Merchant Caravans
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Cathay Borderlands
Money. There are three ways to gain it – inherit, steal, or earn. Earning it is the most honorable means, since no one who has spent a life working hard is begrudged any comforts on their deathbed. But how it is earned is another matter! For some, a long life spent toiling for pittance is a life wasted, and they seek ways to gain affluence more rapidly. For opportunists, the chance to make a lot of money in one go is too much to pass up.
Blackguards attach themselves to merchant caravans traveling towards distant lands to line their pockets. Sometimes the destinations are to Lustria or the Southlands, ship-bound for the best part. When the journey remains on land, their destination lies in the far eastern lands of Ind and Cathay, lands shrouded in myths and legends, tall tales, and rumors. From these lands, a merchant can make their name and fortune in a single journey, if they survive.
For between the Old World and traders paradise lay the Dark Lands and the Mountains of Mourn, realms where lives fall at the mercy of the environment, where the predations of natural creatures are lethal beyond imagination, where the dead roam eternally, where bands of pillagers seek to replenish supplies, where death awaits the unprepared and the bone idle. Even the largest caravans are in peril every minute of every day they travel. Safe havens are few and far between and only deemed safe as long as you have the coin to pay for their protection.
Only one in every ten caravans fulfills a successful destiny. Because fortunes can be made from an individual venture, the risk is more than equal to the reward, if not lessened. A greedy merchant will not stop at one expedition when in returning there is an expectation of further and greater profit. That so many would gamble their lives time and again speaks volumes of the wealth to the East. Even when alongside an army of sell-swords who drain the purse to protect the investment, the lure is more than enough for an Arabyan trader or one of those racketeers from Marienburg. Each trip may take years to complete, but the Silk Road remains open for anyone wishing to use it.
Since the Tilean brothers Ricco and Robbio opened this dangerous yet lucrative trade route, it has attracted the most daring or foolhardy of merchants regularly. Each of them dreaming of the golden realm that lies beyond the horizon. The wastes are littered with the tattered and broken remnants of those who failed, a warning that their folly came at too high a price.
Special rules
Merchant: The Merchant is the warband's leader (any Warrior within 6“ of him may use his Leadership when taking Ld tests) and the one who is in charge of the business. If the Merchant leaves the caravan (e.g. dies permanently through Serious Injuries), a new leader is determined as normal. The new leader gets the Merchant special rule, allowing him to choose new skills from the Merchant's special skills section. The model counts as a Merchant for all purposes just as the previous Merchant used to. If no model in the warband is allowed to become the leader, an Apprentice must be bought as soon as possible to become the leader.
Trade: Instead of searching for rare items the Merchant may sell a rare item that has been stored in the Trade Cart during the preceding battle. This must be done before Heroes of either warband search for rare items. Roll a D6 to determine how many gold coins the Merchant would get for the item.
D6 | Gold coins |
---|---|
1-2 | Half the item's basic price |
3-4 | The item's full basic price |
5-6 | Full plus half the item's basic price |
Note that the Merchant may decide whether he wants to sell the item for that price or if he wants to try again after the next battle. This can be combined with the wholesale skill to sell up to D3+1 items each game.
Open for Business: All players may choose to send any of their Heroes to the Merchant instead of having them search for rare items. A Hero doing so may buy one item from the warband's stored equipment if the players can agree on a price (including exchange deals with items and Treasures). Instead of buying an item, a Hero may also go to the Merchant to sell any one item (rare, common, magical, treasure counters) to him. If players cannot agree on a price, no deal is closed and the visit is wasted.
Rarity: Any rare item that is reduced to Rare 2 or Rarity: below by the Trade Wagon's Reputation rule, the Streetwise skill, etc., can be bought as Common items.
Hired Swords: Merchant Caravans may hire every Hired Sword that is available to Mercenary warbands.
Choice of Warriors
A Merchant Caravan must include a minimum of three models. You have 600 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 12.
Heroes
Merchant: Each caravan must have one Merchant – no more, no less!
Apprentice: Your warband may have one Apprentice.
Knights Vanguard: Your warband may include up to two Knights Vanguard.
Magician: Your warband may have one Magician.
Henchmen
Sell-swords: Your warband may include any number of Sell-swords.
Marksmen: Your warband may include up to five Marksmen.
Blackguards: Your warband may include up to three Blackguards.
Trade Wagon: Your warband must include one Trade Wagon.
Starting Experience
A Merchant: starts with 20 Experience.
An Apprentice: starts with 0 Experience.
Knights Vanguard: start with 8 Experience.
A Magician: starts with 8 Experience.
All Henchmen: start with 0 Experience.
Characteristic Increase
Merchants and their retinue are humans and so use the Human maximum profile.
Merchant Caravan Skill Table
Combat | Shooting | Academic | Strength | Speed | Special | |
---|---|---|---|---|---|---|
Merchant | ✓ | ✓ | ✓ | |||
Apprentice | ✓ | ✓ | ✓ | ✓ | ||
Knights Vanguard | ✓ | ✓ | ✓ | |||
Magician | ✓ | ✓ |
Merchant Special Skills
Merchants may choose to use the following skill list instead of the standard skill lists.
Bribery
Whenever the warband has to take a Rout test, the Merchant may talk his hirelings into staying a little longer and face the danger. He may immediately pay 5 gc per non-Hero warband member (including Hired Swords!) still in the game. If he does, one member taken out of action already does not count for Rout tests. If after that, a Rout test is still required, test as normal. This skill may be used as many times as required so long as the coffers aren’t empty!
Dubious Income
The Merchant has set up an underground business that proves to be quite profitable. After every battle in which the Merchant was not taken out of action, he may choose to use this skill before the trading phase (i.e. before any gold is spent). If he does, he must pass a Ld test. If the test is successful, the warband receives one gold coin per Experience point the Merchant has. If the test is failed, the warband loses up to the same amount of gold coins.
Wholesale
The Merchant is known for buying items in greater numbers and so is especially welcome at the other merchants. He may search for D3+1 rare items after each battle instead of one item only (if he was not taken out of action, of course!).
Deal Breaker
When trying to sell items through the Trade special rule, the Merchant gets a +1 bonus on the roll to see what the item would fetch.
Connected
The Merchant knows many retailers and ways of getting hold of rare items. Instead of searching for rare items as normal, he may visit the local black market and its fencers. If he does, he may search for items from the following table, applying the normal rules.
Item | Cost | Availability | Source |
---|---|---|---|
Dispel Scroll | 50 + 4D6 gc | Rare 12 | see Mordheim Annual 2002, p. 31 |
Lesser Artefact | 200 + D6x15 gc | Rare 16 | roll on the Lesser Artefacts table |
Magical Artefact | 350 + D6x25 gc | Rare 18 | roll on the Magical Artefact Table from the Mordheim rulebook, p. 141 |
Magical Scroll | 100 gc | Rare 14 | roll on the Lesser Artefacts table |
Note that though the Merchant may buy items using the table above he can never sell them back again (and must hope for other players to be interested in them).
Merchant Caravan Equipment List
The following lists are used by Merchant Caravan warbands to pick their equipment.
Hero Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Hammer | 3 gc |
Sword | 10 gc |
Rapier | 15 gc |
Missile Weapons
Item | Cost |
---|---|
Pistol | 15 gc (30 gc for a brace) |
Duelling pistol | 30 gc (60 gc for a brace) |
Armour
Item | Cost |
---|---|
Light armour | 20 gc |
Heavy armour | 50 gc |
Shield | 5 gc |
Helmet | 10 gc |
Miscellaneous Equipment
Item | Cost |
---|---|
Cathayan silk cloak | 40 gc |
Warhorse* | 40 gc |
Trading Wagon** | 180 gc |
*Knights Vanguard only
**Note that a starting warband must always include one Trade Wagon!
Henchman Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Pike* | 10 gc |
Halberd* | 10 gc |
*Sell-swords only
Missile Weapons
Item | Cost |
---|---|
Crossbow | 25 gc |
Armour
Item | Cost |
---|---|
Light armour | 20 gc |
Heavy armour | 50 gc |
Shield | 5 gc |
Helmet | 10 gc |
Cathayan Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Club | 3 gc |
Sword | 10 gc |
Double-handed weapon | 15 gc |
Katana | 20 gc |