BRIGAND
WARBAND

Portrayed
in peasant songs as dashing defenders of the low against the abuses
of the high, the reality of the bands of brigands that infest
the forests of Brettonia is a lot less proasic. Cutthroat, brigand,
poacher, fugitive - all find refuge in the wild woods. They belong
to those who have been driven from general society or those who
choose to live outside its laws.
Brigands
tend to identify themselves with the common folk and the peasantry
and often they rely upon the support and protection of the local
folks. But not all brigands come from the peasant class: there
are tales of Brigand nobles and princes, disowned by their families,
fighting guerillia wars against their former homeland. While no
brigand objects to robbing from the rich, robbing from the poor
is safer and easier as a rule.
As
Mousillion started degrading, the brigands got fiercer, even more
organised. A well-equipped mercenary group can be outclassed by
the combination of tough veterans, guerrillas and unusual tactics
CHOICE
OF WARRIORS
A Brigand warband must include a minimum of three
models. You have 500 gold crowns to assemble and equip your initial
warband. The maximum number of warriors in the warband may never
exceed fifteen.
Scarface: Your Brigand warband must include
one Scarface - no more, no less!
Fallen Noble: Your warband may include a
Fallen Noble.
Hard Men: Your warband may include up to
two Hard Men.
Green Jack: Your warband may include a Green
Jack.
Brigands: Your warband may include any number
of Brigands.
Poachers: Your warband may include up to
five Poachers.
STARTING
EXPERIENCE
A Scarface starts with 20 experience.
A Fallen Noble starts with 8 experience.
Hard Men start with 8 experience.
A Green Jack starts with 0 experience.
Henchmen start with 0 experience.
BRIGAND
SPECIAL RULE
Look Out Behind You!: Brigand warband members
(but not hired swords) are adept at ambushes and evasion. Subtract
1 from the initiative of a model attempting to spot a hidden Brigand
warband member.
Men of Low Character: Brigands are justly
suspicious of outsiders, fearing they may be agents of the law.
They may not hire any warrior that has knightly/noble, or law-enforcing
associations. This would be for now: a High Elf character (elven
ranger), the free lance.
The boss: The leader of the brigands is often
the meanest and baddest from the lot. He rules by fear and the
promise of loot. So the warband leader always must cause fear
(if possible). This means that if the leader dies and a successor
is needed, you first choose between the heroes that are horribly
scarred, or are fearsome. If that is not possible you choose like
normal, but the new "leader" must get the fearsome skill
as soon as he gets a skill-advance. This automatically disqualifies
all heroes with no strength skills.
BRIGAND
SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
| Scarface |
x |
x |
x |
x |
x |
| Fallen Noble |
x |
x |
x |
|
x |
| Hard Man |
x |
x |
|
x |
|
| Green Jack |
x |
x |
|
|
x |
BRIGAND
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger
2 gc
Club
3 gc
Axe
5 gc
Spear
10 gc
Sword
10 gc
Double-handed weapon
15 gc
Armour:
Shield
5gc
Helmet
10 gc
Buckler
5 gc
Light Armour
20 gc
Heavy Armour (#)
50 gc
Barding (#)
60 gc*
|
Fallen Noble Extra Equipment:
Rapier (TC 7)
15 gc
Halberd
10 gc
Lance
40 gc
Missile Weapons:
Shortbow
5 gc
Bow
10 gc
Crossbow (#)
25 gc
Miscellaneous Equipment: (#)
Horse
30 gc*
Warhorse
60 gc*
|
NB:
(#) Denotes Heroes Only equipment
*Starting Price Only
POACHER
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Club
3 gc
Axe
5 gc
Sword
10 gc
Missile
Weapons:
Bow
10 GC
Longbow
15 GC
|
Armour:
Buckler
5 gc
Shield
5 gc
Helmet
10 gc
Toughened Leathers
5 gc
Miscellaneous Equipment:
Hunting Arrows
25 gc*
|
NB:
*Starting Price Only
HEROES
1 SCARFACE...................70
gc
Charismatic, successful,
or just plain meanest, it takes a special breed of man (and occasional
woman) to rise to the top of the brigand cesspit. Often wildly
individualistic with wilder agendas, they command their ragged
bands with example, courage, fear or low cunning - often a combination
of all of these.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Scarface
|
4
|
4
|
4
|
3
|
3
|
1
|
4
|
1
|
8
|
Weapons/Armour: A Scarface may be equipped from the
Brigand equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Scarface
may use his Leadership value when taking Leadership tests.
Horribly scarred: Due to many fights the character is
scarred deeply, either on the outside, or the inside. In either
case, this makes him very fearsome. The Scarface causes fear.
0-1
FALLEN NOBLE ...................45 gc each
Down on his luck,
but not on his moral or humour, this is the example of a nobleman
reaching rock bottom. Often persuaded by certain law enforcing
citizens, he has no other way out then to enrol in this shady
bunch. His education makes often the planner in the group and
sometimes even the best fighter. Another great asset is that
he may tap into resources normally prohibited for normal brigands.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Fallen
Noble
|
4
|
4
|
4
|
3
|
3
|
1
|
4
|
1
|
7
|
Weapons/Armour: A fallen Noble may be equipped from
the Brigand equipment list.
SPECIAL RULES:
Old connections: Due to his former life, he still is
well connected. This gives him an edge in acquiring all kinds
of exotic items. The character gains a +1 on rarity rolls.
Knights Feats: The causes of a man to lose his standing
in society are many. Wealthy men, Knights, even Barons can
be driven to shame, cast out of their ancestral lands for
acts best left unspoken. Some still retain the bearing of
their formal rank, performing feats akin to those of their
formal life. As such, a Fallen Noble may choose from the Knight's
Feats skill list in addition to his ordinary skills:
|
KNIGHTS FEATS
1 - Combat charge
Some knights specialize in running down opponent on
their initial combat impact.
The character gain +1 attack and +1 WS when he charges.
2 - Lancer
The assault on horseback with lance, may best be the
way everyone imagines a Knight doing combat. Though
this feat is very hard and difficult to master correctly.
And yet there is nothing more impressive than a knight
on horseback, using lance and shield to skewer his enemies.
The character can use this skill only on horseback.
May not be combined with combat charge.
If the character's first opponent(s) suffer an unsaved
wound, the character may continue his charge. Opponents
are not allowed to strike back.
The charge may then be continued another 4", and
any enemy within 2" of that charge line can be
charged. If the character does charge another enemy
he counts as charging in the next combat round
3 - Sword master
Some knights are such masters in wielding their swords
that no blow seems to reach them. When using a sword
the character may parry, with reroll at equal or higher.
4 - Armour specialist
Often a knight moves in his armour as if it does weigh
almost nothing. And blows that reach him seem to just
bounce of his armour.
When using Heavy armour and shield the subject ignores
the standard movement penalty and his armoursave cannot
be modified beyond 5+ due to strength. This does not
work on horseback.
|
0-2 HARD MEN ...................35
gc each
The best fighters
in an brigand band usually fill the positions of rank by virtue
of fear and respect. While an eccentric cheiftain may be tolerated,
or even admired, their lieutenants are invariably no-nonsense
enforcers who know the right time to apply the lumpy end of
a club to unruly underlings.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Hard
Men
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: A Hard Man may be equipped from the
Brigand equipment list.
0-1
GREEN JACK...................20 gc each
The hard life
of an brigand gives a fairly low life expectancy, and the
causes of a brigands disposition respect neither youth nor
innocence. It is common for brigand leaders to groom promising
youngsters, usually as scouts and trackers while they learn
to handle themselves in combat.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Green
Jack
|
4
|
2
|
3
|
3
|
3
|
1
|
3
|
1
|
6
|
Weapons/Armour: A Likely Lad may be equipped from
the Poacher equipment list.
HENCHMEN
BRIGANDS...............25
gc each
These are the backbone
of this fighting lot. Men gathered either by fate, or the lure
of easy money. Hardy fighters, that can swing a club very skilfully.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Brigand
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: A Brigand may be equipped from the Brigand
equipment list.
0-5 POACHERS...................35
gc each
Survival
in the wild woods is as much about being able to track and kill
game as about being able to rob from the rich. Most Brigands
can handle a bow, but some are expert hunters of animals and
men. Such specialists are always in demand among the brigand
bands and thus available in limited numbers.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Poacher
|
4
|
3
|
4
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: A Poacher may be equipped from the
Poacher equipment list.
|