Merchant Caravans
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Cathay Borderlands
Lore
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 Caravans warband must include a minimum of three models. You have 600 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.
- Merchants: Each warband must have 1 Merchant: no more, no less!
- Apprentices: Your warband may include up to 1 Apprentice.
- Knights Vanguards: Your warband may include up to 2 Knights Vanguards.
- Magicians: Your warband may include up to 1 Magician.
- Sell-swords: Your warband may include any number of Sell-swords.
- Marksmens: Your warband may include up to 5 Marksmens.
- Blackguards: Your warband may include up to 3 Blackguards.
Starting experience
- The Merchant starts with 20 experience.
- The Apprentice starts with 0 experience.
- Knights Vanguards start with 8 experience.
- The Magician starts with 8 experience.
- Henchmen start with 0 experience.
Merchant Caravans Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Merchant | ✓ | ✓ | ✓ | |||
| Apprentice | ✓ | ✓ | ✓ | ✓ | ||
| Knights Vanguard | ✓ | ✓ | ✓ | |||
| Magician | ✓ | ✓ |
Merchant Caravans Special Skills
Merchant Caravans Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
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.
Merchant Caravans equipment lists
Hero Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or 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
| Item | Cost |
|---|---|
| Cathayan Silk Clothes | 40 gc |
| warhorse\ | 40 gc |
| trade wagon\*\ | 180 gc |
Henchman Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Crossbow | 25 gc |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Miscellaneous
| Item | Cost |
|---|---|
| pike\ | 10 gc |
| halberd\ | 10 gc |
Cathayan Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Sword | 10 gc |
| Double-handed weapon | 15 gc |
| Dragon Sword | 20 gc |
Missile Weapons
None.
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Special Equipment
Merchant Caravans have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Dragon Sword
Cost: 20 gc
Availability: Rare 10
Dragon Swords are great-swords that are typically used by Cathayan soldiers and ronins, and occasionally lifted by monks.
Range: Close Combat
Strength: As user +1
Special Rules
Katana
In some older material, the Dragon Sword was referred to as "Katana".
Pike
Cost: 10 gc
Availability: Rare 8
A Pike is comparable to a spear, though its length exceeds the one of a common one. The Tileans use them in their civil wars, and with the silk road, they came to the outer border towns of Cathay.
Range: Close Combat
Strength: As user
Special Rules
Rapier
Cost: 15 gc
Availability: Rare 5
The rapier is a long thing blade commonly used by dualists. It is a deadly, shard weapon capable of delivering a multitude of blows but lacks the power of a broadsword.
Range: Close Combat
Strength: As user
Special Rules
Heroes
1 Merchant
50 gold crowns to hire
Only the bravest – or most greedy fools – among merchants travel north to trade with the barbaric Norse tribes that dwell in the icy wastes. Others risk their lives on the Silk Road before reaching the safe haven of the Sentinels. From this trading post, the road forks. The Spice Route leads south to the Land of a Thousand Gods. The Ivory Road leads on east through uncountable dangerous tribes of warring Marauders and Hobgoblins, not to mention the many terrors encountered in the Ogre kingdoms.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Weapons/Armour: Merchant may be equipped with weapons and armour chosen from the Hero Equipment List.
Special Rules
0 – 1 Apprentice
15 gold crowns to hire
Less than desirable duties must be diligently fulfilled during an apprenticeship with a merchant – packing mules, carrying crates, or driving the wagon.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Apprentice may be equipped with weapons and armour chosen from the Hero Equipment List.
0 – 2 Knights Vanguards
45 gold crowns to hire
Serving as the vanguard for a merchant's escort are former knights. Imperials, Bretonnians who used to own land and servants of their own, or ronins from the east. Nipponese and Cathayans alike will fight for fair pay in the service of merchants. All are well-traveled enough to be equipped with the finest arms forged by the swordsmiths of Grand Cathay.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Knights Vanguard may be equipped with weapons and armour chosen from the Hero Equipment List, or Cathayan Equipment List.
Special Rules
0 – 1 Magician
40 gold crowns to hire
Often warlocks, alchemists, and sorcerers seek the protection of an influential merchant to escape the stakes of the fanatical Witch Hunters. As part of his escort, they secretly continue their forbidden studies incognito. Opportunities arise to test the results of their ability on the raiding creatures of the Wastes.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Magician may be equipped with weapons and armour chosen from the Hero Equipment List.
Special Rules
Henchmen
(Bought in groups of 1-5)Sell-swords
25 gold crowns to hire
Well aware of the attraction his caravan holds for highwaymen and raiding parties, the merchant keeps bodyguards. These roguish adventurers ensure that both the goods and their paymaster survive the journey undamaged. Sell-swords are the unfortunate scoundrels that earn their living as caravan escorts.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Sell-sword may be equipped with weapons and armour chosen from the Henchman Equipment List.
0 – 5 Marksmens
30 gold crowns to hire
The marksmen from Tilea are well renowned for their excellent skills in the use of crossbows.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Henchman Equipment List.
0 – 3 Blackguards
35 gold crowns to hire
In the outer Cathayan cities, a wealthy foreign trader is showered with offers from fortune-seeking outcasts. These mercenaries who dream of leaving their homes for wealth and fame bring strange weapons and fighting styles with them to join the merchant caravan.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Blackguard may be equipped with weapons and armour chosen from the Cathayan Equipment List.
Special Rules