Raiding is simple and works as follows.
1. First a detection roll is made to see what resistance(if any) the Ironborn will face
2. The Ironborn face the resistance(if any is rolled) on the battle field
3. If the resistance is beaten(or no resistance was faced) a second roll is made(d20) and multiplied by the set modifier for that region, and that number is what the reavers make off with(that number is also deducted from the regions income for that turn)
The modifiers
Very poor - 500
Poor - 750
Prosperous - 1000
Very prosperous - 1250
Rich - 1500
Very rich - 1750
Raid detection rolls
1-7: Raid goes ahead totally undetected, province's population's resistance is negligible. No problems, reavers successfully loot the province & go home before a proper response can be mounted. (7/20 chance)
8-17: Raid runs into some trouble and despite initial success, the smallfolk are able to organize a militia and prepare to do their best against the reavers while the local lord's response will still be too slow. 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the Reavers. (10/20 chance)
18-20: Raid gets spotted well before they even hit the shores, the local lord is able to mobilize the province's strength and oppose the reavers on landing. Whatever part of the local levy hasn't been mobilized yet, including the heavy hitters like HI or HC, will fight the Reavers. (3/20 chance)
Reavers - the raiders of the Ironborn, famed for their fierceness in battle and their drunkeness out of it - 1d10(in formal battles) and 1d14(in raiding battles, IE detection rolls of 8-17)
(Note: Each Ironborn ship will have 60 of these units)
Raider Skill - each skill point invested gives a +1 to rolls involved with raiding