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New Equipment

While Empire in Flames is a new setting for Mordheim games, most of the equipment (including prices and rarities) remains the same... this is still within the Empire after all! However, there are a few new items of equipment to be had. These are detailed below.

Lock Picks

Rare 8
Cost: 15 GC

A standard piece of kit for less scrupulous characters. A set of lock picks may be used by those who rely more on skill-at-arms and speed of thought than brute strength to open doors that others have secured. A model equipped with a set of lock picks may make his test to open doors on his Initiative rather than his Strength characteristic if he wishes. This is done at the end of his Movement phase as if the model were ripping the door off its hinges, though he uses his Initiative rather than Strength, there is no -1 modifier, and there is no chance that the door is too damaged to be locked again later.

Torch

Common
Cost: 2 GC

Warriors lacking the funds for a lantern may have to make do with torches. Torches act exactly as lanterns, adding +4" to the range the model may spot hidden enemies, but have a few other special rules as well. A torch will only last one game. A model armed with a torch counts as causing fear in animals (Hunting Dogs, all riding steeds, Bears, Wolves, etc.), and may use a torch as a makeshift club. When used in combat, a torch is treated as a normal club, though with a -1 to hit modifier. Any models that have a Regeneration special rule (like Trolls) will not be able to regenerate wounds caused by a torch during the battle.

Torches may also cause buildings to catch fire – see ‘Let the Damned Burn’, from Town Cryer 8.

Barding

Rare 11
Cost: 30 GC

Barding is armour for a horse in the same way that light and heavy armour is for a human. It covers the mount’s hide and, in some cases, the head. A model mounted on a barded horse receives an additional +1 Armour save (+2 instead of +1 for being mounted). In addition, a mount wearing barding will only be killed on a D6 roll of a 1 if the model is taken out of action.
(Warhorses only).

Horseman’s Hammer

Rare 10
Cost: 12 GC

This is a great hammer similar to the ones used by the Knights of the White Wolf. Far too bulky to use in one hand, a horseman’s hammer is best suited to mounted combat, when the impetus of the horse may be used to add to the power of the weapon.

Range: Close Combat
Strength: As user +1

Special Rules:

Two-Handed: A model armed with a horseman’s hammer may not use a shield, buckler, or additional weapon in close combat. If the model is equipped with a shield, he will still get a +1 bonus to his Armour save against shooting.

Cavalry Charge: A model armed with a horseman’s hammer may use the speed of his charge to increase the might of his attacks. A model on a steed with a horseman’s hammer gains a further +1 Strength bonus when he charges. This bonus only applies for that turn.