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Skip Navigation LinksMordheim>Content>New Equipment
New Equipment and Items for Mordheim
The standard equipment list is fairly extensive, but there is still plenty of room for more. The following are some new Rare Goods and Equipment for Mordheim in no particular order. All material is mine except where noted. Special thanks to Boss Umguk for several fine additions.
Name Description Rarity Base
Cost
Add
Cost
Bracers Wearer may Parry. Does not occupy users hands. May be used in conjunction with weapons that allow parrys but not Bucklers or Shields. 8 20 -
Black Arrow One shot, non recoverable item. Anyone wounded by the Arrow is immediately put OoA regardless of remaining wounds. Strength as Bow used to fire it. 9 25 2d6
Helm of Protection The wearer is never Stunned, treating Stunned results as Knocked Down. 10 40 2d6
Miners Pick 2 Handed, +1 Strength, Additional -1 Armor Save. 7 15 -
Sword of Speed The bearer always strikes first, regardless of circumstance. If fighting an opponent with an identical ability (such as a spear wielder), highest Initiative strikes first, ties roll off. User may Parry. 12 60 3d6
Axe of Destruction If an opponent is struck and wounded, they take their armor save (if any) vs the attack thier as normal. However, if they roll a '1' for thier save thier armor is permanently destroyed. If the opponent would not normally be able to make an armor save due to negatives, they must still roll to see if they roll a '1'. Additional -1 Armor Save (Axe) 12 100 3d6
Bayonet Special Rules: Strike First: As spear; Unwieldy: 2 Handed HtH weapon; Only usable with by a Hero equipped with a Handgun or Hunting Rifle.. 7 8 -
Boots of Leaping The warrior can leap D6" every turn. He can jump over enemy models and things less than 1" high without penalty, and over gaps. If the wearer also has the Leap skill they may always Leap 6 full inches without rolling. 12 90 1d6x10
Club of Staggering Any foe reduced to 0 wounds by this weapon is automatically stunned. No injury roll is made, the target is simply stunned. If the target wears a helmet, they may ignore the Stunning attack on a 5+ rather than the normal 4+, becoming Knocked down instead. Not effective vs creatures immune to Stunning such as True Undead. Dwarves recieve +1 to their roll to resist the Stunning effect; thus Dwarves with a Helmet resist on a 4+, Dwarves without a Helmet resist on a 6+, and Dwarves with True Grit resist on a 4+. 12 45 3d6
Drum of Doom Once per game the drum bearer may choose to beat his drum rather than run, shoot, or fight in HtH. When the drum is used, the enemy warband suffers a -1 to all Leadership rolls for 1 full turn, until the bearers next recovery phase. This does not affect models Immune to Psychology. 10 40 3d6
Liquer Flask Boss Umguk. May be used in the recovery phase. If used, owner is immune to fear until his next recovery phase. Two uses each game, refilled for 5 gold crowns. Available to any hero who can use equipment, doesn't work on any hero immune to poison. 7 30 -
Orb of Death Once per game. Auto hit. Target must make Ld check or go OoA. Not vs Blind (Augur) or Immune to Psychology. 12 100 2d6
Ring of Beguiling If the bearer of the ring can make a Leadership roll, he may buy the item for the base cost plus the minimum amount possible for the variable cost without needing to roll the dice. Thus if an item cost 30 + 3d6 gc, the Beguiler would purchase it for 33 gold. If the bearer fails his leadership roll, the merchant detects his duplicity and refuses to sell him (or anyone else in the warband) the item at all. This only works for items that have a variable cost associated with them. 10 45 3d6
Scroll of Resurrection
1 Use Item, Rare 11: If the bearer of the Scroll does not go out of action they may use the Scroll imediately after any injuries are rolled for. If used, the scroll returns any one Hero that died during the previous battle back to life. The Resurrected Hero is completely healthy and is treated as if a Full Recovery result was rolled on the serious injury chart rather than a Dead result.
Should the bearer be killed or taken OoA, the surviving non-OoA Hero with the highest Leadership may make a Leadership roll to remember the scroll and use it instead. The Scroll may also be purchased after the game to be used on a Hero that has just died. If the Scroll is acquired it may be used as detailed above except that it fails on a D6 roll of a '1'.
The Scroll may also be purchased to be used on a Hero who has been dead for some time. The scrolls power is sufficient to reconstitute the Heros body. Regardless of the amount of time the Hero has been dead, a roll is made on the following chart:
Target Has Been Long Dead
  1. Law of Contagion: The resurrected Hero gets to his feet and the caster drops dead.
  2. Zombie: the Hero's body is animated, but the spirit is gone. The Hero becomes a zombie with his prior profile and skills minus magic use, a 2 Initiative, cannot run but may charge, feels no pain, is immune to poisons and Psychology, causes fear, and never gains experience. Sisters, Dwarves, Elves, and Witch Hunter bands immediately destroy the Zombie. Other bands may keep the Hero as a unique Henchman, but can never ally with Sister, Witch Hunter, Elven, or Dwarven bands.
  3. Backlash: The Hero using the scroll suffers a magical backlash and misses D3 games. The resurrected Hero suffers a permanent -1 Toughness.
  4. Partial Success: The scroll seems to work, but the resurrected Hero's spirit is not firmly attached to the physical plane. At the begining of each game roll a D6. On a 1 the Heros drops dead again.
  5. Weakened: The Hero is resurrected, but has a permanent -1 Toughness.
  6. He Lives Again!: The Hero is resurrected with no side effects.
11 75 3d6
Torc The wearer of a Torc has a special save vs Critical Wounds scored against him in HtH. Regardless of whether or not an armor save is normally allowed, the wearer of the Torc may ignore a Critical wound scored in HtH on a D6 roll of 4+, reducing the Critical Wound to a normal wound. No further normal Armor save may be taken against this wound, but Helmet saves may be taken as normal if the bearer is stunned. 8 20 1d3x10
Silver Bullets Boss Umguk\Killer Shrike. One Game. Attacks using these bullets (in Shooting or HtH, as pistols can attack in both) against true Undead, Daemons, and other mystical creatures and count as magical, negating special mystical Unmodified Saves (not Dodge or Step Aside). May also wound ethereal creatures. 10 30 -
Daggers of Hurling As throwing daggers, may be hurled up to the Users Strength x 3 in inches. No penalty for range or moving as normal. 8 45 3d6
Hammer of Sigmar Boss Umguk\Killer Shrike. The bearer of this holy tome will never break in hand to hand combat when fighting Undead, Daemons, or Spellcasters. Even if the warriors warband routs, the bearer will stay in on the board in HtH until he or his opponent(s) are taken OoA. If the Hero is taken OoA after his warband has Routed, he will automatically die. Rare: 12 (Sisters of Sigmar and Witch Hunters only). 12 60 3d6
Cloak of the Bat The bearer may move laterally his full base Movement without penalty and in mid air as long as he ends his movement on solid ground and at least 1 inch lower in height than his starting point; this may be used in conjunction with the Leap Skill for extra distance. If used in conjunction with a Diving Charge, the wearer need not make an initiative roll and may make the charge against a model within his Movement range from the hieght he is diving from rather than the normal 2". The bearer may fall any distance without harm and with no Initiative roll necessary as long as he moves laterally a number of inches equal to his base movement and the fall is intentional. Should the wearer fall due to being Knocked Down or Stunned near an edge and failing an Initiative roll they fall as per the normal rules. Not usable in conjunction with Heavy Armor or a Shield. 11 90 1d6x10
Stake of Sigmar Boss Umguk\Killer Shrike. Counts as Dagger, but doubles strength against true Undead and Daemons. Puts Vampires Out of Action with one successful unsaved wound. Rare: 12 (Sisters of Sigmar and Witch Hunters only). 12 50 3d6
Falchion Parry, Strength as user +1, -1 Initiative cost: 12 gc, Rare: 7 7 12 -
Scimitar Parry, -1 to Parry but also to be Parried 9 12 -
Tulwar 2 Handed, +1 Strength, may Parry, -1 Initiative 9 17 -
Khopesh 2 handed, +2 Strength, Strikes Last, +1 to Parry -1 to be Parried 9 23 -
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