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27. The Caravan

Source: Town Cryer #11
Setting: Mordheim
Author: Honza Skypala & Stepan Stepanov
Broheim notes: Escort or rob a merchant's caravan train.

Mordheim is a dark and cruel place where only the strongest survive. Most of the surviving inhabitants have already left the cursed city, although some of them too weak, mutated or stupid still remain amongst the ruins. This scenario represents the attempt of one such family to leave the city, or an attempt by greedy merchants to escape from the city with all the goods they can carry.

The small caravan consists of three wagons and is escorted by the Defenders warband. Defenders may only be Human Mercenaries, Witch Hunters, Sisters of Sigmar, or Bretonnians. Attackers may belong to any warband.


Each player takes it in turn to place a piece of terrain, either a ruined building, tower or other similar item. Note that players must place the terrain pieces in a manner to create at least three 4” wide streets leading from one table edge to other. Crossing each other at will. Do not clutter the table with too many ruins as there needs to be enough room for the wagons to move. We suggest that the terrain is set up within an area of at least 4’x4’.


Place three wagons in a column roughly to the middle of the table edge. The defender sets up first within 8” of the caravan. The attacker sits up second within 20” Of the opposite table edge. All the attacker’s models start the game hidden.

special rules


Each wagon is crewed by one man and is pulled by two horses. The wagon has the following profile.


Wagons are moved during the Compulsory Move phase. Each of them must move their full movement allowance of 8" towards the opposite table edge. Note that this does not mean that the wagons must move in a straight line They may try to avoid conflict by choosing a different street and so on, but they cannot move towards their own table edge. Their only aim is to leave the city as fast as possible via the opposite table, edge to the edge where they started the game.

Wagons cannot charge, climb, hide, run, or flee. In the case that either attackers or defenders block the way of a wagon and it cannot move around them, then the wagon will move through the models even if they are from the defending warband. All of the bottles touched by a wagon that is forced to move through them must roll lower or equal their initiative or suffer a S3 hit with all of the consequences.

If a wagon is charged, then it must stop until all of the foes are knocked down, stunned, or taken out of action, or it is destroyed. A wagon cannot be knocked down or stunned, although the driver or the horses may be. If a wagon loses its last wound then it is destroyed, looted, overturned and removed from the table, followed by the war cries of the attacking war band.

If the driver fails a Fear test, he must do exactly as is explained in the rules. However, he does not need to take a Man Alone and never breaks from the combat or flees.

Wagons accounted as large targets for the purpose of shooting.

Wagons never suffer from critical hits.

Wagons that move through their opponents table edge are removed and count as escaped.

rout tests

The defender does not need to take rout tests, but he can rout voluntarily if he wishes to after suffering enough casualties. After all, he will receive his payment only after his escort duty is done

The attacker is pumped up with greed and anger seeing his prey leaving the city. He must take rout tests only after suffering 50% casualties. If the attacking warband is routed, then all of the survived wagons successfully escape.

payment and looting

The defender receives 5D6 gold Crowns. As a starting payment and 5D6 gold coins for each wagon that escapes. If all three wagons escape, the defender receives an additional bonus of 5D6 gold Crowns.

The attacker receives 3D6 gold Crowns for each wagon that he loots. The defender receives more money for each wagon because he receives his payments from the merchant or the family members after the battle, and not all of the goods can be looted immediately or can be sold. Some of them have personal meaning for the owner, but nobody else will be willing to pay a single gold crown for them.


The defender made treacherously attack the caravan he was hired to protect. In this case the wagons still try to escape through the opponents table edge, but are moved by the attacker. For each wagon looted, the defender receives 3D6 gold crowns. If the defender deliberately attacks the caravan, then continue to play the scenario as a skirmish with normal rout tests.

In addition, the Traitorous Defender can never escort a caravan again in this campaign. Nobody will trust them enough to feel in need of their service. The warband suffers a -1 modifier when attempting to find rare items for the next D6 games because nobody likes to trade with the one who is so untrustworthy.

starting the game.

The defender takes the first turn.

ending the game

The battle continues until all of the wagons escape are destroyed or one of the warbands is routed.


  • +1 Survives. If a Hero or Henchman group survives they gain +1 Experience.
  • +1 enemy or wagon out of action. Any hero earns +1 experience for each enemy he puts out of action.
  • +1 winning leader. If at least two wagons escape, then the defender wins the game. Otherwise attacker wins. Note that the bonus does not depend on routing from the game.