Keep the Dispatch from the Road Bandits
Keep the Dispatch from the Road Bandits
Run the fight
This round
Nothing planned.
Win The horse and dispatch case remain in the party's hands
Lose The bandits escape with the dispatch case
Party 4 players, level 3
System Savage Worlds
Cheat sheet
Protect the riderless courier horse and its sealed dispatch until the party can reach it; the bandits want the dispatch before anyone can identify their employer.
Win
Lose
If it goes badly: The bandits abandon the horse and flee down the ditch, taking the case if they have it.
Forces
- 3 × Road banditAC 5 · HP 5 · CR N/A
- 1 × Bandit lookoutAC 5 · HP 5 · CR N/A
Rounds
- 2The cut wire snaps against the road.
- 3The cart rolls toward the ditch.
Read aloud
Say this
A horse bolts around the bend, reins dragging and a sealed dispatch case banging against its saddle. Three figures rise from the ditch wall while a fourth shoulders a rifle beside the flour cart; wet earth sucks at your boots, and the sharp smell of powder cuts through the rain. One bandit points at the horse and shouts, “Take the case, leave the animal!”
Forces
2- 3 of them
Road bandit
Skirmisher
- AC
- 5
- HP each
- 5
- CR
- N/A
SWADE Extra · Parry 5 · Toughness 5 · Pistol
- Opens
- Rush the horse and try to seize its dispatch case; fire only if a character blocks the grab.
- Targets
- The character closest to the courier horse.
- Flees
- Flee once two bandits are Incapacitated or the lookout calls retreat.
- 1 of them
Bandit lookout
Artillery
- AC
- 5
- HP each
- 5
- CR
- N/A
SWADE Extra · Parry 5 · Toughness 5 · Rifle
- Opens
- Fire from behind the cart at a character guarding the horse.
- Targets
- Anyone carrying or reaching for the dispatch case.
- Flees
- Retreat when alone or when two bandits are Incapacitated.
What happens
3 to 5 rounds- 2
Round 2, at the start of the bandits' turn.
The cut wire snaps against the road. Anyone in the lane must choose: dive clear or be knocked prone.
- 3
Round 3, if the cart has not been moved.
The cart rolls toward the ditch. Anyone beside it can spend an action to stop it; otherwise it blocks the road and grants cover.
The battlefield
Zones
- 1
County Road 625 by 25 ft
A rutted lane, open sightlines, and enough room for a mounted rider to turn.
- 2
The Ditch Wall25 by 25 ft
A low stone wall borders a muddy ditch; the wall gives cover to anyone crouching behind it.
- 3
The Flour Cart25 by 25 ft
A broken cart and spilled sacks crowd the verge; the sacks smell of damp flour.
What the party can use
Scaling
- Wild Cards ~ PC count (4).
- ~3 Extras = 1 Novice Wild Card.
- Extra mobs of 6-8.
- +1 die step per 2 PC advances.
- Hand out Bennies; mind the Action Deck and terrain.
- Non-combat options: Dramatic Task, Chase, Quick Encounter, Mass Battle.
Guided
One fewer Road bandit
Remove one road bandit; the lookout fires once, then retreats if pressed.Guided
Guided
One more Road bandit
Add one road bandit, entering from the far end of the lane in round 2.Treasure
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