive custom dice
needed.
 Tape measure
 Dry wipe pens
 A Family, Militia or Government force, typically 6-8 miniatures.
 Playing area 3ft x 3ft.
 Terrain
 Character cards (See end of rules, please feel free to copy and laminate).
 A playing surface minimum of 24”x24” but 36”x36” would be better with hedges,
bushes, trees, walls, building and bogs etc.
 A pack of playing card (Command Deck)– these are used to activate your individual
figures. They are also used to identify end of turn (Black Joker) or an (Event Red
Joker).
Optional
 Ammo tokens – used to record how many shots are left.
 Miniatures for the object of raids – cow, sheep horses etc. Tokens can be used.

4.Building your Force


Whatever force you build; the maximum point spend is 30 points. This may change for specific
scenarios though.
Basic cost per figure is 3pts and has a Melee and Fire Rating of C.
 +1 Increase a Melee or Fire rating by 1 to a maximum level of A
 -1 decrease a Melee or Fire rating by 1 to a minimum level of E
 +1 Light armour (Jack)
 +1 Shield
 +2 Heavy Armour (Breast Plate and Steel Bonnet)
 +1 Pistol with 6 ammo
 +1 Dagger (Every figure has an initial free dagger)
 +1 Sword
 +1 Spear/Lance
 +2 Stave/Bill
 +1 Bow with 6 arrows (Bows do not need to spend and action reloading, they therefore can
fire on consecutive activations.
 +2 Caliver with 6 ammo
 +3 Musket with 6 ammo (Garrison Troops only)
 +1 additional Ammo (6)
 +2 Nag/Pony
 +3 Tudor Horse
 +1 Ambidextrous (negates -1 when in melee using non dominant hand).All figures are
assumed to be right handed.
 +1 to increase Reputation level by 1 level, no max.
Once you have built your force, select 1 figure as the leader. The leader records the force’s
Reputation level. The reputation level can be used to assist a colleague when in melee and close.
All character start with 9 wounds unless scenario dictates. When down to 3 they are classed as
prone.

Each figure will have various ratings as per example of character card below.
(Sam has taken a few wounds and has picked up 2x hares/rabbits).
The Graham Family

5. Setting up the Table


A typical game would be based upon a raid. 1 side plays the Reivers, the other Borderers.

Deployment
 Both players roll a D10. The highest scoring player chooses which side to play and
both generate their forces. Attacker 30 points, Defender 24 points.
 Assuming a 3’x3’ battle area.
 The central 18” x 18” area is the homestead.
 In/overlapping the homestead area deploy;
o 1x farm house
o Out buildings roll D6 1=0, 2-3 =1, 4-5=2 and a 6=3
o Fields of crops (6”x6”) roll D6 1=0, 2-4=1 and 5-6 = 2 surrounded by a wall,
fence or gorse.
o Path – from homestead to Random D8 table edge.
 Around the deployment area roll D6 Terrain Items:
o Trees 6”x6” area
o Bog 6”x6” area
o Rocky outcrop 6“x6”
o Mound (High ground) 6”x6”
o Gorse Bushes (Impassable) 6”x6”
 Defender then places his force anywhere within the homestead deployment area.
 Attacker – Rolls a D8 and places as many of their forces that they wish within 3”
either side of entry point and up to 1” in from edge. If they have additional figures roll
another D8 and repeat until all force is deployed each time stating how many
characters they intend to deploy.
 In secret the defender rolls a DAV. This gives between 2-5 items of stock, the number
in brackets are the Victory Point value of the item. Then roll a D8 to identify each
item.
o 1= Chicken/Rabbit/Hare (.5)
o 2= Goat (1)
o 3= Sheep (1.5)
o 4= Pig (2)
o 5= Cow (3)
o 6= Horse (4)
o 7= Pony (2)
o 8= Sack of Grain (3)
o The stock can be placed in the open, fields or outbuilding. If you place
them in an outbuilding, then do not deploy just record. They are placed on
the table when an attacker moves into contact with the outhouse

OB – Out building A, B, C, D, E = Reivers


A, B, C, D = Borderers Ch=Chicken, Pi=Pig, Sh=Sheep

A poor farming family awaiting the arrival of the Reivers


6. The Turn
The turn is controlled by the Command Deck. Allocate each Character a playing card value e.g. Ace,
2, Jack or King etc then place a number of cards of that type in the deck equivalent to the number of
Character activations. E.g. Sam Little has 3 activations and has been allocated the Jack. The
activation cards allocated to each miniature in both forces, end of turn card and the event card are all
shuffled in to a deck and placed face down on the table edge.

The top two cards are turned over in turn and laid down the edge of a table to view:

Activation card – This allows the associated figure to carry out one activation.
Larger game option – If you have more than 13 figures in both forces you can either:
i. Use another deck of cards with different design on back. This does remove some of the
suspense of who is going to be actioned next.
ii. Add one card from a suit for each actions allocated to the character with the highest no. of
actions. This system is good for engagements between up to 4 factions. Every time a card
is turned all character from that faction with any activations left may be activated. A
character does not have to be activated but runs the risk of the turn ending before they get
another activation. The only added complexity is recording the no. of actions a character
has used. We just place a dot in the notes section as actions are taken.

Event card (Red Joker)- If this card is drawn roll D12. Please look up the result and apply. Once this
card has been played it is not included in the deck for subsequent turns.
Option- place card back into deck but on subsequent draws re-roll any duplications of previous
events.

End of Turn Card (Black Joker)– This card ends the turn. All figures that have not had an
activation this turn may get one action but no movement (in our demo games we also use the End of
Turn card as a prompt to take a photo).
All cards that have been already drawn except for the Event card (if drawn) are returned to the
command deck, shuffled and placed face down for the next turn. This continues until the game is
finished.

‘Black Tam’ Elliot – Family Heidsman


7. Actions
When an activation card is drawn, the figure it is for may carry out one of the following:
 Crawl – Only move action allowed when prone 2” (if mounted and wounds indicate prone
then fall off horse)
 Walk- Foot 4”/Mounted Tudor 8”/Mounted Pony 6”
 Run/Canter – Foot 6”/Mounted Tudor 12”/ Mounted Pony 8” (On foot may only run max of 2
consecutive actions and then must rest on next).
 Rest – If resting not as a result of running, then may recover 1 wound (this represents dressing
of wounds).
 Fire (cross off ammo).
 Load (not bows).
 Aim
 Mount/Dismount
 Change/draw weapon
 Drop or Pick up weapon is free. May only do either as a free action.
 Rustle/Steal Livestock/Goods
Note
Melees are not an action but as a result of moving into contact. (Exception – if armed with long
weapon then only needs to move so weapon is touching enemy).
Rustling – Move into contact with the animal and roll D10 and compare with Melee Rating. If a hit
would have been made, then the livestock has been caught. If failed, then animal moves D6” in
random D8 direction. Character may carry 2 chickens in a hand but may not use a weapon or shield in
it. May lead up to two animals from any hand.
Stealing Goods – Move into contact. When carrying grain both hands are used.

Footloon all set to burn some Reivers from their Bastle House
8. Firing
Weapon Short Medium Long Damage
Range Range Range
Bow 9” 18” 36” Roll 2D4 take lowest as no. of wounds.
Cross Bow 8” 16” 24” Roll 2D6 take lowest as no. of wounds.
Caliver 6” 18” 36” Roll D6 = No of wounds
Musket 8” 24” 36” Roll 2D6 take highest as no. of wounds.
Pistol 4” 8” 12” Roll D6 = No of wounds

Every time somebody fires, the score to hit is a 5+ on a d10(0=0 not a 10). To the die roll the
following appropriate modifiers are applied:
-1 D fire rating, Firer and/or Target walked last action, target light armoured, Target shielded (not if
they are using two handed weapon), long range, Target in Soft cover
-2 E Fire Rating, Firer and/or Target Ran last action, Firer mounted, Target heavy armoured, Target in
Hard cover, firing pistol in non-dominant hand.
+1 B Fire Rating, Aimed last action, Short range, Firer on higher ground
+2 A Fire Rating, Target prone.

e.g. William Armstrong (Fire Rating B) is firing his Caliver having aimed last action at Jack Little
who is resting, wearing light armour at a range of 10”. William rolls a D10 and gets a 4 +1 Firer B, +1
Firer aimed last action, -1 Target light armour, giving a total of 5, a hit.
Damage - William roll a D6 getting a 3 so 3 wounds on Jack. Jack has 5 wounds left.
The next two cards are turned over and unfortunately for William they are both Jack’s! Jack calmly
states that with his first action he will fire his bow back at William. He rolls a 7, there are no
modifiers as his fire rating is C, target has not moved, Target has no armour so a 7 is a hit. Arrow
damage is 2D4 and get a 3 and a 2 and applies the lowest. Therefore 2 hits are applied to Jim who
having been hit earlier in the game is already down to 7 wounds, so is now down to 5. With his 2nd
action Jack fires again (no reload action for bows). This time he rolls a 5 and so is another hit. Rolls
2D4 getting a 3 and a 4 so inflicts another 3 wounds on William. Now down to 2 wounds William is
now knocked to the floor with the impact and is considered prone.

Will Armstrong firing a ‘dagg’ at his pursuers


9. Melee
Melee is carried out in a very similar way to Firing.
Weapon Damage Notes
Stave etc Roll 2D6 take highest 2 handed weapon, may not
equals no. of wounds. be used prone.
Dagger Roll 2D4 take highest Does not cost an action to
equals no. of wounds. draw dagger.
Sword Roll D6 = No of wounds
Club Roll 2D4 take lowest as
(Musket, no. of wounds.
pistol etc)
Spear/Lance Roll D6 = No. of wounds
Bare fists Roll D4 = No of wounds

Every time somebody ends in contact, melee is conducted. The score to hit is a 5+ on a d10(0=0
not a 10).

Reputation can influence melees. Before any dice are rolled both players can declare if they wish to
apply any modifiers. By reducing the family reputation level by 1 add +1 to the die roll. This
represents the additional fear of attacking an infamous opponent or the confidence of being an
infamous attacker! Please note that a family leader can use the reputation to support anyone within 6”
(Shouting encouragement or threats). A good way to do this is like playing spoof, players place coins
in their hand equal to the number of reputation points they which to use. Both players open their
hands to reveal how many they are using.

To the die roll the following modifiers are applied:


+1 per reputation point given up.
-1 D Melee rating, target has light armoured, Target using shield (not if they are using two handed
weapon), Target in Soft cover, foot v Mtd, Spear/Lance in subsequent rounds of melee after 1st round
(Foot).
-2 E Melee Rating, Target heavy armoured, Target in Hard cover, Spear/Lance in subsequent rounds
of melee (Mounted), self is prone.
+1 B Melee Rating, on higher ground, Mtd v foot,
+2 A Melee Rating, ran in to contact (1st round Only), Opponent is Prone.

Outcome – If both survive then the fight can continue when one of the participants is activated and
they decide to stay in contact!

If you wish to capture an opponent.


 They must be in a prone state before a melee attack.
 You must score a melee hit
 Your opponent must not have hit you!
 Instead of inflicting further damage they become your prisoner.
10. Winning
You will notice that there is no Morale. In this game you are the character, you decide when to fight
or flee.
To assess who has won we use the following method:

Initial VP is the value of your faction’s reputation at the end of the game, unless leader has been
captured.
-1VP per own faction’s character injured
-2VP per own faction’s character captured or killed (Not leader)
-3VP if own faction’s leader killed
-5VP if own faction’s leader captured (Faction cannot count any remaining reputation level).
Attacker Defender
+VP of animals/goods stolen or captured from +VP of animals /goods not stolen or
opposition and taken off the board. captured from opposition

If any character has been captured, both players can haggle over the ransom for their return. This is
negotiated out of any remaining livestock and or goods the faction have i.e. 2 x sheep – this would
have added 2x 1.5 VP to the kidnappers and minus 2 x 1.5 VP to the other faction.
If a ransom cannot be agreed, it formulates the next game i.e. faction raid the aggressors homestead to
recover their faction’s kidnapped member. Of course, it will mean that they attack with one less
member in their faction!

Faction with the highest VP score are the victor.

Faction Reputation (FR).

Faction won but their leader was killed/captured (even if returned), gain 1 FR.
Faction won, gain 2 FR
Faction lost and leader Killed/captured (even if returned) lose 2 FR down to min 0.
Faction lost, lose 1 FR.

Any faction can sacrifice, permanently reducing FR (Min 0) to recruit a new faction member.

e.g. A faction have accrued 10 FR. They decide to recruit a character with a Fire Rating A and Melee
rating C armed with a bow and Light Armour and a dagger. This costs 3(Basic) +2(Fire A) + 1(Bow)
+1(Light Armour) = 7 FR reducing current faction rating to 3 for the next game, but has increased
the pool of available characters for the next scenario.

You can also sacrifice FR to increase Fire and Melee ratings (may not lower ratings) or to buy
additional weapons.
The Little Family raiding a Graham farmstead

11. Events
When the event card is drawn roll 1D12. If the result can be applied instantly than do or if specific to
a character type, then it is applied to the next character of that type/action when activated.
1. Mist descends and all shooting ranges are halved for rest of game i.e. Bow Short 0-4.5”, Medium
4.5-9” and Long 9-18”.
2. Rain – Any fire action that is for a black powder weapon must roll a D6, on a roll of a 6 the
weapon misfires. Must be reloaded before it can be fired again. Applies for remainder of game.
3. Grouse – A bird flies up out the under growth. Apply to next character drawn that is either aiming
or mounted. If aiming the character has been started and loses the aim bonus. If mounted roll a D6
and on a 6 the horse rears and throws the rider. The rider takes D4-1 damage. The horse also bolts
away in a random direction 3D6”.
4. It’s not me – The next character activated is mistaken for a more vicious rogue. Add 1 to family
reputation.
5. Poacher – The next character activated is a great poacher, improve fire rating by 1 level i.e. C
becomes a B. If already an A though, cannot get any better.
6. Brawler – Next character activated is a veteran Reiver. Improve melee rating by 1 level i.e. C
becomes a B. If already an A though, cannot get any better.
7. Cold Weather – The chilly days have caused the next players arthritis to flair up. Half all
movement on foot for rest of game.
8. A wee dram – Next character activated had a little too much alcohol this morning. Reduce both
Fire and Melee ratings one level. If already an E though, cannot get any worse.
9. But I love the Lassie! – the next character activated has met and fallen in love with the sister of a
character from the opposition. They decide to slink off from the fight. Character is removed from
the table leaving any ill-gotten gains behind. The family reputation level is immediately dropped
by D4 to a minimum of 0. Any future activation cards are ignored and are not included in future
turns. They also do not contribute any benefits when evaluating winners/losers of scenarios.
10. Hay fever – The pollen has come early this year and the next character activated is troubled with
running eyes. Reduce Fire rating by one level. If already an E though, cannot get any worse. May
not use aim action. Applies for remainder of game.
11. Hard man – Next activated character Ignores next wound inflicted upon them.
12. Weak man - Next activated character takes double damage next time they are hit. i.e. roll for
damage twice not double a single roll.
12. Thank You
Play Testers – Ian “Taff” Parry
Ian “Piggy” Rowe

Figure Painter – Graham and Little Family were painted by Piran’s Warriors
https://piranswarriors.co.uk/

Photos – Cover and all other Pics – Courtesy of Colonel Bill


Graham Family – Graham Cookson
Little Family – Graham Cookson

All figures used in the photographs are from the D’Arlo Figurines range
- available from www.colonelbills.com

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