Burrows & Badgers: A Skirmish Game of Anthropomorphic Animals
By Michael Lovejoy and Gary Chalk
3.5/5
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About this ebook
Burrows & Badgers is a tabletop skirmish game set in the ancient realm of Northymbra, a kingdom where mice, badgers, toads and other animals wear armour, wield swords, and cast magic spells.
Your tabletop becomes part of the Kingdom of Northymbra, whose ruined villages, haunted forests, and misty marshes play host to brutal ambushes and desperate skirmishes. Lead your warband from battle to battle, and uphold the name of your faction, whether you stand with Reinert's Royalists, the Freebeasts of the Fox Families, or simply for your own glory or survival.
Each model in Burrows & Badgers represents an individual character, and can be selected from a wide range of species – from the humble mouse to the mighty badger – and armed and equipped as desired. Scenarios link into ongoing campaigns, where heroes and villains may make their names and the assistance of infamous mercenaries might mean the difference between victory and defeat.
Michael Lovejoy
Michael Lovejoy is one half of Oathsworn, a tiny company that produces miniatures, terrain and games. He has been a professional sculptor since 2001, and has worked on historical, fantasy and sci-fi projects in all scales and sizes. His main areas of interest are Science Fiction and Fantasy, with regular diversions into Early Imperial Rome and the Vikings. He also has a slightly unhealthy obsession with mid-14th century England...
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Book preview
Burrows & Badgers - Michael Lovejoy
CONTENTS
Introduction
WELCOME TO THE KINGDOM OF NORTHYMBRA
Your First Game
WHAT YOU WILL NEED
Miniature Figures
Playing Surface
Terrain
Dice
Tape Measure
Other Equipment
Basic Game Concepts
Measuring Distances
‘May’
Turns and Actions
Scenarios
Base Contact
Re-rolling Dice
Round up
Letting the Dice Decide
Line of Sight
Rules
UNIT STATISTICS
Roll-Offs
Perfect Rolls
THE TURN SEQUENCE
Initiative Phase
Action Phase
End Phase
ACTIONS
Declaring an Action
Movement
Sprint
Attack
Shoot
Cast Spell
Searching
Hiding
Wounds
ROUTING
Voluntary Routing
Warbands
STARTING A WARBAND
Leaders
Seconds
Magic Users
Dens
Warband Roster Sheets
RACES OF NORTHYMBRA
STANDARD WARBANDS
Rare Beasts
Single Species
ALLEGIANCE
Royalists
Rogues
Freebeasts
Wildbeasts
Magic
NATURAL MAGIC
1. Haste
2. Curse
3. Cure
4. Luck
5. Lightning
6. Push
LIGHT MAGIC
1. Bless
2. Heal
3. Hearts of Oak
4. Purifying Flames
5. Purge Witch
6. Invulnerable
DARK MAGIC
1. Pain
2. Control
3. Paralyse
4. The Horror
5. Rage
6. Life Eater
WILD MAGIC
1. Stag’s Leap
2. Bear’s Strength
3. Oakflesh
4. Earth Shaker
5. Tangleweed
6. Creeping Things
UNBOUND MAGIC
1. Bletchly’s Cloak of Concealment
2. Van Rubal’s Acceleration
3. Morglum’s Fiery Blast
4. Burramorr’s Distant Fracturing
5. Sangram’s Portable Protector
6. Mangarr’s Mystical Blade
NOBLE MAGIC
1. The Gate
2. Transpose
3. Channelling
4. Dampening
5. Radiance
6. Revelation
Equipment
HAND WEAPONS
MISSILE WEAPONS
ARMOUR
ITEMS
Skills
FIGHTING SKILLS
SHOOTING SKILLS
CUNNING SKILLS
STRENGTH SKILLS
MOVEMENT SKILLS
INNATE SKILLS
Campaigns
STARTING THE CAMPAIGN
THE PRE-BATTLE SEQUENCE
THE BATTLE SEQUENCE
POST BATTLE SEQUENCE
1. Survivors and the Injured
2. Off Duty
3. Experience
4. Upkeep
5. Hire New Recruits
6. Trading
7. Warband Rating
FATE POINTS
THE WARBAND RATING
Balancing Games
Scenarios
SCENARIO 1: OPEN BATTLE
SCENARIO 2: AMBUSH THE CAMP
SCENARIO 3: DEFEND THE HAUL
SCENARIO 4: SURPRISE ATTACK
SCENARIO 5: TAKE AND HOLD
SCENARIO 6: RECOVER THE PAYCHEST
SCENARIO 7: WITCH HUNT
SCENARIO 8: LOST IN THE FOG
SECONDARY OBJECTIVES TABLE
Appendix
MAGIC ITEM CREATION
Warband Roster Sheet
INTRODUCTION
Ancient and proud, Northymbra stretches from the River Tweed in the north, right down to the Hymbre estuary in the south. Once, the royal house of Othyr ruled the entire Kingdom and exercised control over much of the Borders territory to the north. Recent years have seen the iron grip of the Othyrs weakening, as they face threats from several directions and even from within…
From Myrce in the south, the fox clans have been gradually extending their sphere of influence northwards, promoting their ‘Freebeast’ agenda, promising equal opportunities for all. For a lot of beasts from lowly backgrounds, who have chafed under the rule of the King, a life where all are valued for their own worth is appealing. Many fear that they are simply swapping one yoke for another. Regardless, towns as far north as Catrick are now, to all intents and purposes, under fox control.
In the Ironstone Hills, the rats have been steadily increasing in numbers and are gearing up for war. With all the raw materials they need right there in the hills, they are churning out weapons and armour on an industrial scale. Already, roving bands have been seen moving up the coast and the garrison at the New Castle is kept at a permanent state of readiness.
The Border regions in the north have long had a bloody reputation. Increasing raids by the wild clans of Strath Clota only serve to worsen the situation. Large groups of shrews, nursing grudges held for generations, constantly threaten the isolated towns and villages of the Borders. The King maintains many small fortified towers in the region but they are in real danger of being overwhelmed.
Even within the capital, Bebbanburg, the situation is dangerous and confused. The King, Redwulf Othyr, has not been seen for over two years and his son Prince Reinert rules as regent in his stead. To begin with, there was talk that the King had received a vision and set out immediately on a pilgrimage but other, darker rumours now circulate; tales of madness, disease, and even assassination. Who knows what really happened? Many hint darkly at the involvement of the fox clans, others go so far as to suggest that the Prince himself might have had a paw in the disappearance of his father…
For the common beasts of Northymbra these are dark days. Three years of unusually violent summer storms have seen many a burrow flooded out and many a harvest fail. The towns are being crowded with the homeless and the hungry, and the situation looks unlikely to improve. Many remain hopeful that the good times will return. It is always darkest before the dawn, after all.
WELCOME TO THE KINGDOM OF NORTHYMBRA
Burrows & Badgers is a tabletop skirmish game that takes place in the Kingdom of Northymbra, a realm populated by mice, badgers, moles, toads, and other beasts. This book contains all the information you will need in order to play games of Burrows & Badgers, as well as background information, details on creating your own warband, and how to run a campaign.
In Burrows & Badgers, the opposing factions – known as warbands – are made up of model figures, assembled, and painted by you, with each representing a single hero.
Your tabletop becomes part of the Kingdom of Northymbra, the scene of the action, with ruined buildings, haunted forests, and misty marshes where the skirmishes and battles happen. The aim of the game is to defeat your opponent, and how you do this will vary from game to game, as you play through different scenarios. You’ll soon learn how to choose and equip your warband effectively, and how to make use of the tabletop terrain to your best advantage.
Your First Game
At first you will probably want to play one-off games rather than a full campaign. This will allow you to learn the rules and will also give you the opportunity to decide what kind of warband is most suited to the way you want to play.
If you are playing in a campaign, you will often have the chance to change and improve your warband at the end of each game. By winning games your warband will gain silver Pennies, find magical artefacts, and also advance in skill and experience. Your starting warband will quickly progress to become fully fledged heroes, with new Skills and abilities which will make them more powerful. Of course, your heroes may also suffer injuries or even die.
Fair warning – Burrows & Badgers is a game that doesn’t take itself too seriously. The game is meant to be fun for both players, rather than overly competitive. If you are looking for a tournament game, this probably isn’t it. If you want to enjoy a full campaign, where your characters can change and develop over the course of your adventures, then you’ve picked up the right book!
WHAT YOU WILL NEED
As well as this book, you will need the following items to play a game of Burrows & Badgers.
Miniature Figures
Burrows & Badgers requires each player to build a warband of miniatures that represent their heroes, with whom to fight furious battles and have daring adventures on the tabletop. You will need enough miniatures of the appropriate species/type to represent the heroes in your warband. These miniatures will be referred to either as ‘characters’ or ‘models’ in the game rules. These words simply refer to the miniature representing a particular member of the player’s warband.
Burrows & Badgers miniatures are cast with an integral metal base, which is fine for general use, such as collecting and display. However for tabletop gaming, it is recommended that you attach your miniatures to round plastic or MDF bases. We use 30mm bases for Small and Medium size creatures (e.g. mice, squirrels), 40mm for Large size creatures (e.g. foxes, wildcats), and 50mm bases for Massive size (e.g. badgers, beavers). You don’t have to do this, but we’ve found it makes everything work far more smoothly.
As you will see in the Warbands section, you can choose many different kinds of animal. You may want to pick a particular theme, such as a group of heavily armoured warriors or a more lightly equipped group of rogues and scoundrels. The most common way of picking a warband is simply to pick out the models you like the best!
Playing Surface
You will also need something on which to play your battles. Any firm, level surface is best, such as a tabletop or an area of floor. You can make a gaming board from MDF, chipboard, or even just using the kitchen table! Whatever you use, we recommend using a square area between approximately 2’ x 2’ to 4’ x 4’. A 2’ x 2’ playing area provides a faster game but may be a little small for some scenarios. Most players use a 3’ x 3’ table, although personally, we really like using a 2’ x 4’ table; deploying your miniatures on the long table edges for one game, then the short table edges for the next can provide a totally different game while still using the same scenario.
Terrain
The bitter struggles of a Burrows & Badgers skirmish take place in the troubled Kingdom of Northymbra,