YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

Scenario: CARAVAN

The lure of wyrdstone draws all kinds to Mordheim. A wealthy merchant and his hired guards are travelling through the city, bearing a cargo of wyrdstone. They're a tempting target for robbery.

Terrain
Set up all the buildings in a single street with no outlets, similar to the "Street Fight" scenario in the
Mordheim rulebook. Place the merchant model at one end of the street, facing towards the other end.

Warbands
Both players roll a D6, whoever rolls highest chooses whether to guard the merchant or try to rob him. The guarding player sets up first within 6" of the caravan. The robbers may set up anywhere on the street as long as all of his models are at least 14" from the caravan and its guards.

The Merchant
M- Special
WS- 2
BS- 2
S- 3
T- 3
W- 1
I- 3
A- 1
Ld- 10

At the beginning of each player's movement phase, move the Merchant D3" inches along the road. His mind is occupied with the hefty profit he'll take for his cargo and he wants to reach a suitable buyer as soon as possible. He takes the easiest path, scorning cover and ignoring attackers (Note that the merchant moves forward even if he was engaged in close combat the previous turn). He never charges other models and passes all psychology tests automatically. The only way to stop his movement is to knock him down, stun him or take him out of action.The Merchant wears no armor and is armed with a single dagger.

The Cargo
The merchant carries a small chest that contains D3+1 shards of wyrdstone. If he is taken out of action place the appropriate number of wyrdstone counters in the space he used to occupy.  A warrior may pick up the wyrdstone by moving into contact with it.

Starting the Game
The robbing warband takes the first move.

Ending the Game
If one warband fails a rout test the game ends and the routing warband wins. If the Merchant and his cargo make it to within 2" of the opposite table edge, the guards win. If the Merchant is taken out of action but the guards carry his cargo to within 2" of the opposite table edge, the game ends in a tie. Neither side receives experience points for victory. If the robbers steal the cargo and carry it to within 2"
of any table edge, they win the battle.

Wyrdstone
If your warband ends the game in possession of the Cargo it may keep all of the wyrdstone. If the merchant successfully keeps the cargo, the guarding warband receives 1 shard plus D6x5 gold crowns for their trouble.

Experience
+1 Survives. If a hero or henchman group survives the battle they receive 1 experience point.
+1 Winning Leader. The leader of the winning warband receives 1 experience point.
+1 Cargo. If a hero or henchman is carrying the cargo at the end of the battle, he receives 1 experience point.
+1Per Enemy Out of Action. Any hero gains 1 experience point for every enemy he puts out of action.

"Lucky Fool" Variant
The Merchant possesses incredible luck and ignores the first wound he suffers in every turn. This is not
a "lucky charm" and may not pass to any other character.

"Two's a Crowd" Variant
In this variant the merchant has his own guards and both players are trying to rob him. The Caravan contains a number of guards chosen by a D6 roll from the table below:
1-3: 6 Mercenary Warriors with sword and shield
4: 4 Mercenary Warriors with light armor and 2 axes or hammers
5: 4 Mercenary Warriors with light armor and 2-handed weapons
6: 4 special henchmen (Mercenary Swordsmen, Beastmen, Sigmarite Sisters, Verminkin, etc) with 1 piece of armor and an appropriate weapon.

When not in combat the guards do their best to keep up with the merchant. They will attack any warband  that obstructs their path or attacks the caravan, charging the nearest model and passing all necessary psychology tests. Unlike the Merchant, guards may not break off combat to continue on their journey. Warbands may set up anywhere which is both 14" from the Caravan and 6" away from each enemy models. The game ends when one warband carries the cargo to within 2" of any table edge. If the merchant makes it to within 2" of the opposite table edge the game ends in a tie and
neither side may claim experience points for victory.

"Greedy Bastard" Variant
Warriors may steal the Merchant's cargo by moving into contact with him when he is knocked down or stunned. If they do so he will follow the carrier, moving D6" in every movement phase. If he moves into the carrier the Merchant counts as charging and attacks with both hatred and frenzy.  He will ignore other models unless they block his path entirely.

"A Friend in the Business" Variant
This variant is used only in campaigns. After the battle the caravan guards may have earned a reputation among the city's merchants. If the guards were successful they will receive a 20% discount on all equipment purchased between this battle and the next. If they were unsuccessful, all equipment will cost 20% more than normal. Alas, fame is fleeting in the city of Mordheim and these discounts apply only until the start of your next battle. A tie does not affect equipment prices one way or another.

Specifically I'm worried about the guarding warband. Their task seems to be exceedingly difficult. Someone suggested I put the Merchant under his guards' control but I'm pretty much married to the idea of an independent model. Here are a few possible solutions:

1- (My Favorite) Give the guarding player three "stop tokens" (Poker Chips). The guarding player can spend them during any movement phase to delay the Merchant. One token will stop the Merchant for a complete turn (2 movement phases). But the Merchant is not a patient man. After three stops he will brook no further delays and will hurry along the road without stopping.

2- Make the "Lucky Bastard" variant a permanent part of the scenario. The merchant won't move any slower but his incredible luck will make him much harder to kill.

3- Put him in a slow-moving chariot or palanquin and spread enemy hits among several targets. This was McAber's suggestion. It's a good idea and very appropriate for a merchant. Unfortunately my gaming club doesn't have enough chariots to go around.