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
Amazons only, Town Cryer #15 & #23
This ancient amulet creates a shimmering aura around the Amazon that makes it harder for enemies to see them.
Any missile fire directed at a model equipped with the amulet suffers a penalty of -1 to hit. The amulet also confers a special save of 5+ against missile fire.
Animals
Animals are not often offered for sale in Mordheim. The polluted grass and filthy water cause most animals to die quickly, and since hunger is commonplace, many have been butchered for food. However, some horses occasionally go on sale for wealthy leaders who enjoy commanding their subordinates from horseback.
Giant Spider
Goblins only, Town Cryer 14
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 |
---|---|---|---|---|---|---|---|---|---|
7 | 3 | 0 | 3(4) | 3 | 1 | 4 | 1 | 4 |
Special Rules
Poisoned Attack: Giant Spider attacks are poisoned – attacks are considered as Strength 4, but this will not modify any armour saves.
Wall Walk: Giant Spiders (and their riders) may walk up and down walls without making Initiative tests. They may only jump up to 2" across or down, but this does count as a diving charge. When a spider jumps, its rider must make an Initiative test; if this test is failed, something has gone wrong - roll on the Whoa Boy! Table. Note even if the rider has the Running Dismount skill, the maximum diving charge is only 2".
Note: Giant Spiders cannot be used in a warband that already contains Giant Wolves.
Horses & Warhorses
You may mount one of your Heroes on a horse or warhorse in the coming battles.
Horses and warhorses can only be used if you are using the optional rules for mounted models at the back of the book.
Only Humans can buy or use horses and warhorses.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Horse | 8 | 0 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Banner
Opulent Goods, Mordheim Annual 2002
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.
A banner requires one hand to use and can be carried by any Hero in the warband. Friendly warriors within 12" of the banner bearer may re-roll any failed ‘All-Alone’ test; but remember you can’t re-roll a failed re-roll.
Bear-Claw Necklace
Kislevite Heroes only, Town Cryer #11, Mordheim Annual 2002
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.
A warrior wearing a bearclaw necklace receives some of the strength and wild ferocity of the bear it came from. A warrior wearing a bear-claw necklace becomes subject to Frenzy.
Blessed Stag Hide
Horned Hunters only, Nemesis Crown Supplement
The animal skin is worn as a drape and is a symbol of honour once blessed by the hierarchs of Taal.
A blessed hide bestows unchallenged grace to the wearer allowing the re-roll of a failed Initiative test once per turn.
Blessed water
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.
A vial of blessed water contains enough liquid for just one use, and has a thrown range of twice the thrower’s Strength in inches. Roll to hit using the model’s BS. No modifiers for range or moving apply. Blessed water causes 1 wound on Undead, Daemon or Possessed models automatically. There is no armour save. Undead or Possessed models may not use blessed water.
Book of the Dead
Town Cryer #11, Undead only
This is a book that contain transcripts from the famous books of Nagash, the Great Necromancer.
A Vampire can learn Necromantic magic with the Arcane Lore skill and this book and a Necromancer will gain a new spell permanently.
Bugman’s ale
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.
A warband that drinks a barrel of Bugman’s before a battle will be immune to fear for the whole of the battle. Elves may not drink Bugman’s ale as they are far too delicate to cope with its effects. There is only enough ale to supply the warband for one battle.
Caltrops
Ye Old Curiosity Shoppe, Mordheim Annual 2002
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.
There are enough caltrops to last for one use only. They may be used when an opponent decides to charge. The defender simply throws the caltrops into the path of his attacker and they reduce his charge range by D6 inches. If this means that the attacker cannot reach his target then it is a failed charge.
Cathayan silk cloak
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!
Any Mercenary warband whose leader is wearing silk clothes may re-roll the first failed Rout test. However, after each battle in which the leader is taken out of action, roll a D6. On a roll of 1-3 the clothes are ruined and must be discarded.
Clan Pestilens Banner
Skaven of Clan Pestilens only, Town Cryer #29
A model within 12" of the standard bearer of the band, usually a Plague Monk or a Monk Initiate, may reroll once every failed all alone test. The staff of the Clan Pestilens banner counts as a two-handed weapon. A warband may have a single Clan Pestilens banner at any one time. (Clan Pestilens members use this item instead of the normal Banner).
Compass
Pirates only, Town Cryer #9
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.
In any scenarios where players roll to see which side deploys first, then his warband may re-roll their result. This can only be done if the pirate with the compass is not missing the game though! Note that only one re-roll is allowed, even If multiple pirates have a Compass, and if both sides have one then no re-rolls are allowed.
Conch Shell Horn
Amazons (Lustria) Piranha Warrior only, Town Cryer #15
The Conch shell Horn is used by experienced Piranha warriors to warn the warband of approaching enemies.
At the beginning of the game a Piranha warrior may use the horn to re-roll when deciding who deploys first and who goes first. Multiple models that have the horn cannot force a second re-roll.
Elven Boots
Ye Old Curiosity Shoppe, Town Cryer 7
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.
Elven boots increase the wearer’s move characteristic by +1. This can take a warrior’s move value above its maximum.
Elven Cloak
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.
A warrior aiming a missile weapon at a warrior wearing an Elven cloak suffers -1 on his to hit roll.
Elven Runestones
Shadow Warrior Weavers Only, Town Cryer #10
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.
A mage with Elven Runestones may use them to attempt to dispel a spell that has been successfully cast against himself or another member of his warband. To dispel such a spell, the mage must roll against the spell’s Difficulty (Sorcery does not help here). If he succeeds, the spell fails to work. If the roll fails, the spell works normally
Elven Wine
Shadow Warriors Only, Town Cryer #10
Single use.
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.
A Shadow Warrior Warband that drinks Elven Wine before a battle will be immune to fear for the whole of the battle.
Enchanted Skins
Amazons (Lustria) only, Town Cryer #15
The protective skins and charms that the Amazons wear have been warded with defensive magic.
To represent this, any model wearing Skins and Charms receives a 6+ special save versus any wounds inflicted. In addition, the wearer of Skins and Charms is unaffected by enemy magic on a roll of 5+.
Engine of Chaos
Chaos Dwarfs only, Border Town Burning supplement
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
Wagon: The Engine of Chaos follows all rules for Wagons (see Empire in Flames Supplement, p. 30–33) unless specified otherwise here.
Daemon: The Engine of Chaos is powered by the binding of a daemon. All references to draft animals pulling the Wagon should be treated as referring to its daemon. Daemon movement is unaffected by cargo.
Passengers: A Chaos Dwarf must function as the driver. No other models but captives may passage the Engine of Chaos. No more than six captives may be imprisoned in the Engine at a time – large creatures (Ogres, Minotaurs, etc.) count as two models.
Pedal to the Metal: The driver may apply the effects of the lash. If an Engine of Chaos goes out of control for then refer to the Out of Control table. In the event of rolling the result ‘Loss of Control’, replace a result of 5 (The wagon yoke pole snaps…) with;
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.
Prisoners: Models always become captives when fighting a battle against a Chaos Dwarf warband that has an Engine of Chaos by rolling the Captured result on the Serious Injuries table or by being taken out of action by a Man-catcher. Note that in both cases their equipment is lost to the Chaos Dwarf warband. Some results on the Mordheim Exploration chart let Chaos Dwarfs acquire captives: Straggler (one) and Prisoners (D3). From the Empire in Flames Exploration chart: Raving Lunatic (one), Lost Children (two), Mordheim Refugees (D3), The Hanging Tree (one), Small Farm and Large Farm (two).
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.
Hashut's Reward: The Chaos Dwarfs may choose to send captives back to the Dark Lands after a battle. If they do this, any number of captives must be sacrificed to Hashut. The Engine of Chaos plus one Hero must miss the next battle. Unless there is another engine, no models may be captured until they return. Captives must be removed from their warbands rosters permanently. After the Hero rejoins the warband consult the following table.
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. |
Familiar
All*, Town Cryer #10
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.
Familiars cannot actually be purchased as normal equipment. The cost to ‘purchase’ a familiar actually represents the cost of materials to cast the ritual to summon a familiar and form a magical bond with it; the Rarity level represents the chances of the ritual actually working. As such, the cost of the familiar must always be paid if the rarity roll is attempted, regardless of the success of the roll. 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.
*This was introduced with the Shadow Warriors in TC#10, so is considered Grade 1b content.
Fire Arrows
Ye Old Curiosity Shoppe, Mordheim Annual 2002
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.
If you hit with a fire arrow roll a D6. If you score a 4+ your opponent has been set on fire. They must roll a D6 in the recovery phase and score a 4+ to put themselves out or they will suffer a strength 4 hit and will be unable to do anything other than move for each turn they are on fire. Allies may also attempt to put the warrior out. They must be in base contact and need a 4+ to be successful. The fire arrows last for one battle only.
Fire Bomb
Ye Old Curiosity Shoppe, Mordheim Annual 2002
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. When lit the thrower has only seconds before the gunpowder ignites and explodes. This can often prove to be dangerous as if the fire bomb is fused incorrectly it could be the thrower who finds himself amidst the explosion...
The fire bomb may be thrown in the shooting phase in the same way as blessed water (see p53 Mordheim rule book). If the bomb lands on target the warrior hit takes D3 Strength 4 hits with no saves for armour and all warriors, friend or foe, within 1 inch of him take 1 Strength 3 hit with saves as normal. If the throwing warrior rolls a 1 when rolling to hit the bomb misfires and explodes just as if the throwing warrior had been hit by his own fire bomb!
Flash Powder
Ye Old Curiosity Shoppe, Mordheim Annual 2002
An ancient Dwarf creation, flash powder is used in mines to illuminate darkened fissures in the search for gold and other precious minerals. In Mordheim, small bags of this substance can be used to blind enemies, throwing them into disarray as you launch your attack.
Flash powder can be thrown as an enemy charges the wielder (as an interrupt). The charger must take an immediate Initiative test in order to cover their eyes. If he fails, he is temporarily blinded and it counts as a failed charge. There is only enough flash powder for one use during the battle.
Fog-enhancing warpstone shards
Skaven of Clan Pestilens only, Town Cryer #29
When put inside a censer these warpstone shards have the peculiar characteristic of making the resulting clouds of pestilential fumes thicker than usual.
The wielder of a censer who also have some fog-enhancing warpstone shards is a difficult target to shoot at, and other models suffer a -1 penalty to hit when targeting him with missile weapons (Clan Pestilens members use this item instead of the Elven Cloak).
Forest Cloak
Outlaws only, Town Cryer #29
Some Outlaws use Forest Cloaks to camouflage themselves against being seen by their enemies. Any wearer of such a cloak would appear to blend into the surrounding forest making it almost impossible to be seen.
So long as the wearer is beside a tree, bush or hedge, any enemy using any kind of missile weapon at a warrior wearing a Forest Cloak is at an additional –1BS to hit (in addition to all other modifiers). Similarly, if any spellcaster wishes to target a magical attack against an Outlaw camouflaged in this way, he can only do so by successfully rolling a 4+ on a D6. The only exception to this is if the shooting warrior or the spellcaster is already within their Initiative range in inches.
Garlic
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.
A Vampire must pass a Leadership test or it will be unable to charge a model carrying a clove of garlic. Garlic lasts for the duration of one battle only, whether it is used or not.