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 (1b)
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 (1b)
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 (1a)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1a)
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 (1c)
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 (1c)
Cost: 20 gc
Availability: Rare 8 (Maneaters only)
Special Rules
Luck-Gnoblar
Border Town Burning (1c)
Cost: 25 gc
Availability: Rare 9 (Maneaters only)
Special Rules
Sword-Gnoblar
Border Town Burning (1c)
Cost: 30 gc
Availability: Rare 10 (Maneaters only)
Special Rules
Clan Pestilens Banner
Town Cryer #29 (1b)
Cost: 10 gc
Availability: Rare 5 (Skaven of Clan Pestilens only)
Special Rules
Compass
Town Cryer #9 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 warband specific items, 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 (1a)
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 (1a)
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 (1c)
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 (1a)
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 (1b)
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 (1b)
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 (1a)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1c)
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 (1b)
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 (1b)
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 (1b)
Cost: 30 + 2D6 gc
Availability: Rare 8 (Skaven of Clan Pestilens only)
Special Rules
Lock Picks
Empire in Flames supplement (1a)
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 (1b)
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 (1b)
Cost: 10 gc
Availability: Rare 7
Special Rules
Magic Gubbinz
Nemesis Crown Supplement (1b)
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 (1c)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1b)
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 (1c)
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 (1c)
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 (1b)
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 (1a)
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 (1c)
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 (1b)
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 (1c)
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 (1b)
Cost: 10 + D6 gc
Availability: Rare 11
Special Rules
Scroll of the Rat Familiar
Town Cryer #29 (1b)
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 (1b)
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 (1c)
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 (1b)
Cost: 10 + D6 gc
Availability: Rare 9
Special Rules
Spy Glass
Town Cryer #9 (1b)
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 (1a)
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 (1b)
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 (1a)
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 (1a)
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 (1a)
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 (1b)
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 (1b)
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 (1c)
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 (1a)
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 armour 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 (1c)
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 (1b)
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 (1b)
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 (1c)
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 (1b)
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 (1c)
Cost: 8 gc
Availability: Common
Special Rules
Vodka
Town Cryer #11, Mordheim Annual 2002 (1b)
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 (1a)
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 (1b)
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 (1b)
Cost: 10 gc
Availability: Rare 5 (Skaven of Clan Pestilens only)
Special Rules
Wheelbarrow
Border Town Burning (1c)
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 (1c)
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 (1b)
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 (1a)
Cost: 25 + 3D6 gc
Availability: Rare 9
Pendulums made of wyrdstone can reputedly be used to find even more of the magical stone.