Close-combat Weapons
Axe
Cost: 5 gc
Availability: Common
The axe is the traditional weapon of Empire woodsmen, and is also used as a weapon in poorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause a lot of damage. The blade of an axe can easily cut through armour, though it requires considerable strength from the wielder.
Of all the warriors in the Old World, Dwarfs are the most adept at making axes. Their axes are invaluable to the warriors of the Old World and are some of the most sought after weapons.
Range: Close Combat
Strength: As user
Special Rules
Ball and Chain
Cost: 15 gc
Availability: Common (Goblins only)
This is a huge iron ball with a chain attached, used by the dreaded Night Goblin Fanatics to deal out whirling death. Enormously heavy, it can only be used when combined with Mad Cap Mushrooms.
Range: Close Combat
Strength: As user +2
Special Rules
D6 | Result |
---|---|
1 | The model trips and strangles himself with the chain. The model is taken out of action. When rolling for Injury after the game, a roll of 1-3 means the model is out permanently, instead of the normal 1-2. |
2-5 | The model moves 2D6" in a direction nominated by the controlling player. |
6 | The model moves 2D6" in a random direction. If the player owns a Scatter dice (available from Games Workshop stores), roll that to determine direction. If not, then roll a D6: 1 – Straight Forward, 2-3 – Right, 4-5 – Left, 6 – Straight Back. |
If the Ball and Chain wielding model moves into contact with another model (friend or foe), he counts as charging into close combat, and will engage in close combat until his next Movement phase. Opponents wishing to attack a Ball and Chain wielding model suffer a To Hit penalty of -1, as they must dodge the whirling ball to get close enough to strike. The Ball and Chain wielder cannot be held in close combat and will automatically move even if he starts the Movement phase in base contact with another model. If the model moves into contact with a building, wall, or other obstruction, he is automatically taken out of action. In addition, a ball and chain wielding Goblin is much too busy trying to control the spinning weapon to worry about what others are saying about him behind his back, so ignores the special rules for Animosity.
Barbed Whip
Border Town Burning
Cost: 15 gc
Availability: Rare 9 (One Marauders of Chaos Hero only)
Originally used for taming the wild Chaos Hounds the barbed whips have proven effective in combat also.
Range: Close Combat
Strength: As user
Special Rules
Beastlash
Town Cryer #12
Cost: 10 + D6 gc
Availability: Rare 8 (Dark Elves Beastmaster only)
The Beastmaster make good use of their whips to goad their hounds and creatures into combat.
Range: Close Combat
Strength: As user -1
Special Rules
Boat Hook
Town Cryer #9
Cost: 8 gc
Availability: Common (Pirates only)
These are normally used to pull in ropes or other objects from the water, but their long reach and wicked metal catches makes them also useful in combat.
Range: Close Combat
Strength: As user -1
Special Rules
Boss Pole
Nemesis Crown Supplement
Cost: 20 gc
Availability: Common (Forest and Night Goblins only)
Some influential Goblins carry badges of office, usually taking the form of long wooden poles with an icon or sharp blade on the end. This allows the hero and any Goblin henchmen within 6" to ignore animosity. Additionally, the Boss Pole acts as a spear in close combat.
Range: Close Combat
Strength: As user
Special Rules
Brass Knuckles
Ye Old Curiosity Shoppe, Town Cryer 7, this was removed in the Mordheim Annual 2002
Cost: 20 gc
Availability: Rare 6 (Always bought in pairs)
Brass knuckles are a weapon commonly used by streets thugs and robbers who are all too common an infestation in the mighty cities of the Empire. Easily secreted, they are used in pairs and while cumbersome to use in a straight fight, can cause crippling blows to an opponent with a single well landed punch.
Range: Close Combat
Strength: As user +1
Special Rules
Brazier Iron
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 35 gc
Availability: Rare 7 (Witch Hunters only)
The brazier Iron is a weapon commonly used by witch hunters. It consists of a long heft topped by an iron cup filled with burning hot coals. In combat, the weapon takes on an eldritch quality as the burning embers sear the air as it is swung, opponents sent reeling in flaming agony as they are set on fire.
Range: Close Combat
Strength: As user +1
Special Rules
Broadsword
Bretonian Chapel Guard
Cost: 15 gc
Availability: Common (Bretonnian Chapel Guard Knights only)
Range: Close Combat
Strength: As user +1
Special Rules
Cat O' Nine Tails
Town Cryer #9
Cost: 8 gc
Availability: Common (Pirate Heroes only)
Order is often maintained aboard the ship with the threat of the lash. In battle the long barbed whip of the Cat is also seen, but this time dealing out punishment to the enemy!
Range: 4"
Strength: As user
Special Rules
Cathayan Longsword
Border Town Burning Supplement
Cost: 75 + 2D6 gc
Availability: Rare 12
Prized indeed are blades of Ithilmar forged by Elves. Even more masterful are the arms crafted by swordsmiths in Cathay. Known as a Jintachi blade among Estalian merchants, the Cathayan longsword is a deadly crown jewel in the hands of a skilled fighter. Gold alone is never enough to acquire such a weapon. Jintachi are heirlooms and highly coveted. The few still smithed are gifted only in reward for some heroic deed that is done in the kingdoms to the east.
Range: Close Combat
Strength: As user
Special Rules
Censer
Town Cryer #29
Cost: 40 gc
Availability: Rare 9 (Skaven of Clan Pestilens only)
The censer is a hollow spiked metal ball attached to a long chain and is swung like a flail. A plague infested shard of warpstone burns inside the ball and emits pestilential fumes that nauseate the opponents and may turn the wielder of the censer into a difficult target to shoot at.
Range: Close Combat
Strength: As user +2
Special Rules
Chain Sticks
Border Town Burning
Cost: 20 gc
Availability: Rare 7 (Battle Monks of Cathay only)
Range: Close Combat
Strength: As user
Special Rules
Claw of the Old Ones
Town Cryer #23
Cost: 30 gc
Availability: Rare 12 (Amazons (Mordheim) only)
This is a very ancient weapon made from a strange metal that is impervious to age and corrosion. The powers of this artefact can only be unleashed through a ritual known only to a handful of Amazons. The blade of this weapon glows white hot and can cut through armour as if it were paper.
Range: Close Combat
Strength: As user +1
Special Rules
Cleaver
Citadel Journal 36
Cost: 3 gc
Availability: Common (Mootlanders only)
Cleavers are one of the best kitchen tools for fighting with, it's fairly light and can cut through things rather like an axe.
Range: Close Combat
Strength: As user
Special Rules
Club, Mace or Hammer
Cost: 3 gc
Availability: Common
Perhaps the simplest type of weapon, these brutal, bludgeoning instruments range from primitive wooden clubs to elaborately forged Dwarf hammers made from the finest steel. A blow from a mace can easily crush a skull or knock a man unconscious.
Range: Close Combat
Strength: As user
Special Rules
Dagger
Cost: 1st free/2 gc
Availability: Common
Daggers and knives are extremely common, and men are allowed to carry them in enclaves where weapons are otherwise forbidden. Many a warrior in Mordheim has died with a dagger in his back.
Range: Close Combat
Strength: As user
Special Rules
Dark Elf Blade
Town Cryer #12
Cost: + 20 gc
Availability: Rare 9 (Dark Elves only)
Dark Elf Blades are forged in the city of Hag Graef, the Dark Crag. They are fashioned from Blacksteel, a rare form of steel found deep within the mountains around the city. Dark Elf Blades have wicked protrusions and serrated edges, which inflict serious damage on an opponent. Any Dark Elf can upgrade a sword or dagger to a Dark Elf Blade by paying an additonal 20 gc at the time of purchase. Weapons upgraded to a Dark Elf Blade retain all of their abilities (i.e. swords can parry, daggers grant an armour save of 6).
Range: Close Combat
Strength: As user
Special Rules
Disease Dagger
Town Cryer #29
Cost: 15 gc
Availability: Rare 8 (Skaven of Clan Pestilens only)
This dagger is permanently covered with a disgusting and moulderish layer of green ooze that may infect those that are hit with terrible diseases.
Range: Close Combat
Strength: As user
Special Rules
Double-handed weapon
Cost: 15 gc
Availability: Common
A blow from a double-handed axe or sword can cut a foe in half and break armour apart. It takes a long time to learn how to use these weapons and even then only extremely strong men are able to wield them effectively.
Range: Close Combat
Strength: As user +2
Special Rules
Dragon Sword
Border Town Burning Supplement
Cost: 20 gc
Availability: Rare 10 (Battle Monks and Merchant Caravans only)
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
Dwarf Axe
Cost: 15 gc
Availability: Rare 8 (Dwarfs only)
Dwarf axes are smaller-hafted weapons made of lighter (but stronger) materials than normal axes. Dwarf Warriors are specially trained in their use and are able to use them as deftly as a Human warrior might wield a sword.
Range: Close Combat
Strength: As user
Special Rules
Fighting Claws
Cost: 35 gc per pair
Availability: Rare 7 (Skaven only)
The martial arts practised by Clan Eshin employ many unusual weapons. The most famous of these are the Eshin Fighting Claws: sharp metal blades attached to the paws of a Skaven warrior. It takes a real expert to use them effectively, but an adept of Clan Eshin is a fearsome opponent when armed this way.
Range: Close Combat
Strength: As user
Special Rules
Fist
The truly desperate, who don't even own a knife, have to fight with their bare hands. Needless to say, their chances of survival are comparable to Halflings going without food for eight hours!
Cost: 0 gc
Availability: Common
Note: The following rule only apply to warriors who have lost their weapons. Creatures such as Zombies, animals, etc, ignore these rules. Warriors using their fists can only ever make 1 attack.
Range: Close Combat
Strength: As user -1
Special Rules
Flail
Cost: 15 gc
Availability: Common
The flail is a heavy weapon wielded with both hands. It normally consists of heavy weights, often spiked, attached to a pole or handle by means of heavy chains. Flails drain the user's stamina quickly, but are awesomely destructive in the hands of a skilled (or unhinged) warrior.
Range: Close Combat
Strength: As user +2
Special Rules
Great Axe
Border Town Burning
Cost: 25 gc
Availability: Rare 8 (Marauders of Chaos Heroes with the Chosen of Chaos skill only)
These over-sized Battle Axes can be wielded only by the strongest of warriors.
Range: Close Combat
Strength: As user +2
Special Rules
Gromril Weapon
Cost: 4 x Price
Availability: Rare 11
Only a Dwarf Runesmith can forge a weapon from gromril, a rare meteoric iron. A blade fashioned from this metal will stay keen for a thousand years.
Special Rules
Halberd
Cost: 10 gc
Availability: Common
The halberd's heavy blade is mounted upon a sturdy shaft of oak or steel and has a point like a spear and a cutting edge like an axe. Since it can be used to chop as well as thrust, it is an adaptable weapon, but is difficult to use inside buildings.
Range: Close Combat
Strength: As user +1
Special Rules
Hobgoblin Poisoined Daggers
GW Troll Magazine
Cost: 15 gc
Availability: Rare 9 (Hobgoblins only)
Hobgoblins, also called "slippery fellows", poison the blades of their daggers. Cunning and crafty, Hobgoblins are often employed by their masters as assassins, although they are rather cullable and unreliable troops.
Range: Close Combat
Strength: As user
Special Rules
Horseman's Hammer
Empire in Flames Supplement, Town Crier 24
Cost: 12 gc
Availability: Rare 10
This is a great hammer similar to the ones used by 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
Iron Fist
Border Town Burning supplement
Cost: 15 gc
Availability: Common (Maneaters only)
Ogres often shield their off-hand with some kind of spiked gauntlet. Such a heavy glove can be used to bat aside the strongest of attacks in a similar way to a giant buckler or to smash an enemy's face to a pulp.
Range: Close Combat
Strength: As user
Special Rules
Ithilmar Weapon
Cost: 3 x Price
Availability: Rare 9
Elven blades are forged from priceless ithilmar, an extremely light but strong metal, found only in the fabled Elven kingdoms. A few of these weapons are occasionally found in the Old World and these are normally spoils of war, taken by the Norse raiders who pillage the coastal settlements of the Elves.
Special Rules
Katar
Khemri setting, Town Cryer #18
Cost: 5 gc
Availability: Rare 4
This is an Arabian-style punch dagger. It has a handle perpendicular to the blade and is used in a punching thrusting manner.
Range: Close Combat
Strength: As user
Special Rules
Kitchen Knife
Citadel Journal 36
Cost: 2 gc
Availability: Common (Mootlanders only)
The common kitchen knife does not only have to be used for chopping vegetables, in the chubby but expert hands of a Master Chef it can make an awful mess of his enemies!
Range: Close Combat
Strength: As user
Special Rules
Ladle
Citadel Journal 36
Cost: 2 gc
Availability: Common (Mootlanders only)
A ladle isn't very good for killing your foes but if aimed correctly, a crack across the knuckles can seriously reduce even the best warrior's fighting ability.
Range: Close Combat
Strength: As user
Special Rules
Lance
Cost: 40 gc
Availability: Rare 8
Lances are long, heavy spears used by mounted shock troops to rip through armour and fling their foes to the ground. They are the chosen weapons of Knights Templar and other wealthy warriors. To use a lance requires great skill and strength, and only the richest warriors ride the heavy warhorses needed to wield these mighty weapons effectively.
Range: Close Combat
Strength: As user +2
Special Rules
Main Gauche
Nemesis Crown Supplement
Cost: 7 gc
Availability: Rare 7 (Hochland Bandits only)
A main gauche is a dagger with a large hand guard, often used in conjunction with a rapier or other sword. Popular among duellists and petty nobles, the main gauche is sometimes seen as a "foppish" weapon, but in reality it provides the wielder the ability to be strong both in attack and defense.
Range: Close Combat
Strength: As user
Special Rules
Man-catcher
Border Town Burning supplement
Cost: 25 gc
Availability: Rare 10 (Chaos Dwarfs only)
Semi-circular prongs mounted on pole-arms are popular among the Gaolers of Zharr-Naggrund. This non-lethal spring loaded device can ensnare the most violent of prisoners.
Range: Close Combat
Strength: As user
Special Rules
Morning Star
Cost: 15 gc
Availability: Common
A morning star consists of a wooden or steel shaft with heavy chains that have spiked steel balls attached. It is very destructive and requires great skill to wield effectively.
Range: Close Combat
Strength: As user +1
Special Rules
Obsidian Weapon
Border Town Burning
Cost: 4 x Price
Availability: Rare 12 (Marauders of Chaos, Norse, Beastmen, Chaos Dwarfs, Possessed and Carnival of Chaos only)
Obsidian is mined in the Dark Lands by the minions of Chaos. When expertly derived from its ore, the curious volcanic rock becomes ensorcelled by engineers manufacturing artefacts in the furnaces of Zharr-Naggrund. Forging weapons using these vile techniques requires acute diabolic expertise making them extremely rare.
Range: Close Combat
Strength: As User +1
Special Rules
Ogre Club
Border Town Burning supplement
Cost: 10 gc
Availability: Common (Maneaters only)
Ogre clubs are crudely fashioned with bindings, spikes, and studs, and the craftsmanship and size of the club an Ogre wields is an indication of his status. An Ogre wielding a simple log is generally seen as desperate or extremely poor while wandering ones are known to wield almost anything of suitable size such as street lamps, salvaged artillery or pieces of architecture. These clubs are normally used for knocking out food so that it can be dragged back to the cave without losing much blood, but are also perfect for breaking enemies defence in a fight. An Ogre trusts his club and will eat it only in the direst of circumstances.
Range: Close Combat
Strength: As user
Special Rules
Pike
Lustria, Cities of Gold
Cost: 12 gc
Availability: Rare 7 (Tileans only)
The Pike is a special weapon in Lustria - Cities of Gold. It is somewhat longer than a spear and is weighted so that it can be wielded efficiently between the trees and underbrush and that is so common in the jungle.
Range: Close Combat (3")
Strength: As user
Special Rules
Poison Daggers
Mordheimer Information Centre
Cost: 25 gc
Availability: Common (Night Goblins only)
A pair of daggers which are coated in Death Cap mushroom juice. The coating is re-applied for free after every game. It is derived from the poisonous Death Cap mushrooms and has the same effect as Black Lotus.
Range: Close Combat
Strength: As user
Special Rules
Quarter Staff
Border Town Burning
Cost: 15 gc
Availability: Common (Battle Monks of Cathay only)
Range: Close Combat
Strength: As user
Special Rules
Rapier
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 15 gc
Availability: Rare 5 (Reiklanders, Marienburgers, Tileans, Hochland Bandits, and Merchant Caravans only)
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
Serpent Staff
Town Cryer 18
Cost: 30 gc
Availability: Common (Tomb Guardians Liche Priest only)
The highest Liche Priests of their order carry staffs adorned with a serpent head as their badge of office.
Range: Close Combat
Strength: As user
Special Rules
Shortsword
Bretonian Chapel Guard
Cost: 7 gc
Availability: Common (Bretonnian Chapel Guard Knights only)
Range: Close Combat
Strength: As user
Special Rules
Sigmarite Warhammer
Cost: 15 gc
Availability: Common (Sisters of Sigmar only)
One of the traditional weapons of the Sisterhood, the warhammer echoes Ghal-Maraz, the great hammer of Sigmar himself.
Range: Close Combat
Strength: As user +1
Special Rules
Sons of Hashut Obsidian Weapon
GW Troll Magazine
Cost: 60 gc
Availability: Rare 10 (Chaos Dwarfs only)
Obsidian weapons are very rare because it takes a long time to forge the weapon without causing fissures in the stone; however, once forged, they are prepared to withstand heavy impacts during use.
Range: Close Combat
Strength: As user +1
Special Rules
Spear
Cost: 10 gc
Availability: Common
Spears range from sharpened sticks used by Goblins to the impressive cavalry spears typical of the Elves.
Range: Close Combat
Strength: As user
Special Rules
Spiked Gauntlet
Cost: 15 gc
Availability: Common (Pit Fighters only)
The spiked gauntlet counts as an additional hand weapon and a buckler. And no, your Heroes cannot learn to use it!
Range: Close Combat
Strength: As user
Special Rules
Starblade
Town Cryer #15
Cost: 15 gc
Availability: Rare 7 (Amazons (Lustria) only)
Of the many strange weapons the Amazons possess the Starblade is built like an Amazonian dagger. It is usually painted exotic colours and contains magical properties that enhance the fighting prowess of the Amazons.
Range: Close Combat
Strength: As user
Special Rules
Starsword
Town Cryer #15
Cost: 30 gc
Availability: Rare 10 (Amazons (Lustria) only)
This is an ancient and legendary sword that can cut through armour as if it were a leaf.
Range: Close Combat
Strength: As user +1
Special Rules
Steel Whip
Cost: 10 gc
Availability: Common (Sisters of Sigmar and Chaos Dwarfs only)
Another weapon unique to the Sisterhood is the steel whip, made from barbed steel chains.
Range: Close Combat
Strength: As user
Special Rules
Sword
Cost: 10 gc
Availability: Common
The sword is often referred to as the 'king of weapons'. The most common sword available, the broadsword of the Empire, is a masterpiece by the standards of any smith: four full feet of gleaming steel, double-edged and razor-sharp.
Swords are much more effective weapons than crude clubs and axes, though learning to use a sword is a long and difficult process. It takes years to truly master this weapon – most warriors in Mordheim die long before they get this far!
Range: Close Combat
Strength: As user
Special Rules
Sword Breaker
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 30 gc
Availability: Rare 8
The sword breaker is a specialist weapon wrought by only the most talented swordsmiths. Next to the hilt are two prongs concealed within the blade that can be used to trap an opponent's blade, twisting and snapping it with a single, well timed movement.
Range: Close Combat
Strength: As user
Special Rules
Tenderiser
Citadel Journal 36
Cost: 3 gc
Availability: Common (Mootlanders only)
Although other warbands scoff at your rolling pins and tenderisers, they are fully capable of crushing a skull or knocking an opponent unconscious.
Range: Close Combat
Strength: As user
Special Rules
Trident
Town Cryer #21
Cost: 15 gc
Availability: Rare 7 (Pit Fighters only)
The Trident as a Pit Fighter weapon originates in Tilea from the ancient days when gladiators, as the Tileans called them, would fight in the massive public arenas. This weapon is similar to a spear and has all of its advantages in length but it has three spear points, allowing an adept user to catch blades between them and turn them aside.
Traditionally, the trident is a weapon that is combined with a net and used by a lightly armoured Pit Fighter against the more heavily armed Swordsmen.
Range: Close Combat
Strength: As user
Special Rules
Weeping Blades
Cost: 50 gc per pair
Availability: Rare 9 (Skaven only)
The adepts of Clan Eshin use weapons called Weeping Blades, murderous swords constructed with a small amount of warpstone in their structure. A Weeping Blade constantly sweats a deadly corrosive venom.
Range: Close Combat
Strength: As user
Special Rules
Missile Weapons
Belaying Pins
Town Cryer #9
Cost: 3 gc
Availability: Common (Pirates only)
A typical ship contains hundreds of these short lengths of carved wood. They are set up in racks in convenient places in the ship, around which the running rigging can be secured or belayed. These also make good weapons, and pirates quickly become proficient with hurling them as short range weapons.
Range: 6"
Strength: As user -1
Special Rules
Blowpipe
Cost: 25 gc
Availability: Rare 7 (Skaven, Lizardmen and Forest Goblins only. Common for Forest Goblins.)
The blowpipe is a short hollow tube which can be used to shoot poisoned darts. While the darts by themselves are too small to cause significant damage, the poison used by the Skaven can cause searing agony and eventual death. The other advantage of a blowpipe is that it is silent, and a well-hidden shooter can fire the darts undetected.
Range: 8"
Strength: 1
Special Rules
Bolas
Town Cryer #11
Cost: 5 gc
Availability: Common (Lizardmen, Amazons (Lustria) only)
Bolas are a set of three bronze balls on strings tied together. They are thrown similar to a sling and are rotated around the head for speed. The bolas is a hunting weapon and doesn't harm the animal. It immobilises it and allows the hunter to either subdue it or put it out with his spear. The bolas has a range of 16" and can only be used once per battle. They are automatically recovered after each battle.
Range: 16"
Strength: Special
Special Rules
Bow
Cost: 10 gc
Availability: Common
The bow is carried by most races and used extensively in warfare. It is a compact yet powerful weapon, that is cheap to make and easy to maintain.
Range: 24"
Strength: 3
Cathayan Candles
Cost: 25 + D6 gc
Availability: Rare 9
Cathayan Candles are explosive pots or sticks, made with black powder and other foreign ingredients. These volatile Bombas as peddled by Arabyan dealers, ‘usually' detonate on impact, igniting objects and bodies with which they make contact.
Range: 6"
Strength: 6
Special Rules
Crossbow
Cost: 25 gc
Availability: Common
A crossbow consists of a short, strong bowstave mounted on a wooden or steel stock. The crossbows of the Empire are made of steel and often include a winding mechanism to draw back the string. It takes a long time to prepare a crossbow, but a bolt fired from one has a tremendous range and can penetrate armour easily.
Crossbows take much longer than other bows to make, so they are expensive and relatively rare weapons. Still, they are the preferred weapon of many in Mordheim because of their power and long range.
Range: 30"
Strength: 4
Special Rules
Crossbow pistol
Annual 2002 FAQ
Cost: 35 gc
Availability: Rare 9
Crossbow pistols are masterpieces made by expert weaponsmiths. They are miniature crossbows with all the power and accuracy of the real thing. As these weapons may be easily concealed, they are the favoured weapon of assassins.
Range: 10"
Strength: 4
Special Rules
Elf Bow
Cost: 35 + 3D6 gc
Availability: Rare 12
Elven bows are the finest missile weapons of their kind. Constructed from ithilmar or wood from the Elf forests, with strings woven from the hair of Elf maidens, Elven bows are far superior to any missile weapons made by other races. In the hands of an Elven archer, the Elf bow is a truly potent weapon, its long range and penetrating power making it far superior to any bow made by humans.
Range: 36"
Strength: 3
Special Rules
Fish-Hook Shot
Border Town Burning
Cost: 10 gc
Availability: Rare 7 (Battle Monks of Cathay only)
Range: 3"
Strength: 3
Special Rules
Harpoon Crossbow
Border Town Burning supplement
Cost: 50 gc
Availability: Rare 10 (Maneaters only)
Little more than a crude crossbow hybrid, scaled up for the sake of a titanic marksman.
Range: 30"
Strength: 5
Special Rules
Javelins
Town Cryer #23
Cost: 5 gc
Availability: Common (Amazons (Mordheim), Norse Explorers, Pit Fighters only)
Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.
Range: 8"
Strength: As user
Special Rules
Long bow
Cost: 15 gc
Availability: Common
A long bow is made of alternating layers of either yew or elm. A skilled archer can hit a chosen leaf on a tree from three hundred paces with this weapon.
The long bow is favoured by experienced archers due to its great reach and accuracy.
Range: 30"
Strength: 3
Nehekharan Javelins
Town Cryer 18
Cost: 10 gc
Availability: Common? (Tomb Guardians Tomb Lord only)
These warriors throw javelins equipped with a becket; a string wound around the javelin. When it is thrown, the Javelin spins like a bullet increasing its accuracy.
Range: 8"
Strength: As user
Special Rules
Repeater Crossbow
Cost: 40 gc
Availability: Rare 8
Repeater crossbows are extremely complex devices, expensive to acquire and difficult to make. While this makes them rare, they certainly have their uses: they can rain a deadly hail of bolts on enemies, and a warrior using one may move quite fast and still fire his weapon.
Range: 24"
Strength: 3
Special Rules
Short Bow
Cost: 5 gc
Availability: Common
Short bows are small, short-ranged bows that are cheap and require little strength to use. Some cavalry carry a shortened bow which is easier to shoot from horseback than a larger bow. Halflings also use short bows, as they lack the strength and height required to use a long bow.
Range: 16"
Strength: 3
Sling
Cost: 2 gc
Availability: Common
Slings are rarely used, mainly because they are no more powerful than bows and have a shorter range. A sling is little more than a looped strip of cloth or leather into which a stone is placed. The sling is whirled about the slinger's head and the sling stone is then released towards the target.
While this weapon is looked down upon by most archers, a skilled slinger can slay a man from a considerable distance, and the ammunition is easy to find: rocks are everywhere and free!
Range: 18"
Strength: 3
Special Rules
Sun Gauntlet
Town Cryer #23
Cost: 40 gc
Availability: Rare 12 (Amazons (Mordheim) only)
This, as with all strange arcane Amazon items, is made from an unknown multicoloured metal that is impervious to damage or corrosion. It is covered in strange runes and a bright gemstone is set into the hilt. In many ways this weapon resembles a blackpowder pistol. It can be held in one hand and when pointed at an enemy unleashes a blinding beam of energy like the Sunstaff.
Range: 12"
Strength: 4
Special Rules
Sunstaff
Town Cryer #23
Cost: 50 gc
Availability: Rare 12 (Amazons (Mordheim) only)
The Sunstaff is a long tubular stick that is made from a strange multicoloured metal with one end hollow like a tube. Strange runes are carved along its length and a large gemstone is set into the pommel. Despite being extremely ancient (Elf Loremasters of the White Tower of Hoeth claim to have found a similar device that they surmise is more than 20,000 years old – older than the Elven race itself!), the wielder of the Sunstaff can discharge a beam of energy akin to the rays of the sun.
Range: 24"
Strength: 4
Special Rules
Sunstaff (Lustria)
Town Cryer #15
Cost: 35 gc
Availability: Rare 10 (Amazons (Lustria) only)
The Sunstaff is a long staff made from a strange multicoloured metal with one end hollow like a tube. Strange runes are carves along its length and a large gemstone is set into the pommel.
Range: 12" / Close Combat
Strength: As user
Special Rules
Throwing Knives/Stars
Cost: 15 gc
Availability: Rare 5
Throwing stars are used mainly by the assassins of the sinister House of Shadows, or by street thugs who specialise in ambushing the unwary. A perfectly balanced knife thrown from behind has ended the life of many a noble and merchant in Mordheim. Throwing knives are not suitable for close combat, as their balance makes them unwieldy in close quarters.
Range: 6"
Strength: As user
Special Rules
Tufenk
Khemri setting, Town Cryer #17
Cost: 15 gc
Availability: Rare 10
This is a blowpipe that projects alchemical fire about eight feet causing burning damage.
Range: 8"
Strength: 2
Special Rules
Blackpowder Weapons
Blackpowder weapons are only a very recent invention in the Warhammer world. They are often unreliable and temperamental but they do hit exceedingly hard and armour offers almost no protection, as their lead bullets can penetrate even the strongest breastplate or shield.
Most blackpowder weapons are bought from Dwarfs at great expense, though some of the forges of Nuln and Altdorf have started to experiment with making handguns.
Blunderbuss
Cost: 30 gc
Availability: Rare 9
A blunderbuss is a primitive blackpowder weapon, which fires a hail of lead balls, rusty bolts, bent nails, and other assorted scrap metal. It is a powerful, if erratic, weapon and takes such a long time to load that most warriors discard it after the first shot.
Range: Special
Strength: 3
Special Rules
Chaos Dwarf Blunderbuss
GW Troll Magazine
Cost: 40 gc
Availability: Rare 9 (Chaos Dwarfs only)
Chaos Dwarfs are known in battle for using a large number of these infamous blunderbusses on their infantry troops. They employ this same tactic in combat on the streets of Mordheim.
Range: 16"
Strength: 3
Special Rules
Double-barrelled Duelling Pistol
Nemesis Crown Supplement
Cost: 45 + 2D6 gc (80 + 4D6 gc for a brace)
Availability: Rare 11 (Rare 12 for a brace) (Gunnery School of Nuln only)
A natural evolution from the double-barrelled pistol, but it has proven less popular than envisaged. It had been thought that nobles would invest in them as a showpiece and put a stop to pointless duels, as who would want to shoot a rival who could shoot, miss, and then shoot again, even if you got two shots at them as well. Perhaps the designer should have put a few more hours thinking into it.
Range: 9"
Strength: 4
Special Rules
- To hit: roll a single dice as you would normally. This allows for a narrow field of fire emanating from the weapon.
- To wound: roll for each shot individually, as each shot can wound on it's own. Treat each shot that inflicts Critical Hits separately.
- Reloading: After firing both barrels, place 2 tokens on the model. In your next shooting phase remove 1 token to represent one barrel having been reloaded. Token removal should be the last thing done in your shooting phase and you cannot shoot in the same phase as your reload.
- Firing a Brace: If you fire both guns and barrels at the same time, place 4 tokens down, 2 each of different colours (one for each pistol in the brace). Remove one token of each colour every turn.
Double-barrelled Handgun
Nemesis Crown Supplement
Cost: 60 + 2D6 gc
Availability: Rare 10 (Gunnery School of Nuln only)
Created from a request by a Nuln nobleman who had been impressed by a demonstration model, the gunsmiths slaved long and hard to replicate it until a final model was forged. By then the noble had forgotten about it and the Colleges were left with a job lot. These were given to the Gunnery School as a gift and sort of disappeared on route.
Range: 24"
Strength: 4
Special Rules
- To hit: roll a single dice as you would normally. This allows for a narrow field of fire emanating from the weapon.
- To wound: roll for each shot individually, as each shot can wound on it's own. Treat each shot that inflicts Critical Hits separately.
- Reloading: After firing both barrels, place 2 tokens on the model. In your next shooting phase remove 1 token to represent one barrel having been reloaded. Token removal should be the last thing done in your shooting phase and you cannot shoot in the same phase as your reload.
Double-barrelled Pistol
Nemesis Crown Supplement
Cost: 25 + D6 gc (46 + 2D6 gc for a brace)
Availability: Rare 9 (Rare 10 for a brace) (Gunnery School of Nuln only)
Originally created by a forward thinking blacksmith in Ostland for a vampire hunter, the engineers in the College at Nuln picked up on the trick very quickly. The design was simple enough; it is merely a pistol with a pair of barrels and a two-part trigger, which is capable of firing one or both barrels at a time, giving it the ability to punch a hole in even the toughest armour.
Range: 6"
Strength: 4
Special Rules
If firing a single barrel, treat the shot as you would a normal weapon. However when firing both barrels, the method changes slightly:
- To hit: roll a single dice as you would normally. This allows for a narrow field of fire emanating from the weapon.
- To wound: roll for each shot individually, as each shot can wound on it's own. Treat each shot that inflicts Critical Hits separately.
- Reloading: After firing both barrels, place 2 tokens on the model. In your next shooting phase remove 1 token to represent one barrel having been reloaded. Token removal should be the last thing done in your shooting phase and you cannot shoot in the same phase as your reload.
- Firing a Brace: If you fire both guns and barrels at the same time, place 4 tokens down, 2 each of different colours (one for each pistol in the brace). Remove one token of each colour every turn.
Duelling Pistol
Cost: 30 gc (60 gc for a brace)
Availability: Rare 10
A duelling pistol is a work of art, and a gunsmith labours long and hard to produce a single example. They are often carried by Imperial nobles to solve disputes over love and honour, and many a noble has died at dawn in a duel over some grievance.
Duelling pistols are prohibitively expensive weapons and common warriors rarely have them. Even if they do manage to steal or buy one, the ammunition is prohibitively expensive.
Some of the wealthiest warriors in Mordheim carry duelling pistols as status symbols, commanding great respect, admiration and envy.
Range: 10"
Strength: 4
Special Rules
Hand-held Mortar
Nemesis Crown Supplement / Border Town Burning supplement
Cost: 80 + 2D6 gc
Availability: Rare 12 (Gunnery School of Nuln and Maneaters only)
The explosive power of a mortar, in a small enough package to be carried by a single man, the Hand-Held Mortar enables a warrior to launch an explosive into the midst of the enemy, sowing death and disorder.
Range: 24"
Strength: 4
Special Rules
Handgun
Cost: 35 gc
Availability: Rare 8
A handgun is a simple firearm. The quality of construction varies ranging from the crude wooden ‘hakbuts' of the artillery school of Nuln, to the more sophisticated Dwarf firearms that have levers and springs which hold the burning match, and triggers which release the firing mechanism and fire the gun. Handguns are not terribly reliable weapons: the gun barrel occasionally tends to explode violently or the powder fails to ignite. But the weapon has a great range and tremendous penetrating power, making a mockery of even the thickest armour. In Mordheim, handguns are rare and expensive, but a warband which can boast such a weapon will command respect from all its rivals.
Range: 24"
Strength: 4
Special Rules
Hersten-Wenkler Pigeon Bombs
Nemesis Crown Supplement
Cost: 30 + 2D6 gc
Availability: Rare 8 (Gunnery School of Nuln only)
When the full potential of gunpowder was realized in the Empire, it became only a matter of time before some enterprising engineers combined explosives and small animals. After initial failures with attempts to use rats, bats, and dogs, promising results were realized with pigeons. While not completely accurate due to having something of a mind of their own, pigeons are able to get to even distant targets quickly, and are very hard to prevent from reaching their target once they have been launched. Once it gets there, pigeon's small metal harness will fall away, freeing the bomb to ravage a small area below, while the pigeon returns home.
Range: Unlimited
Strength: 4
Special Rules
Hunting Rifle
Cost: 200 gc
Availability: Rare 11
Hochland is a province famed for its hunters, and the preferred weapon of its nobility when they go hunting is a long-ranged rifle. They are extremely rare and precious weapons, and only the most experienced weaponsmiths are capable of manufacturing them.
Range: 48"
Strength: 4
Special Rules
Ostlander Double-barrelled Hunting Rifle
Town Cryer #11, revised in Mordheim Annual 2002
Cost: 300 gc
Availability: Rare 12 (Ostlanders only)
Knowing Ostlanders' penchant for impressive weaponry (and ready willingness to spend excessive amounts of money) a weaponsmith from Hochland decided to weld two barrels together on a pistol and sell it for twice the price. The warband was so impressed with their new weapon that they asked him to do the same to their hunting rifle. Since then, the weaponsmith has been flooded with orders from some of the most powerful warbands in Mordheim.
Range: 6"
Strength: 4
Special Rules
Ostlander Double-barrelled Pistol
Town Cryer #11, revised in Mordheim Annual 2002
Cost: 30 gc (60 gc for a brace)
Availability: Rare 10 (Ostlanders only)
Knowing Ostlanders' penchant for impressive weaponry (and ready willingness to spend excessive amounts of money) a weaponsmith from Hochland decided to weld two barrels together on a pistol and sell it for twice the price. The warband was so impressed with their new weapon that they asked him to do the same to their hunting rifle. Since then, the weaponsmith has been flooded with orders from some of the most powerful warbands in Mordheim.
Range: 6"
Strength: 4
Special Rules
Pistol
Cost: 15 gc (30 gc for a brace)
Availability: Rare 8
A pistol is a small, simple blackpowder weapon fired by a spring mechanism. Most pistols are expensive, unreliable, and poorly constructed.
Range: 6"
Strength: 4
Special Rules
Repeater Handgun
Nemesis Crown Supplement
Cost: 60 + 2D6 gc
Availability: Rare 11 (Gunnery School of Nuln only)
The next step in the evolution of multi-barrelled weapons, a Repeater Handgun mounts a number of handgun barrels around a rotating cylinder, each one firing in turn. Prone to misfiring or other malfunction, Repeater Handguns are still highly sought after items, as they will launch a veritable storm of lead at the enemy if they don't break down.
Range: 24"
Strength: 4
Special Rules
Repeater Pistol
Nemesis Crown Supplement
Cost: 30 + 2D6 gc
Availability: Rare 9 (Gunnery School of Nuln only)
It wasn't long after the invention of the repeater handgun that the same principle was being used on pistols. Still prone to misfiring or other malfunction, they have found a place in gunnery bands armouries. Stories of calm instructors gunning down hordes of foes within feet of themselves are legendary and in all likelihood untrue. But it just could happen...
Range: 6"
Strength: 4
Special Rules
Swivel Gun
Town Cryer #9
Cost: 65 gc
Availability: Rare 8 (Pirate Gunners only)
Pirate Gunners sometimes construct and carry into battle a smaller and lighter version of the real swivel cannons normally attached to pivoting mounts on the ship's railing or sides. Though smaller than regular cannons, swivel guns are larger than normal handguns, so big that they must be held up with the support of wooden support. They are cumbersome, and prone to failure due to imperfect castings or poorly mixed blackpowder, but most gunners agree that they make up for it in sheer power.
Special Rules
Ball Shot
A Swivel Gun firing these heavy lead balls can stop even a charging Ogre dead in his tracks!
Maximum Range: 36";
Strength: 5;
Special Rule: Armour Save -2, Concussion.
Special Rules
Concussion: The impact of the heavy lead projectile is enough to rattle even the hardiest warrior. Treat any resulting Injury Rolls of 2-4 as a Stunned result.
Chain Shot
These lengths of chain and linked metal don't cause as much damage, but can entangle an enemy model and bring him to his knees.
Maximum Range: 24";
Strength: 4;
Special Rule: Armour Save -1, All Wrapped Up!
All Wrapped Up! Enemy hit by Chain Shot which are not wounded are Knocked Down on a roll of 4+, even if they normally can never be Knocked Down.
Grape Shot
Very small pellets, rocks, metal scrap, even rock salt are poured into the barrel from prepared canisters, producing a cloud of shrapnel when fired.
Maximum Range: 24";
Strength: 3;
Special Rule: It's Everywhere!
It's Everywhere! If a hit is scored, D6 other enemy models within 4" of the target and also in Line of Sight will automatically take a single hit. If the original target was in the open, no hits can be applied to models in cover though (only if the original target was in cover can hits go to models in cover as well). The closest enemy model to the target must take the first hit, then the next closest, and so on. Models in Hiding will also count towards being close to the target, and can be hit as well. There is no Armour Save modifier from Grape Shot hits. Pirates know to duck out of the way when they hear a Swivel Gun going off, and thus are never hit by friendly Grape Shot.
Warplock pistol
Annual 2002 FAQ
Cost: 35 gc (70 gc for a brace)
Availability: Rare 11 (Skaven only)
Warplock pistols are terrifying weapons, testimony to the mad genius of Clan Skryre engineers. Warplock pistols shoot ammunition made of magically treated warpstone and wounds caused by warplock pistols are horrible to behold and often cause infections.
Range: 8"
Strength: 5
Special Rules
Armour
When fighting in close combat, a good suit of armour may mean the difference between life and death. The finest armour in the known world is made in Dwarf forges, where the secrets of steel and fire are well understood. Hardened leather jackets are often worn by the hunters of Osterland, while city soldiers prefer mail coats and steel breastplates. The forges of the Empire have many skilled smiths capable of forging fine armour, for the humans learned this craft from Dwarf master smiths in the early days of the Empire.
In Mordheim, only the most wealthy and powerful are able to afford the luxury of owning a suit of armour (the less well-off have to make do with leather tunics and occasionally helmets and wooden shields). The richest leaders of the most successful warbands wear suits of high quality armour and a good suit of armour is just as much a symbol of wealth and power as it is protection against weapons.
Barding
Cost: 80 gc
Availability: Rare 8 (Warhorses only)
Save: +1 to existing save
Special Rules
Buckler
Cost: 5 gc
Availability: Common
Bucklers are small, round shields designed for parrying or deflecting blows. They are usually made of steel for they need to be tremendously durable to survive the brutal blows of hand-to-hand combat. Using a buckler requires great skill, but a nimble warrior can protect himself from blows which would otherwise cripple him.
Special Rules
Chaos Armour
Border Town Burning supplement
Cost: 185 gc
Availability: Rare 13 (Marauders of Chaos, Norse, Beastmen, Chaos Dwarfs, Possessed and Carnival of Chaos only)
Chaos Armour is a suit of strangely-worked and unnatural metal. It is the mark of a Dark God's favour. While most suits of Chaos Armour are received as Gifts from an Infernal Patron, they can be acquired, though only from Chaos Dwarfs in an exclusive exchange for many captives or perhaps some impossible deed to further their interests.
Save: 4+
Special Rules
Cooking Pot Helmet
Citadel Journal 36
Cost: 10 gc
Availability: Common (Mootlanders only)
Any Master Chef worth his salt will remove his silly white hat and put on an even sillier looking cooking pot for protection when a fight is brewing. It may look incredibly stupid, but often results in an intact Halfling head after the battle.
Special Rules
Gromril Armour
Cost: 150 gc
Availability: Rare 11
Gromril is the rarest and strongest metal known of in the Old World. Only a very few Dwarf smiths know the secret of forging gromril, and a suit of armour made from it fetches a huge price.
Save: 4+
Special Rules
Heavy armour
Cost: 50 gc
Availability: Common
Typical heavy armour is made from metal links and is called chain mail. Forging chain mail is a laborious and time consuming process, as the blacksmith must put together hundreds, sometimes thousands, of metal links. This makes chain mail expensive, but this type of armour provides excellent protection for anyone who can afford it.
There are other types of heavy armour as well, of which the best known are the steel breastplates and greaves worn by the foot knights of the Templar orders.
Save: 5+
Special Rules
Helmet
Cost: 10 gc
Availability: Common
From the shining steel helmets of Bretonnian knights to the leather caps of the Skaven, all sensible warriors try to protect the most vulnerable part of their body – their head. Even the most vain fighters still use a helmet, as it can be festooned with plumes, horns and other decorations.
Helmets come in varying shapes and sizes, but their basic function remains the same.
Special Rules
Ithilmar Armour
Cost: 90 gc
Availability: Rare 11
Ithilmar is a silvery metal which is as light as silk and stronger than steel. Elves are experts at fashioning weapons and armour from ithilmar, and the Elven kingdom of Caledor is the only place in the world where this metal can be found.
Save: 5+
Special Rules
Kite Shield
Bretonian Chapel Guard
Cost: 10 gc
Availability: Common (Bretonnian Chapel Guard Knights only)
Save: 5+ on foot, 6+ mounted (or +2 on foot, +1 mounted with armour)
Special Rules
Lamellar Armour
Border Town Burning supplement
Cost: 120 gc
Availability: Rare 9
The blacksmiths forge these heavy armours for in Cathay those noble knights protect the farmsteads. Especially among the Palace Guard of the Cathayan Emperor the plate armour is very common. The armour covers not only its wearer's torso but also the upper arm and thigh.
Save: 4+
Special Rules
Light armour
Cost: 20 gc
Availability: Common
Light armour encompasses a wide variety of materials from hardened leather tunics to chain shirts forged from steel. It does not offer complete protection against arrows or swords, but it is better than having nothing at all. Light armour does not inhibit movement.
Save: 6+
Special Rules
Mechanical Suit
Border Town Burning supplement
Cost: 225 gc
Availability: Rare 14 (Chaos Dwarfs only)
The Curse of Stone comes to all Chaos Dwarf Sorcerers, gradually transforming them to rock from the feet up. Engineers have crafted machines which can transport their Priests as they begin to pay the price for working dark rituals.
Special Rules
Pavise
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 25 gc
Availability: Rare 8
A pavise is a huge shield commonly used by regiments of warriors in battle to defend themselves from the arrows of their enemies. It is a weighty item and little use in a long protracted combat but excellent against shooting.
Save: 6+
Special Rules
Shield
Cost: 5 gc
Availability: Common
There are two types of shield common to the warriors of Mordheim: the first is made of wood, occasionally reinforced with metal plates. This basic type of shield, although strong, does tend to splinter, but this can sometimes save the user's life as his enemy's weapon can get trapped allowing him to strike back whilst his enemy struggles to free his weapon.
Metal shields are heavy and cumbersome, but last much longer and can take a battering. A typical Empire shield is either round or triangular, and carries the emblem of the province or city of its owner.
Save: 6+
Special Rules
Toughened Leathers
Opulent Goods, Mordheim Annual 2002
Cost: 5 gc
Availability: Common
Expert leatherworkers are able to turn leather coats into armor (after a fashion) and those with limited funds often favor these jackets and coats as armor is very expensive. Covered with crusted salt, alcohol and other less savory materials, toughened leather is hard to penetrate and offers some protection in combat.
Save: 6+
Special Rules
Miscellaneous Equipment
This section covers all the strange and unusual equipment your warriors can find in the ruins or buy from the merchants and pedlars in the settlements and villages around Mordheim.
Only Heroes may buy and carry the equipment described in this section. You may not give it to Henchmen unless the rules specifically say so.
Amulet of the Moon
Town Cryer #15 & #23
Cost: 50 gc
Availability: Rare 12 (Amazons only, Rare 11 for Amazons (Lustria))
This ancient amulet creates a shimmering aura around the Amazon that makes it harder for enemies to see them.
Special Rules
Asp Arrows
Town Cryer 18
Cost: 10 gc
Availability: Common? (Tomb Guardians Tomb lord only)
Made from the mummified remains of poisonous snakes, these are guided through the air by ancient magic.
Special Rules
Rarity
Note that no Rarity is given. They were also listed as a Missile Weapon originally even though they function more like special arrows such as hunting arrows which are purchased as Miscellaneous Equipment.
Banner
Opulent Goods, Mordheim Annual 2002
Cost: 10 gc
Availability: Rare 5
Many more established warbands carry a banner or flag, not only to announce their presence but to also act as a rallying point for the warband during a battle.
Special Rules
Bear-Claw Necklace
Town Cryer #11, Mordheim Annual 2002
Cost: 75 +3D6 gc
Availability: Rare 9 (Kislevite Heroes only)
Bears are widely regarded as sacred in Kislev, and a necklace made of their claws (or sometimes their teeth) is considered magical and reputed to have magical powers.
Special Rules
Blessed Stag Hide
Nemesis Crown Supplement
Cost: 40 gc
Availability: Rare 10 (Horned Hunters only)
The animal skin is worn as a drape and is a symbol of honour once blessed by the hierarchs of Taal.
Special Rules
Blessed Water
Cost: 10 + 3D6 gc
Availability: Rare 6 (Common for Warrior-Priests and Sisters of Sigmar; May not be bought by Undead)
The priests of Ulric, Sigmar, Mórr and Manann hold great power over evil. Pure water from a clear fountain, blessed by one of these priests, is said to burn things of darkness and evil.
Special Rules
Book of the Dead
Town Cryer #11
Cost: 200 + D6 x 25 gc
Availability: Rare 12 (Vampires and Necromancers only)
This is a book that contain transcripts from the famous books of Nagash, the Great Necromancer.
Special Rules
Bota Bag
Khemri setting, Town Cryer #18
Cost: 5 gc
Availability: Common
Special Rules
Bugman's Ale
Cost: 50 + 3D6 gc
Availability: Rare 9
Of all the Dwarf brewmasters, Josef Bugman is the most famous. His ale is known throughout the Old World, and widely regarded as the best.
Special Rules
Caltrops
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 15 + 2D6 gc
Availability: Rare 6
Originally used on the battlefield to impede cavalry charges, a caltrop is a small spiked iron ball. In the City of the Damned a pouch of these small items can be enough to deter any attacker who risks serious injury should they try to charge over them.
Special Rules
Cathayan Silk Clothes
Cost: 50 + 2D6 gc
Availability: Rare 9
Some rich warband leaders like to flaunt their wealth and purchase clothes made out of silk from distant Cathay. This silk is the most expensive fabric in the known world, and wearing such clothes is a sure way to attract attention – especially thieves and assassins!
Special Rules
Chest
Border Town Burning
Cost: 5 gc
Availability: Common
Chests are often used to store weapons, equipment and victuals. And sometimes even more valuable luggage can be found inside the 'trunk'.
Special Rules
Claimed Gnoblars
Ogres find simple pleasure in the bickering of Gnoblars and some claim one as their pet for amusement. An astute Gnoblar puts his malice to good use and places the right action at the perfect moment to gain itself a master.
Treat these Gnoblars in all aspects like miscellaneous equipment (they are not models and do not occupy their own bases!). However, if the Ogre owning them was taken out of action in a game, roll a D6 for each of his Gnoblars: on a 1-2 they are dead and removed from their master's equipment. Ogres may own up to two different Claimed Gnoblars. These can be represented on the model they accompany.
Lookout-Gnoblar
Border Town Burning
Cost: 20 gc
Availability: Rare 8 (Maneaters only)
Special Rules
Luck-Gnoblar
Border Town Burning
Cost: 25 gc
Availability: Rare 9 (Maneaters only)
Special Rules
Sword-Gnoblar
Border Town Burning
Cost: 30 gc
Availability: Rare 10 (Maneaters only)
Special Rules
Clan Pestilens Banner
Town Cryer #29
Cost: 10 gc
Availability: Rare 5 (Skaven of Clan Pestilens only)
Special Rules
Compass
Town Cryer #9
Cost: 45 + 2D6 gc
Availability: Rare 9 (Pirates only)
A compass can be a big help on the land as well as at sea, by helping the pirates navigate faster and more accurately around the seemingly random ruins of the blasted city.
Special Rules
Conch Shell Horn
Town Cryer #15
Cost: 25 gc
Availability: Rare 8 (Amazons (Lustria) Piranha Warrior only)
The Conch shell Horn is used by experienced Piranha warriors to warn the warband of approaching enemies.
Special Rules
Elven Boots
Ye Old Curiosity Shoppe, Town Cryer 7, this was removed in the Mordheim Annual 2002
Cost: 75 + D6 x 10 gc
Availability: Rare 12
A rare but highly prized item, Elven boots are made from the finest materials. They are light weight and supple granting the wearer almost supernatural speed to match that of the fey race that created them.
Special Rules
Elven Cloak
Cost: 100 + D6 x 10 gc
Availability: Rare 12
Made from the hair of Elven maidens and interwoven with living tree leaves, an Elven cloak is a wonder to behold. A warrior wearing such a cloak will blend into the shadows, making it very difficult to shoot at them with missile weapons. Elven cloaks rarely come up for sale, but are sometimes recovered from dead warriors or offered by Elves as rewards to men who have served them in some way.
Special Rules
Elven Runestones
Town Cryer #10
Cost: 50 + 2D6 gc
Availability: Rare 11 (Shadow Warrior Weavers only)
High Elven mages are well known as the masters of defensive magic. To aid them, they have developed several mystic runes of power. They often inscribe these runes on semiprecious stones, which can help strengthen an Elven Mage's magical defenses.
Special Rules
Elven Wine
Town Cryer #10
Cost: 50 + 3D6 gc
Availability: Rare 10 (Shadow Warriors only)
High Elven wines are well known to be the best in the world, and some are even rumoured to have magical qualities. A fine Elven Wine can cast out doubt and fear and leave a general feeling of well-being in a warrior.
Special Rules
Enchanted Skins
Town Cryer #15
Cost: 20 gc
Availability: Rare 6 (Amazons (Lustria) only)
The protective skins and charms that the Amazons wear have been warded with defensive magic.
Special Rules
Familiar
Town Cryer #10
Cost: 20 + D6 gc (Gold is spent even on unsuccessful rare roll)
Availability: Rare 8 (Only spell caster may attempt to find) (All warbands*, only spell casters may attempt to find)
Wizards are often solitary, usually shunned by those who can barely conceive of, much less understand, the power these individuals wield. As such, they often share their lives with animal companions, rather than more ‘sentient' beings. Sometimes a magical link will develop between one of these animals and the wizard, to the extent that the wizard begins to see through the animal's eyes, and hear its thoughts. Wizards in different lands favour different types of familiars, depending on their environment: Shadow Weavers tend to favour darkly-coloured animals that can blend into the shadows with them easily-- ravens or darkly-coloured cats are most common. Regardless of their form, familiars are actually not normal members of their kind at all, but rather creatures that have somehow become attuned to the Winds of Magic.
Special Rules
Also, only spell-casters can attempt to ‘find' a familiar. If a familiar is found, it should be modelled on the spellcaster as with any other piece of equipment. A familiar may be placed on a separate base (in fact many of the familiars that GW sells come this way), but if this is done the familiar must always remain in base-to-base contact with the wizard, and it is ignored for game purposes (so it may not attack enemy models or be attacked itself, may not intercept attackers, does not increase the wizard's base size, etc.), other than the effect below.
A wizard with a familiar is allowed to re-roll one failed roll to cast a spell each turn. The result of this re-roll must be accepted, even if it fails, and remember that you may never reroll a re-roll. Spell-users only (does not include users of Prayers). Note that unlike many of the items above, this item is equipment that any warband with a spell-user may use, if he can summon it successfully.
Fire Arrows
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 30 + D6 gc
Availability: Rare 9
Fire arrows are tied with rags soaked in oil bunched tip to a tight pouch that explodes when hitting the target, setting clothes and equipment alight.
Special Rules
Fire Bomb
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 35 + 2D6 gc
Availability: Rare 9
Designed by the dwarf engineers of the World's Edge Mountains, fire bombs are a rare and deadly weapon. A small batch of gunpowder is sealed within an iron casing with a short fuse fed into it.
Special Rules
Firecrackers
Border Town Burning
Cost: 20 gc
Availability: Rare 9
These tiny explosives are too weak to set something on fire or to injure human beings. Firecrackers generate a loud noise, causing alarm in animals.
Special Rules
The model can also throw the firecrackers in the shooting phase. It may throw them at any point in 8” distance. All Mounts or Animals in 3” around the detonation spot have to take a Ld test. If it fails, mounts have to roll on the Whoa Boy! table, and animals flee as if they failed an all alone test. There are enough firecrackers to last for one game.
Flash Powder
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 25 + 2D6 gc
Availability: Rare 8
An ancient Dwarf creation, flash powder is used in mines to illuminate darkened fissures in the search for gold and other precious minerals.
Special Rules
Fog-enhancing Warpstone Shards
Town Cryer #29
Cost: 100 + D6 x 10 gc
Availability: Rare 9 (Skaven of Clan Pestilens only)
When put inside a censer these warpstone shards have the peculiar characteristic of making the resulting clouds of pestilential fumes thicker than usual.
Special Rules
Forest Cloak
Town Cryer #29
Cost: 50 gc
Availability: Rare 10 (Outlaws of Stirwood Forest Heroes only)
Some Outlaws use Forest Cloaks to camouflage themselves against being seen by their enemies.
Special Rules
Garlic
Cost: 1 gc
Availability: Common (May not be bought by Undead)
Garlic is a common herb grown in most gardens of the Empire. It is said to ward off Vampires and other denizens of the dark.
Special Rules
Halfling Cookbook
Cost: 30 + 3D6 gc
Availability: Rare 7 (Undead or the Carnival of Chaos may not use this item)
All Halfling chefs have their own secret recipes, and these are recorded in tomes handwritten in Mootland, the home country of the Halflings. Food prepared according to these recipes will attract warriors during these lean times.
Special Rules
Hammer of Witches
Opulent Goods, Mordheim Annual 2002
Cost: 100 gc
Availability: Rare 10 (Witch Hunters only)
The pages in this tome describe the servants of Chaos, witches, heretics, deviants, mutants, warlocks, blasphemers, necromancers, sinners and other enemies of Sigmar in all their foulness.
Special Rules
Hardtack Biscuits
Town Cryer #9
Cost: 5 gc
Availability: Common (Pirates only)
Any Pirate may bring some of these dense breads to eat during a battle, filling him with… well, something pretty dense and bread-like (the ship's cook refuses to divulge the exact ingredients).
Special Rules
Holy (Unholy) Relic
Cost: 15 + 3D6 gc
Availability: Rare 8 (Rare 6 for Warrior-Priests and Sisters of Sigmar)
In this age of superstition and religious fanaticism, holy objects are an important part of life. Relics abound in the Old World: hairs of Sigmar, pieces from Ulric's hammer, teeth of Daemon Princes, all are sold to men needing encouragement before battle and as charms against sorcery.
Special Rules
You can only ignore the first Leadership test in any single game – owning two or more holy relics will not allow you to ignore second and subsequent tests.
Holy Tome
Cost: 100 + D6 x 10 gc
Availability: Rare 8 (Warrior-Priests and Sisters of Sigmar only)
Books of prayers and descriptions of the holy deeds of religious heroes like Sigmar Heldenhammer are copied by hand in the scriptoriums of Sigmar and Ulric, and given or sold to the faithful. Of these tomes, the Deus Sigmar is the most common and well known, but other texts such as the Scriptures of Sigmar are also sold to those who follow the faith. A holy man can recite his prayers from such a book, strengthening his faith and belief.
Special Rules
Hook Hand
Town Cryer #9
Cost: 4 gc
Availability: Common (Pirates only)
Pirates who have lost a hand or arm due to a Hand Injury or Arm Wound can be fitted with a sharpened metal hook.
Special Rules
Hunting Arrows
Cost: 25 + D6 gc
Availability: Rare 8
The best hunting arrows are made by the hunters of Drakwald forest. They have sharp, barbed arrowheads which cause excruciating pain when they hit their target. A skilled archer can severely injure his target with a single arrow.
Special Rules
Iron Shod Boots
Ye Old Curiosity Shoppe, Town Cryer 7, this was removed in the Mordheim Annual 2002
Cost: 20 + 3D6 gc
Availability: Rare 8
If a warrior looks hard enough he could be lucky enough to find a cobbler who will make him a pair of iron shod boots. They are tougher than even ordinary Reikland boots, so tough in fact that can be used to deliver a vicious kick attack.
Special Rules
Jolly Roger
Town Cryer #9
Cost: 40 + 2D6 gc
Availability: Rare 9 (Pirates only)
Ah, the sight of the Jolly Roger waving in the wind is enough to bring a tear to the eye of even the toughest old salty dog.
Special Rules
Any Pirates within 12" of the Jolly Roger never count as being all alone in combat. Carrying the banner takes up one hand though, so that model may not carry or use any two-handed weapons during the game. Note that Swabbies, lacking the true Pirate spirit, do not gain any benefit from the Jolly Roger.
Ladders
Border Town Burning
Cost: Small: 5 gc, Large: 10 gc
Availability: Small: Common, Large: Rare 5
A ladder is a useful tool for reaching higher ground such as scaling walls or trees.
Special Rules
Ladders are considered open ground and do not affect the model's movement rate (see Mordheim Rulebook). Any model in base contact with a ladder may try to knock it over in the hand-to-hand combat phase. The model must pass a Strength test with a –1 modifier for every model on the ladder after the first. If the test is successful treat the models as falling from where they were.
Small ladders have a length of up to 3”, large ladders are longer than 3”.
Lamp of the Djinn
Khemri setting, Town Cryer #17
Cost: 50 + 2D6 gc
Availability: Rare 12
These are exceptionally rare items that date back to the time of the Sultan Jaffar. It was said that the Sultan used magic and dark ritual to bind strange daemonic entities to mundane, everyday items so that he could call upon their powers but hide their true identity. Occasionally, one of these items finds its way into the hands of those foolhardy or reckless enough to try to use the powers of the dread Djinn.
Special Rules
D6 | Light |
---|---|
1 | Gain D6 Experience points |
2 | Gain one skill from your skill list |
3 | Gain D6x10 gc |
4 | Gain a random item from the equipment list |
5 | Choose an item from the equipment list |
6 | Roll twice more on this chart |
D6 | Dark |
---|---|
1 | Nothing happens |
2 | Nothing happens |
3 | Lose D6x10 gc |
4 | Lose D6 weapons |
5 | Lose the lamp |
6 | Roll once on the injury chart |
Lantern
Cost: 10 gc
Availability: Common
Special Rules
Liber Bubonicus
Town Cryer #29
Cost: 200 + D6 x 25 gc
Availability: Rare 12 (Skaven of Clan Pestilens only)
Special Rules
Arcane Lore
This item replaces the Tome of Magic for Skaven of Clan Pestilens. For the Tome of Magic, the skill Arcane Lore is used to learn Lesser Magic, it is assumed this was meant for the Liber Bubonicus as well. For gameplay purposes it matters little as the warrior is still required to learn an academic skill.
Liturgicus Infecticus
Town Cryer #29
Cost: 30 + 2D6 gc
Availability: Rare 8 (Skaven of Clan Pestilens only)
Special Rules
Lock Picks
Empire in Flames supplement
Cost: 15 gc
Availability: Rare 8
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.
Special Rules
Lucky Charm
Cost: 10 gc
Availability: Rare 6
These take many shapes, but the most common are symbolic hammers that a pious Sigmarite Priest has touched, or carved heads of ancient Dwarf gods.
Special Rules
Magic Carpet
Khemri setting, Town Cryer #17
Cost: 50 + 4D6 gc
Availability: Rare 12
These wondrous items from a forgotten age are even rarer than the lamps of the Djinn and are thought to have originated from the distant long dead Sorcerer's Isles.
Special Rules
Magic Gourd
Khemri setting, Town Cryer #18
Cost: 10 gc
Availability: Rare 7
Special Rules
Magic Gubbinz
Nemesis Crown Supplement
Cost: 50 gc
Availability: Rare 9 (Forest Goblins only)
These are odds and ends carried around by the Shaman to focus his powers. Most are bat feet, lizard lips, and the like, but still seem to provide benefits to their owner.
Special Rules
Map of Cathay
Border Town Burning
Cost: 20 + 4D6 gc
Availability: Rare 9
There are many maps circulating for various regions around Cathay and the borderlands. Most of them cannot be trusted but now and then a warband may get hold of a valuable chart.
Special Rules
D6 Result | Outcome |
---|---|
1 | The map is fake and completely useless! |
2-3 | The map shows the way to a mysterious lady. As the warband follows the depicted route, the first random happening to occur in the next battle will be "The Old Crone" (56) automatically. |
4-5 | The next time a roll of 4+ is scored on the progress table, the warband with a map of Cathay automatically counts as having the most campaign points and thus may choose the next scenario. If both warbands have a map of Cathay, compare campaign points as usual. |
6 | The map leads to the hideout of Belandysh! Whenever the warband with this map rolls a 1 for random happenings, they may choose to have the "Belandysh comes!" (42-43) event happen automatically instead of determining at random. |
Monkey's Paw
Khemri setting, Town Cryer #17
Cost: 50 + D6 gc
Availability: Rare 10
Fashioned during the strange religious rites of the nomadic Tuareg people, this item is of similar potency to the Lamp of the Djinn. As with the fickle powers of the Djinn the, Monkey's paw is not always beneficial to its owner.
Special Rules
D6 | Light |
---|---|
1 | Gain D6 Experience points |
2 | Gain one skill from your skill list |
3 | Gain D6x10 gc |
4 | Gain an extra Hero even if it is above your maximum allowed |
5 | Gain an extra Henchman even if it is above your maximum allowed |
6 | Roll twice more on this chart |
D6 | Dark |
---|---|
1 | Lose D6 Experience points |
2 | Lose one random skill |
3 | Lose D6x10 gc |
4 | Lose a Hero |
5 | Lose a Henchman |
6 | Lose the paw |
Mordheim Map
Cost: 20 + 4D6 gc
Availability: Rare 9
Some survivors of the cataclysm still remain in the many settlements around Mordheim, and make a living by preparing maps of the city from memory. Many of these maps are faked, and even real ones are often crude and inaccurate.
Special Rules
When you buy a map, roll a D6:
D6 | Result |
---|---|
1 | Fake. The map is a fake, and is completely worthless. It leads you on a fool's errand. Your opponent may automatically choose the next scenario you play. |
2-3 | Vague. Though crude, the map is generally accurate (well... parts of it are... perhaps!). You may re-roll any one dice during the next exploration phase if you wish but you must accept the result of the second roll. |
4 | Catacomb map. The map shows a way through the catacombs into the city. You may automatically choose the scenario next time you fight a battle. |
5 | Accurate. The map is recently made and very detailed. You may re-roll up to three dice during the next exploration phase if you wish. You must accept the result of the second roll. |
6 | Master map. This is one of the twelve master maps of Mordheim made for Count von Steinhardt of Ostermark. From now on you may always re-roll one dice when rolling on the Exploration chart as long as the Hero who possesses this map was not taken out of action in the battle. |
Nehekharan Map
Khemri setting, Town Cryer #18
Cost: 20 + 4D6 gc
Availability: Rare 10
Special Rules
Net
Cost: 5 gc
Availability: Common
Steel nets, such as those used by Pit Fighters, can be used in battles.
Special Rules
Net
"All one use only items are clearly identified as such. Net is not, so it can be recovered between battles. As indicated in the colour text, it can indeed be torn, cut etc. during battle, but the warrior will simply repair it. I mean swords get bent, shields splintered, armour battered, spear points get blunted during a typical Mordheim battle, and we simply consider the warriors have the basic skills to repair such damage. Same goes for the nets."
- Tuomas Pirinen, Facebook
Nomad Robes
Khemri setting, Town Cryer #18
Cost: 25 gc
Availability: Rare 8
Special Rules
It's Raining: The robe protects the warrior's equipment. When rolling a D6 each time that you fire a black powder weapon, the shot is only wasted on a 1.
Hot as Hades: A warrior wearing a Nomad Robe only suffers a penalty of -1 to WS and BS and he only requires the normal amount of water.
Hot: A warrior wearing a Nomad Robe suffers no penalty to WS or BS. If at least half of the warband are wearing Nomad Robes, they only require the normal amount of water.
Dust Storm: The robe has no effect – not even the Nomad Robes can protect the warrior from the ferocity of the storm. Apply rules for a Dust Storm as normal
Parrot
Town Cryer #9
Cost: 15 gc
Availability: Rare 8 (Pirate Captain and Mates only)
Squawk! Pieces of Wyrdstone, Pieces of Wyrdstone! A well trained parrot is excellent at distracting opponents, either by shouting out loud at them or flying around getting in their way.
Special Rules
Peg Leg
Town Cryer #9
Cost: 8 gc
Availability: Common (Pirates only, one per model)
Any Pirate suffering a Leg Wound or Smashed Leg can opt to have his ruined leg replaced with a stout wooden peg leg.
Special Rules
Poisoned Weapon
Nemesis Crown Supplement
Cost: +25 gc
Availability: Common (Forest Goblins only)
Forest Goblins commonly jab their weapon points into the bodies of giant spiders in hopes of coating them with deadly poison.
Special Rules
Poisons and Drugs
The use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades.
Poison may not be used with blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
Black Lotus
Cost: 10 + D6 gc
Availability: Rare 9 (Not available to Witch Hunters, Warrior-Priests or Sisters of Sigmar. Rare 7 for Skaven and Lizardmen, 10 gc and Common For Skink Heroes)
In the deepest forests of the Southlands grows a plant that is extremely poisonous. It is known as Black Lotus and is much sought after by alchemists, assassins, wizards of the Western Coast and bored wives.
Special Rules
Crimson Shade
Cost: 35 + D6 gc
Availability: Rare 8
Crimson Shade is the name given by Old Worlders to the leaves of the blood oak of Estalia. It is an extremely addictive drug, but grants its users inhuman quickness and strength.
Special Rules
Dark Venom
Cost: 30 + 2D6 gc
Availability: Rare 8 (Not available to Witch Hunters, Warrior-Priests, or Sisters of Sigmar. Rare 6 for Dark Elves and Lizardmen, 20 gc and Common For Skink Heroes)
This is a poison extracted from Heldrakes, gigantic sea serpents that plague the Western Ocean and the coast of Naggaroth. The slightest wound infected by Dark Venom causes excruciating pain, incapacitating the bravest of men.
Special Rules
Healing Herbs
Cost: 20 + 2D6 gc
Availability: Rare 8 (Common for Amazons (Lustria))
Certain plants that grow on the banks of the River Stir have curative properties. Herbalists collect their roots and leaves and use them to treat the sick and wounded.
Special Rules
Healing Herbs
"Healing Herbs were meant to be under Poison and Drugs. This is an oversight. Should be one and done. But RAW, unlimited use, and therefore OP. Luckily this is Mordheim, and all players should agree this was an oversight."
- Tuomas Pirinen, Facebook
Mad Cap Mushrooms
Cost: 30 + 3D6 gc (25 gc for Orc Mob)
Availability: Rare 9 (Common if warband includes Goblins)
The feared cult of Goblin Fanatics of the Worlds Edge Mountains use these hallucinogenic mushrooms to drive themselves into a frenzied state.
Special Rules
Mandrake Root
Cost: 25 + D6 gc
Availability: Rare 8
The man-shaped Mandrake Root grows in the rotting swamps of Sylvania. It is a noxious, deadly plant which is highly addictive and slowly kills its users, but also allows them to shrug off almost any pain.
Special Rules
Manticore Spoor
Border Town Burning
Cost: 30 + 2D6 gc
Availability: Rare 9
A soporific substance just as lethal as the beast which excreted it. Penetration of the victim's flesh by a warrior's blade smeared with fresh dung from a Manticore induces a dreamless sleep state followed by near certain death.
Special Rules
Reptile Venom
Lustria setting, Town Cryer #11
Cost: 5 gc
Availability: Common (Skink Henchmen only)
Special Rules
Spider Spittle
Border Town Burning
Cost: 30 + D6 gc
Availability: Rare 7
Toxins are harvested from small animals poisoned by spider bites to concoct a paralytic dose. A blade envenomed with the arachnid poison can be used to paralyze a foe in close quarters.
Special Rules
Tears of Shallaya
Cost: 10 + 2D6 gc
Availability: Rare 7 (Not available to Possessed or Undead models)
Tears of Shallaya are vials of water from the holy spring in Couronne. Shallaya is the goddess of healing and mercy and it is said that this water has curative properties and is proof against any poison.
Special Rules
There is enough liquid in a vial of the Tears of Shallaya to last for the duration of one battle.
Vial of Pestilens
Lustria setting, Town Cryer #11
Cost: 25 + 2D6 gc
Availability: Rare 9 (Skaven only)
This small crystal vial contains an extremely potent and rapid disease. A single sniff is enough to melt the airways and leave the victim drowning in its own blood. It is, however, short lived and only remains dangerous for a few seconds before it is neutralised in the air.
Special Rules
Powder Keg
Border Town Burning
Cost: 15 gc
Availability: Rare 7
A powder keg is treated as a chest with one exception: it can be caused to explode!
Special Rules
The model must hit and wound as usual (Toughness 4). Then roll a D6: on a 4+ the keg explodes (remove the keg from the game). If the model rolled a critical hit the keg automatically explodes.
An exploding powder keg causes an automatic Strength 6 hit to all models within a range of D6+3”.
When playing the Horrors of the Underground scenario, roll another D6: on a 4+ the explosion caused the tunnel to cave in. Place a marker at the powder keg's previous position as described in the Tunnel collapse event.
Rabbit's Foot
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 10 gc
Availability: Rare 5
The rabbit's foot is it symbol of good luck and often worn about the neck on a thin cord of leather by superstitious warriors.
Special Rules
Rain Coat
Border Town Burning
Cost: 10 gc
Availability: Common
Rain Coats or Capes protect its wearer – and especially his equipment – from becoming soaked with water.
Special Rules
Red Toof Tribal Jewellery
Nemesis Crown Supplement
Cost: 40 gc
Availability: Rare 9 (Forest Goblins only)
Only proving one's prowess in battle can attract the attention of this cadre of warriors. Once inducted to the tribe, the warrior undertakes excessive body piercing!
Special Rules
Rope & Hook
Cost: 5 gc
Availability: Common
A warrior using a rope & hook will find it much easier to move amongst the ruins of Mordheim.
Special Rules
Rosary
Border Town Burning
Cost: 10 gc
Availability: Rare 6
A rosary is made of stone or ivory beads and other blessed ornaments lined up on a chain. It helps concentrate while praying or meditating.
Special Rules
Scorpion Ring
Khemri setting, Town Cryer #18
Cost: 10 + D6 gc
Availability: Rare 11
Special Rules
Scroll of the Rat Familiar
Town Cryer #29
Cost: 25 + D6 gc
Availability: Rare 8 (Skaven of Clan Pestilens only)
Special Rules
The Rat Familiar is a Giant Rat enchanted with the Scroll of the Rat Familiar.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Sea Dragon Cloak
Town Cryer #12
Cost: 50 + 2D6 gc
Availability: Rare 10 (Dark Elves only)
Dark Elf Corsairs use special cloaks fashioned from Sea Monsters that dwell deep in the oceans depths. These cloaks are tough and resilient and offer Dark Elves with a very good amount of protection.
Special Rules
Armour
It was never fully clarified whether the Sea Dragon Cloak may be combined with armour and shields. Some argue it may not, as the cloak specifies a base armour save, others state that as it is a Miscellaneous Equipment item, it should be possible to combine with a suit of armour, in which case it improves the save by 2 in melee, and 3 versus ranged attacks.
Smoke Bomb
Border Town Burning
Cost: 30 + 2D6 gc
Availability: Rare 10
The Cathayans are experts in working with blackpowder, poisons and other strange natural ingredients far superior to anything known to alchemists of the Old World. Smoke bombs are especially popular with thieves and assassins.
Special Rules
Models within the smoke may not attack/shoot or be attacked/shot at. Same applies to casting spells and prayers. Models engaged in close combat are immediately moved 1" away from each other.
As models cannot see through the smoke, they cannot attack through it either.
However, models can move in the smoke, out of it and through it as normal. Note that the Augur of the Sisters of Sigmar is not affected by smoke bombs due to her Blessed Sight.
Whenever a model carrying a smoke bomb is knocked down, stunned or out of action, the bomb detonates on a roll of 4+. Note that no extra roll is needed when a stunned model turns knocked down at the beginning of its turn.
Snake Charmer's flute
Khemri setting, Town Cryer #18
Cost: 10 + D6 gc
Availability: Rare 9
Special Rules
Spy Glass
Town Cryer #9
Cost: 20 gc
Availability: Rare 8 (Pirates only)
A pirate can use his trusty spy glass to examine the combat ground, spotting any yellow dogs who try to sneak about!
Special Rules
Squig Prodder
Town Cryer #6
Cost: 15 gc
Availability: Common (Goblins only)
This item is a long pole with a trio of spikes at the end. It is used by Goblin Squig herders to keep their livestock in line. Cave Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they've all been on its pointy end more than once!
Special Rules
Standard of Nagarythe
Town Cryer #10
Cost: 75 + 3D6 gc
Availability: Rare 9 (Shadow Warriors only, (May only be purchased when the warband is created))
While many Shadow Warrior Warbands are simply wandering, some represent groups that have been sent from Ulthuan on some special mission for the Phoenix King. Such bands are really closer to military units than loose bands of warriors. As such, they tend to retain their unit insignia and other trappings. Chief among these is the unit standard. A unit's colours can hold a lot of meaning, particularly when the warriors in that unit lack a true home. A Shadow Warrior band normally makes their standard by hand; cost and rarity represent the difficulty of finding the proper materials (fine silks and thread of gold, for example).
Special Rules
Superior Blackpowder
Cost: 30 gc
Availability: Rare 11
The model has acquired a better quality of blackpowder than is normally available.
Special Rules
Tarot Cards
Opulent Goods, Mordheim Annual 2002
Cost: 50 gc
Availability: Rare 7 (Not available to Witch Hunters or Sisters of Sigmar)
Though declared blasphemous and illegal by the Grand Theogonist, the Tarot of Stars is said to foretell the future for those who dare to consult it. Not available to Witch Hunters or Sisters of Sigmar.
Special Rules
Telescope
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 75 + 3D6 gc
Availability: Rare 10
Common to the great astronomers in the observatories at Nuln, telescopes are a useful, if highly rare, item to have in the City of the Damned. The keen view offered by these instruments makes shooting easier and gives an unparalleled awareness of a warrior's surroundings.
Special Rules
Tome of Magic
Cost: 200 + D6 x 25 gc
Availability: Rare 12 (Not available to Witch Hunters or Sisters of Sigmar)
Sometimes books of forbidden lore are offered for sale in the markets and dark alleys of the settlements around Mordheim.
Special Rules
Arcane Lore
If the warband doesn't contain a wizard, a warrior with the Arcane Lore skill may use the Tome of Magic to learn Lesser Magic
Torch
Empire in Flames supplement
Cost: 2 gc
Availability: Common
Warriors lacking the funds for a lantern may have to make do with torches.
Special Rules
Treasure Map
Town Cryer #9
Cost: 75 + 4D6 gc
Availability: Rare 10 (Pirates only)
Pirates may use a Treasure Map instead of regular exploration of the city ruins. It represents the location (possibly) of a treasure stash another pirate band was forced to bury, before they could bring the booty to a safe hide away.
Special Rules
D6 | Result |
---|---|
1 | The map turns out to be a fake! However, you do manage to return and trounce the bilge-drinking swine who sold it to you, and he gives your Warband D6x5 gold crowns to make amends (and prevent himself getting keel-hauled!). |
2 | The map leads your crew to a minor stash. After some hours digging, the find a chest containing 1 shard of wyrdstone and some jewels worth 2D6x10 gold crowns. |
3 | The map reveals one of the fabled alestashes of Long Drong Slayer himself! You uncover several barrels of the finest rums, ales, and other assorted spirits. One is a barrel of Bugman's XXXX, which can be used as per the rules for Bugman's Ale. After 'sampling' many of the other barrels, the remainders are sold off for 2D6x10 gold crowns (after the crew wakes up, of course). |
4 | Buried deep in the ruins of an unassuming hovel you find several chests filled with fine clothes, plus several notebooks outlining blackmail information for many of the local trading merchants. You realise this must be one of the stashes left by Facio, the great Tilean trickster and rogue. Armed with your new clothing and information, on your next visit to the trading posts you may buy any one item listed on the regular Price Chart as if it was Common (except any other Pirate Warband unique items, such as Swivel Guns or Treasure Maps), assuming you have the money. Once the transaction is complete, you turn around and sell the notebooks to his competitors for 2D6x10 gold crowns, and make any other trading post purchases as normal. Also, if in your next game your warband captures anyone, or finds any Stragglers or Prisoners, the fine clothing impresses them quite a bit! The Captain's Leadership is increased by +1 when testing to see if any join your warband. |
5 | The treasure chest that is found has been carefully booby-trapped! One of your Heroes must try to penetrate the maze of poisoned dart-shooters and collapsing pathways that surround the chest by passing an Initiative test. If he passes, his expert approach reveals a Lucky Charm near the chest (which he claims for himself!), and 3D6x10 gold crowns in the chest itself. If he fails the test, he must sit out the next game as he recovers, but the crew do manage to open the chest now that the traps have been set off and gain the gold as above. They do not find the Lucky Charm though as it is drawn back into it's hiding place, there to await a more careful adventurer. |
6 | Your crew bow their heads in reverent silence, as the map has lead them to one of the legendary secret burial spots used by Black-Wyrd the Pirate King, first and finest pirate to ever ravage Mordheim. Known for tying shards of Wyrdstone into the thick strands of his hair and beard and then setting them alight so they set off sparks of unholy fire, he was rightly feared by all Warbands throughout the land and sea. Though only a small chest is found at the site, when opened it reveals 2+D3 shards of Wyrdstone, plus a Mordheim Map! |
Trip Wire
Nemesis Crown Supplement
Cost: 15 gc
Availability: Common (Horned Hunters only)
Horned Hunters are expert trappers.
Special Rules
When a model, friend or foe, moves within 2" of the marker he risks setting off the trap – roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Hero won't trigger his own traps).
If the trap did not wound the model or it didn't trigger, the victim may finish his move otherwise he is placed knocked down or stunned 2" from the marker. The marker is removed whether the trap was triggered or not.
Vehicles
The Wagons and Boats were included in Town Cryer #24, and expanded on in the Empire in Flames Supplement.
Engine of Chaos
Border Town Burning supplement
Cost: 195 gc
Availability: Rare 10 (Chaos Dwarfs only)
Gaolers lock up their victims in a twisted daemonic machine crafted by the industrial insanity of Chaos Engineers. The vehicle is a living prison on wheels. Armoured engines transport captives to the Dark Lands, to feed fuel to furnaces or to become sacrifices.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Engine | - | - | - | - | 8 | 4 | - | - | - |
Wheel | - | - | - | - | 6 | 1 | - | - | - |
Daemon | 6 | - | - | - | 6 | 3 | - | - | - |
Special Rules
The Daemon has released itself from the sorcery which bound it to the Engine of Chaos. The Engine moves 6" straight ahead and then comes to a halt. The vehicle may no longer move for the remainder of this battle.
Models held as captives can be set free by destroying the Engine of Chaos or by using the prison keys. If a model puts one of the Chaos Dwarf warband's Gaolers out of action they take the keys. A model that takes the keys may free the captives by moving into base contact with the engine. If the Chaos Dwarfs rout before this happens or if the model with the keys is taken out of action (losing the keys to a new keeper), the captives remain captured. Freed captives must always move towards the closest table edge. Captives not from participating warbands use the basic profile for human warriors (see Mercenary warband). Rescued captives return to their former warbands.
Captives | Hashut's Reward |
---|---|
1-3 | +1 Experience points for the leader. |
4-5 | +D3 Experience points which can be distributed among the Heroes. |
6 | +2D3 Experience points which can be distributed among the Heroes plus D6x5 gold crowns. |
Opulent Coach
Opulent Goods, Mordheim Annual 2002
Cost: 250 gc
Availability: Rare 10
Truly successful warband leaders are quite willing to waste their money on extravagant excesses such as rare wines, jewel-encrusted weapons and armor and Cathayan spices. The height of such indulgence is an opulent coach, which the warband leader can use for driving around the settlements surrounding Mordheim. There are few things that will impress commoners, or incur the wrath and envy of other, less successful leaders, as much as an opulent coach.
Special Rules
Border Town Burning
Since the opulent coach was written long before the rules for wagons, we suggest that it is treated as a wagon with two draft horses, where the additional 70 gold crowns (100 gc wagon + 2 x 40 gc horses = 180 gold crowns total) spent, grants the +3 bonus for finding rare items.
With respect to the previous rules whereby an opulent coach must not be placed on the table, we suggest the following. The warband may choose either to leave the opulent coach at their camp or to use the coach in battles. The warband may always use the coach when visiting the merchants after the battle.
Note that a merchant caravan may not buy an opulent coach to replace a destroyed trade wagon with. They must have the trade wagon to transport goods and offer their specialist services. They can always buy a stage coach, wagon or opulent coach in addition to the trade wagon. That would be sure to impress!
Rickshaw
Border Town Burning
Cost: 70 gc
Availability: Rare 8 (Humans only)
Rickshaws are two-wheeled carts pulled by a human runner. Affluent merchants, influential officials and other members of the social elite can be seen using this means of transport to move about in the city.
Special Rules
There is one seat in the rickshaw for one passenger to sit down. Boarding and deboarding the cart works the same way as mounting and dismounting.
Models shooting at a rickshaw get a +1 on their ‘to hit' rolls. For each hit, roll on the table below to determine which part of the rickshaw and crew is hit. Then apply ‘to wound' rolls accordingly.
D6 | Result |
---|---|
1-2 | Runner |
3-4 | Rickshaw (Toughness 8, Wounds 2) |
5 | Wheel (Toughness 6, Wounds 1) |
6 | Passenger |
In hand-to-hand combat attackers may choose whether they want to attack the runner, a wheel, the rickshaw itself or the passenger as long as they are in base contact with the respective part. The passenger is hit on 6+ only.
Note that as soon as one of the wheels is destroyed (i.e. loses its last wound) the rickshaw can be pulled no more. Unless the rickshaw is destroyed completely it can be repaired after the battle.
Rowboat, Riverboat, River Barge
Town Cryer #24, Empire in Flames
Cost: 40 gc / 100 gc / 200 gc
Availability: Rare 7 / Rare 8 / Rare 9
Special Rules
For all the rules on how to use Rowboats, Riverboats, and Barges in your campaign, see the Vehicles of the Empire section.
Skeleton Chariot
Town Cryer 18
Cost: 200 + 10D6 gc
Availability: Common? (Tomb Guardians only)
A Skeleton Chariot is made from the bones of the dead, pulled by two Skeleton Steeds and ridden by a member of the warband.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 4 | 4 | 3 | - | - | - |
Steed | 8 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 |
Special Rules
In combat, enemy warriors in contact may elect to strike the chariot or its driver. If hitting the chariot, the attacker must still make a to hit roll against the charioteer. If in base contact with only a Skeletal Steed, then only the steed can be hit.
Skill Requirement
To use the Skeleton Chariot to it's full effect, Tomb Guardian have access to an additional skill:
Drive Chariot (academic)
Chariots are very difficult to control and a warrior must have this skill to drive a chariot effectively in combat. A charioteer without this skill cannot charge.
Trade Wagon
Border Town Burning
Cost: 180 gc
Availability: Common (Merchant Caravans only)
The many vulnerable items such as Cathayan jewels, spices and silk cloths are stored in the Trade Cart.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Cart | - | - | - | - | 8 | 4 | - | - | - |
Wheel | - | - | - | - | 6 | 1 | - | - | - |
Draft Horse | 8 | 1 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
Special Rules
Wagon, Stagecoach
Cost: 100 gc
Availability: Rare 7 (without draft animals)
Special Rules
For all the rules on how to use Rowboats, Riverboats, and Barges in your campaign, see the Vehicles of the Empire section.
Venom Ring
Khemri setting, Town Cryer #18
Cost: 20 + D6 gc
Availability: Rare 10
The Venom Ring renders the wearer immune to the effects of all poisons.
Special Rules
Victuals
Border Town Burning
Cost: 8 gc
Availability: Common
Special Rules
Vodka
Town Cryer #11, Mordheim Annual 2002
Cost: 35 + 2D6 gc
Availability: Rare 8 (Kislevite Heroes only)
Kislevites live in a harsh land under constant threat of invasion. While this has instilled a seriousness in these people, it has not diluted their love of celebration one bit. If anything, their love of revelry has increased with the hardships they have had to endure, as they have learned that life is fleeting, and any excuse to enjoy what they have been given is not to be squandered. One of the products of this love of life and celebration is a strong alcoholic spirit called vodka. It is also one of the country's most famous exports, though most inhabitants of the Old World find it too harsh for their palates. Kislevites take such enjoyment in this drink and regard it as something almost magical. Mothers give vodka to their families to ward off sickness and to keep them warm in the long winter months, and warriors indulge both for luck and courage. Outsiders often scoff at the reputed properties of this liquor, but it must be said that a Kislevite army that is well supplied with vodka certainly fights better and in higher spirits than one without.
Special Rules
War Horn
Ye Old Curiosity Shoppe, Mordheim Annual 2002
Cost: 30 + 2D6 gc
Availability: Rare 8
The blaring sound of a war horn can be enough to stir the hearts of any warband which it is attempting to bolster. It grants men courage and gives them the will to fight on defiantly.
Special Rules
War Horn of Nagarythe
Town Cryer #10
Cost: 25 + D6 gc
Availability: Rare 6 (Shadow Warriors only)
Similar to the Standard of Nagarythe, units of Shadow Warriors sent into Mordheim often bring with them a war horn to rally around.
Special Rules
Warpstone Amulet
Town Cryer #29
Cost: 10 gc
Availability: Rare 5 (Skaven of Clan Pestilens only)
Special Rules
Wheelbarrow
Border Town Burning
Cost: 5 gc
Availability: Rare 5
Probably the adventurer's best friend, wheelbarrows allow for convenient transport of all sorts of bulky objects like treasure chests and powder kegs.
Special Rules
Pushing a wheelbarrow does not affect the normal movement of the model. However, it cannot charge whilst pushing a wheelbarrow but it may let go of it at any time.
A wheelbarrow can be used to transport cumbersome items such as chests and barrels. First, the item must be dropped on the wheelbarrow. After that, a model can push the wheelbarrow and its load. A wheelbarrow can contain no more than one cumbersome item at a time, but any number of smaller items (weapons, armour and small misc equipment).
Winter Furs
Border Town Burning
Cost: 5 gc
Availability: Common (Not available to Beastmen)
Winter clothes include Snow Shoes and Pelts. A set of pelts includes gloves and snow shoes. A model wearing a pelt clothing is immune to the following special rules from Bitter Cold weather: Deep Snow and Chilling Cold.
Special Rules
Wolfcloak
Opulent Goods, Mordheim Annual 2002, Border Town Burning Supplement
Cost: 10 gc
Availability: Special (Middenheimers, Norse Explorers and Marauders of Chaos only)
In Middenheim it is still considered to be the feat of a true man to slay a great wolf single-handed. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, war and wolves. Middenheimers only.
Special Rules
Wyrdstone Pendulum
Opulent Goods, Mordheim Annual 2002
Cost: 25 + 3D6 gc
Availability: Rare 9
Pendulums made of wyrdstone can reputedly be used to find even more of the magical stone.
Special Rules
Animal Bestiary
What follows is a summary of animals commonly found in various parts of the world, along with a few less common species. Note that animals are not particularly bright and do not gain experience. Note also that ridden animals can be ridden, but that doesn't mean that all of them want to be!
Attack Animals
The most common attack animal in the Old World is the faithful wardog, especially favoured by Witch Hunters. Other warbands have their favoured attack animals - Giant Rats for Skaven, Dire Wolves or Vampires, Cold One Beasthounds for the Druchii, Black Hounds for Lahmian (watch this space!). Whatever the differences between the species, that a warrior with several sets of claws and jaws behind him is a more dangerous opponent than a warrior on his own.
For details of the various attack animals available to different races, see the Mordheim rulebook or the relevant warband lists.
Gnoblar Fighter
Border Town Burning
Cost: 15 + D6 gc
Availability: Rare 9 (Ogres and Chaos Dwarfs only)
Ogres keep Gnoblars as humans keep dogs, except that Ogres don't keep their Gnoblars well. Each Ogre bites his Gnoblar's ear as a form of identification. Once an Ogre starts eating, it's difficult for him to stop. Even if they don't get eaten, the Chaos Dwarfs are likely to round them up and enslave them.
Gnoblars do not count as animals. In all other respects they are treated like War Dogs with the following additional special rules. Gnoblars count as Greenskins but do not suffer from Animosity.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Gnoblar Fighter | 4 | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 5 |
Special Rules
Wardogs
Border Town Burning
Cost: 25 + 2D6 gc
Availability: Rare 10 (Not available to Skaven)
The men of the Empire have always been experts at raising ferocious bloodhounds to guard their cattle and holdings against roaming Goblins and Beastmen. A highly trained wardog is a dangerous opponent and worth its weight in gold in Mordheim.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Wardog | 6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Special Rules
Note
In combat the wardog behaves just like every other warrior, including counting towards rout tests. In the campaign part (shopping, upkeep, exploration), it counts as equipment so does not get counted for upkeep.
Source: Tuomas Pirinen
Ridden Animals
Humans like their horses, Ores their boars, Goblins their wolves. All agree that two legs are good, but four legs are better.
Chaos Steed
Cost: 90 gc
Availability: Rare 11 (Possessed warbands and Marauders with Chosen of Chaos skill only)
Chaos Steeds are malformed, debased parodies of the magnificent warhorses of the Empire. They are used by Possessed and other Chaos warbands.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Chaos Steed | 8 | 3 | 0 | 4 | 3 | 1 | 3 | 1 | 5 |
Special Rules
Note
It is suggested that Chaos steeds should be available to all Chaos warbands, not just those that existed when these rules were originally published.
Cold One
Blazing Saddles, Town Cryer 14:<br /><br />Border Town Burning
Cost: 100 gc
Availability: Rare 11 (Dark Elves, Lizardmen, Norse and Marauders only)
Scaly, mean and stupid, these native creatures of the New World make excellent mounts upon which to fight.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Cold One | 7 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 3 |
Special Rules
Elven Steed
Cost: 90 gc
Availability: Rare 10 (Elves only)
Elven steeds are graceful animals, but have a vicious temperament when called upon to fight. It is rumoured that even Dark Elves breed these fine beasts. Typically, High Elf steeds are grey and white, Wood Elf steeds are tan and white, and Dark Elf steeds are midnight black.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 |
Special Rules
Giant Spider
Cost: 100 gc
Availability: Rare 11 (Goblins only)
The Giant Spider is the stuff of nightmares. Typically 10 to 12 feet long they are highly prized by Forest Goblins as mounts.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Giant Spider | 7 | 3 | 0 | 3(4) | 3 | 1 | 4 | 1 | 4 |
Special Rules
Note
Giant Spiders cannot be used in a warband that already contains Giant Wolves.
Giant Wolf
Cost: 85 gc
Availability: Rare 10 (Goblins only)
The giant wolf is common in most of the mountain ranges of the known world. However, catching one of these nasty, fast‑moving beasts is another thing - especially if you are a Goblin.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Giant Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Mule
Cost: 30 gc
Availability: Rare 7 (any warband)
Their stubbornness is legendary, but even so, these beasts of burden are occasionally ridden by Halflings, Dwarfs and even overweight clerics!
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Mule | 6 | 2 | 0 | 3 | 3 | 1 | 2 | 0 | 4 |
Special Rules
Nightmare
Cost: 95 gc
Availability: Rare 11 (Vampires, Necromancer and Grave Guards only)
The Vampire Counts occasionally need fell steeds to carry them about their business. Who cares if they're dead? They still have legs, don't they?
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Nightmare | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 |
Special Rules
Rhinox
Border Town Burning
Cost: 200 + D6 x 10 gc
Availability: Rare 15 (Ogres, Marauders, Norse and Merchant Caravans only)
Below the ruined realm of the Sky Titans are the ice fields where Rhinox herds and ice elk graze. Rhinoxen have become a cornerstone of culture in the wild kingdoms. To discipline these ill‑tempered beasts of burden requires a momentous feat of strength.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Rhinox | 7 | 3 | 0 | 5 | 5 | 2 | 2 | 3 | 5 |
Special Rules
Riding/Draft Horse
Cost: 40 gc
Availability: Rare 8 (Humans only)
Riding horses are not trained for battle and will not normally attack an enemy. However, they are useful for moving rapidly around the site of a battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Riding Horse | 8 | 1 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
Note
In the original rulebook there was an entry for horses. the only difference is that the one from the rulebook has a weapon skill of 0. This would lead to the horse being hit automatically in hand-to-hand combat and was thus changed to 1 in Border Town Burning.
Temple Dog
Border Town Burning
Cost: 250 + D6 x 10 gc
Availability: Rare 13 (Dragon Monks, Sisters of Sigmar and Priests only)
Magical constructs, chiselled and set from enchanted stone stand immobile guarding temple grounds from intruders. On closer inspection these avatars seem indistinguishable from a normal statue, only springing into life when certain strictures have been violated on the temple grounds. Heavy weathering on the majority of these constructs indicates they may come from an ancient time and that any such magic harnessed during their creation was lost or remains undiscovered. Fanciful tales of hidden shrines, their priests butchered by defilers, now lie concealed in ruin. Ruins watched over by ever vigilant guardians who shall resist all attempts to settle them back into quiet stone, warding off those who dare to unravel the mystery.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Temple Dog | 6 | 5 | 0 | 5 | 5 | 3 | 3 | 3 | 8 |
Special Rules
War Boar
Cost: 90 gc
Availability: Rare 11 (Orcs only)
Large, ferocious and bad‑tempered - a perfect mount for an Ore Warlord. Ore warbands occasionally make use of these noisome beasts while exploring the ruins of Mordheim and beyond. It isn't common though, as the bigger and meaner Orcs tend to take the boars for themselves.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
War Boar | 7 | 3 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
Special Rules
Warhorse
Cost: 80 gc
Availability: Rare 11 (Humans only)
Warhorses are large, well‑trained horses, quite at home in battle. They are primarily used by human warbands.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |