Professional Documents
Culture Documents
Mordheim
Weapons and Equipment list.
A list of all things that can be bought and sold in the
Mordheim universe.
Included herein: -
1. Trade Chart
2. Hand to Hand Weapons
3. Missile Weapons
4. Black Powder Weapons
5. Armour
6. Magical, Religious and Superstitious Items
7. Poisons, Potions and Drugs
8. Animals, Retainers, Steeds and Modes of Transport
9. Miscellaneous
10. Quick Reference Chart.
Key: -
• (ORB, P*) = (Official RuleBook, P = Page Number).
• (Eif, P*) = (Empire in Flames, P = Page Number).
• (BTB, P*) = (Border Town Burning, P = Page Number).
• (TC*, P*) = (Town Cryer * = Edition Number, P = Page Number).
• LotD*, P*) = (Letters of the Damned * = Edition Number, P = Page Number).
• (MiM, P*) = (Mutiny in Marienburg, P = Page Number).
• (*Specific Warband List, P*) P = Page Number.
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
Games Workshop, the Games Workshop logo, Epic, Inquisitor, the Inquisitor logo, Inquisitor: Conspiracies, Battlefleet
Gothic, the Battlefleet Gothic logo, Necromunda, the Necromunda Plate logo, the Necromunda Stencil logo, Mordheim,
the Mordheim logo, City of the Damned, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike device, Fanatic, the
Fanatic logo, the Fanatic II logo, Warmaster and all associated marks, names, races, race insignia, characters, vehicles,
locations, units, illustrations and images from the Blood Bowl game, Warhammer 40,000 universe and the Warhammer
and Warhammer: Age Of Sigmar World are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2019, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their status intended.
All Rights Reserved to their respective owners.
Trade Chart
Hand to Hand Weapons Missile Weapons
Scythe (TC12, P29) (‘Priest of Morr’ Hired Sword only). (LotD5, P10) (Vampire Hunter Warband).
Cost: 10gc; Availability: Common;
Range: Close Combat; Strength: As user +1;
Special Rules: Difficult to use, Two-Handed.
Scythes are normally implements used in the fields by farmers. It is rare to see them wielded as weapons of warfare.
However, the scythe also carries with it an image of death. It is the symbol of the Grim Reaper, the representation of
famine, starvation and disease through the lack of harvested food.
Priests of Morr, when they need to, may carry a scythe as a weapon. This is of heavier manufacture, and designed to reap
warriors rather than wheat.
Because the Scythe is unwieldy, it must be used with two-hands and cannot be used with another weapon, shield or
buckler.
Spiked Gauntlet (TC14, P38) (Pit Fighters Warband, TC14, P34) (TC21, P7)
Cost: 15gc (always bought in pairs) Availability: Rare 6 (Pit Fighters Only)
Range: Close Combat; Strength: As User;
Special Rules: Pair, Cumbersome.
Spiked Gauntlets are all too common in the fighting pits of the old world. Used by some of the most savage pit fighters,
spiked gauntlets are always used in pairs and, while cumbersome to use in a straight fight, their vicious spikes and barbs
can cause crippling injuries to an opponent with a single, well-landed punch.
Special Rules: -
Pair: Spiked Gauntlets are used in pairs and the warrior fighting with them gains an extra attack. He may not use any
other weapons or items in his hands while doing this however. He is free to swap his Spiked Gauntlets for other weapons
and items during the battle but he may not do this if in combat.
Cumbersome: Spiked Gauntlets are difficult to use due to the fact that they offer little in the way of range and a warrior
must be close up to his opponent before he can strike. For this reason, a warrior using Spiked Gauntlets suffers a -2 to
initiative in close combat.
Steel Whip
(ORB, P85. Sisters of Sigmar warband)
(LotD2, P15. Marauders of Chaos warband).
Sister of Sigmar
Cost: 10gc; Availability: Common (Sisters of Sigmar)
Marauders of Chaos
Cost: 15gc; Availability: Rare 9 (One Hero only).
Range: 4”; Strength: As User.
Another weapon unique to the Sisterhood is the steel whip, made from barbed steel chains.
Special Rules: -
Cannot Be Parried: The steel whip is a flexible weapon and the Priestesses use it with great expertise. Attempts to parry
its strikes are futile. A model attacked by a steel whip may not make parries with swords or bucklers.
Whip crack: when the wielder charges they gain +1A for that turn. This bonus attack is added after any other
modifications. When the wielder is charged, they gain +1A that they may only use against the charger. This additional
attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents, they will still only receive a
total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but
only the first whip gets the whip crack +1A.
**Marauders of Chaos Special Rules**: -
Enrage: The Hero may use his whip to make the Warhounds charge wildly. As long as he is not involved in close
combat, all Warhounds of Chaos within 4” gain +1 attack
**Steel Whip additional**: - (Original Author – Tuomas Pirinen. TC8, P9).
Steel whips can be used in Hand-To-Hand combat even from a distance, they can be used in your opponent’s turn,
provided the wielder of the whip is within 4” of any enemy models. Models wielding steel whips can make their full
number of attacks, minus any extra attacks from additional weapons carried in their free hand. This makes a cluster of
Sigmarite Sisters armed with Whips a dangerous foe indeed!
Note that you cannot use the whips in Hand-To-Hand if you failed a charge or got up after being knocked down, as
models without the whips would not be allowed to fight in close combat under such circumstances.
One house rue that I’d like to recommend is that no warrior in a Sigmarite Sister warband should be allowed to fight with
two Steel Whips. While technically legal, it would be extremely unlikely that all the Sisters would have the skill to wield
two whips at a time!
Ona a final note, yes, the Steel Whips are powerful. They are one of the unique features of the Sigmarite Sisters Warband.
Each Warband has its strengths and weaknesses. Live with it!
Missile Weapons.
Ballista (LotD6, P6)
Cost: 80gc; Availability; Rare 10 (Human warbands only. Maximum of 1 per warband).
Range: 40”; Strength: 5
Special Rules: Hard to Reload, Kickback, Difficult to Aim, Wheeled, Huge.
Ballistae are huge powerful crossbows on wheels capable of doing tremendous damage. They fire giant bolts over huge
distances and once the bolt hits home, it's shreds its target to pieces.
Special Rules: -
Hard to reload: Massive force is required to reload this device. A model trying to reload the Ballista must spend a full
turn doing nothing else and must pass a strength test to succeed.
Kickback: The power in this device is so powerful that when the bow flings forward and the bolt is launched, the firer is
thrown 1d3 inches in the direction of the shot. If the model hits wall or another model, he/both models suffer a S3 hit.
Difficult aim: Due to the size of the Ballista, aiming is a bit harder than other missile weapons. The penalty for firing
over half range is -2 to hit instead of -1.
Wheeled: Dragging along a Ballista is hard work and the user may not run. Neither can he move and shoot the Ballista in
the same turn, and he cannot climb or move up or down ladders.
Huge: The Ballista is a huge weapon. A warrior "carrying" a Ballista may not have any other missile weapons.
Blackpowder Weapons.
Blunderbuss (ORB, P48)
Cost: 30 gc; Availability: Rare 9;
Maximum Range: Special; Strength: 3;
Special Rules: Shot, Fire Once.
A blunderbuss is a primitive black powder 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.
Special Rules: -
Shot: When your model fires the blunderbuss, draw a line 16" long and 1" wide in any direction from the firer (the line
must be absolutely straight). Any and all models in its path are automatically hit by a Strength 3 hit.
Fire Once: It takes a very long time to load a blunderbuss so it may only be fired it once per battle.
Armour.
Armour of the Wildwood (MiM, P29) (Elves Only)
Cost: 130; Availability: Rare 12;
Wood Elves forsake armour, and yet this suit has been fashioned by one of their own who has been called away from the
sacred groves, so that he may walk among mankind and remain protected.
The Hero receives +1 Toughness and +1 Movement. Armour of the Wildwood provides a 6+ saving throw.
(Elves only)
Animals, Retainers,
Steeds and Modes of
Transport.
Chaos Steed (EiF, P29) (TC14, P8) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on
mounts)
Cost: 90gc; Availability: Rare 11 (Possessed warbands only);
Special Rules: May not be ridden by the Possessed, Battle Schooled.
Chaos Steeds are malformed, debased parodies of the magnificent Warhorses of the Empire. They are used by the
Possessed and other Chaos warbands.
Profile M WS BS S T W I A Ld
8 3 0 4 3 1 3 1 5
Special Rules: -
May not be ridden by the Possessed: Even Chaos Steeds are skittish around the abhorrent Possessed and will not allow
themselves to be ridden by such a being.
Battle Schooled: The mount has been specially trained to fight on the battlefield. The rider may re-roll any failed Loss of
Control tests. Only one re-roll is allowed per test.
Cold One (TC14, P8) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 100gc; Availability: Rare 11 (Dark Elves and Skinks only);
Scaly, mean and stupid, these native creatures of the New World make excellent mounts on which to fight.
Profile M WS BS S T W I A Ld
7 3 0 4 4 1 3 1 3
Special Rules: -
Fear: Cold Ones cause fear.
Stupid: Roll against the rider’s Leadership each turn; if the rider fails the test then usual stupidity rules apply. Otherwise,
move as normal.
Scaly: Cold Ones give an additional +1 armour save bonus (making +2 total).
Elven Steed (EiF, P28) (TC14, P7) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 90gc; Availability: Rare 10 (Elves Only);
Special Rules: Battle Schooled.
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
9 3 0 3 3 1 4 1 5
Special Rules: -
Battle schooled: The mount has been specially trained to fight on the battlefield. The rider may re-roll any failed Loss of
Control tests. Only one re-roll is allowed per test.
Profile M WS BS S T W I A Ld
Dog 6 4 - 3 3 1 4 1 5
Cat 6 4 - 2 2 1 6 1 5
Raven 2 2 - 1 1 1 4 1 5
Viper 3 4 - 2/4* 1 1 5 1 5
Dog: -
Loyal: A Dog Familiar that remains within 6” of its wizard is immune to fear.
Sniff: A Dog has a keen sense of smell and can be used to aid during exploration. The warband may roll one additional
dice and may use the result of this dice rather than that of one of the surviving heroes.
Cat: -
Go for the Eyes!: If both attacks successfully wound in one round then the enemy model is blinded and may not fight
back until their next turn. If only one attack wounds then the effected model suffers a -1 to both WS and BS until the
beginning of their next turn.
Raven: -
Fly: May fly up to 12” anywhere on the table.
I see you!: Spells ay be cast on models if they are within range of either the Wizard or the Raven. Therefore, a spell with
a 12” range may be cast on models within 12” of either model.
Viper: -
Poison: Should a viper roll a 6 to hit, the attack automatically wounds with no armour save. Any other successful hit
result on a target susceptible to poison will suffer aa S4 hit. If the creature is immune to poison, then treat the attack as S2.
Coiled and Ready: A viper is not easily caught unaware. A Viper has Lightening Reflexes.
Giant Spider (EiF, P27) (TC14, P7) (See ‘Empire in Flames P27’ or ‘Town Cryer No. 14’ for full rules on
mounts)
Cost: 90gc; Rare: 10 (Goblins Only);
Special Rules: Poisoned Attack, Wall Walk.
Cannot be taken with Giant Wolves.
The Giant Spider is the stuff of nightmares. Typically, five to six 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 not 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 that 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.
Giant Wolf (EiF, P27) (TC14, P6) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 85gc; Rare: 10 (Goblins Only);
Cannot be taken with Giant Spiders.
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
9 3 0 3 3 1 4 1 4
Note: Giant Wolves cannot be used in a warband that already contains Giant Spiders.
Profile M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 4 1 8
Valet
Equipment: A Halfling Valet is armed with a rolling pin or another kind of club, and a hastily improvised collection of
projectiles from the kitchen (treat as a thrown weapon with Strength 2 and a range of 8”)
Special Rules: -
Largely Insignificant: Halfling Valets count towards the number of warriors in a warband but are not considered for
route tests – neither for determining the initial warband size or when counting models taken out of action.
Profile M WS BS S T W I A Ld
8 1 0 3 3 1 3 0 5
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 (ORB P163).
Mule (EiF, P27) (TC14, P7) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 30gc; Rare: 7 (any warband);
Special Rules: Slow, Stubborn, Ornery, Non-combatant.
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
6 2 0 3 3 1 2 0 4
Special Rules: -
Slow: Mules are not the fastest of mounts and only bolt 2D6”.
Stubborn: If a warrior is riding a Mule, or is in base contact with a Mule, he must make a Leadership test each round or
the mule will refuse to move.
Ornery: With no leader or rider, a Mule will wander in a random direction. Should any close combat occur within 6”, it
will bolt directly away from the combat.
Non-combatant: Mules will not fight in combat and may not be used to charge into combat – they will simply refuse to
move. If an enemy warrior charges a ridden Mule, immediately roll on the Whoa Boy! Table. If an unridden Mule is
charged, it will bolt directly away from the charger.
Nightmare (TC, P28) (TC14, P8) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 95gc; Availability: Rare 11 (Vampires and Necromancers Only);
Special Rules: - May Not Run, Immune to Poison, Immune to Psychology.
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
8 2 0 3 3 1 2 1 5
Special Rules: -
May Not Run: As an undead creature, a Nightmare may not run, but may charge as normal.
Immune to Poison: Nightmares are not affected by poison.
Immune to psychology: As an undead creature, Nightmares are immune to psychology, never have to take leadership
tests, and will always stand still if left leaderless. However, if the rider suffers a wound, he must roll on the Whoa Boy!
Table as normal.
Profile M WS BS S T W I A Ld
Cart - - - - 8 4 - - -
Wheel - - - - 6 1 - - -
Horse 8 - - 3 3 1 3 - -
Guardian - 3 - 3 3 - 3 1 -
Weapons/Armour: None. The Plague Cart’s Guardian does not use or need weapons but suffers no penalties for fighting
unarmed. Therefore, it cannot use weapons and it cannot wear armour.
Special Rules: -
Plague Cart: The Daemonic nature of the Plague Cart fills both the Daemons and mortals of the Carnival of Chaos with
vigour. The maximum number of warriors allowed in the warband is increased by +2.
In Addition, the Daemonic Instability of the Daemons within the warband is slightly offset. Plague Bearers and Nurglings
may re-roll Leadership tests for instability and may +1 to their injury tests if taken out of action.
Guardian: The Guardian comes as part of the Plague Cart. In fact, more often than not he is physically bonded to the cart
in some twisted nightmare of flesh and wood. He may, therefore, never dismount from the cart or leave under any
circumstances. In Addition, as he is part of the Cart he cannot be injured unless the cart id destroyed. In which case, so is
he. The Guardian is considered a Daemonic creature and so never gains any Experience. Attacks from the Guardian cause
Nurgle’s Rot (see Empire in Flames, P66 for full rules).
Immune to Psychology: The Plague Cart and Guardian are considered Daemonic and don’t know the concept of fear. The
Plague Cart automatically passes any Leadership-based test it is required to take.
Profile M WS BS S T W I A Ld
- - - - 5 3 - - -
Profile M WS BS S T W I A Ld
- - - - 8 8 - - -
Profile M WS BS S T W I A Ld
- - - - 8 4 - - -
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: -
Mounting: A charioteer may mount and dismount a chariot in the same way as a ridden steed.
Movement: A Skeleton Chariot normally moves at 8” and may not run. However, it may double its normal move when
charging.
Difficult Ground: If a chariot moves over difficult ground it suffers D3 Strength 4 hits. If the chariot is charging over
difficult ground, it suffers 2D3 Strength 6 hits.
Steeds: If one steed dies, the chariot is reduced to half movement but may still charge (also at half normal charge
distance). However, impact hits will no longer be effective. If both steeds die, the chariot is immobile and the charioteer
must fight on foot.
Combat: Chariots are feared for their devastating charges that make use of their horrible scythed wheels that will cut
down any warriors in their path. A charioteer is allowed to charge and enemy warrior that he can see who is in the open,
he is not forced to charge the closest warrior. If the chariot moves more than half its normal move, it may make impact
hits. Anyone directly in the path of a charging chariot is permitted an initiative test to dodge out of the way and avoid
being hit. The charioteer must roll to hit as normal, a successful hit causing a single wound at Strength 4 with a -2 armour
save. At the end of the charge move, the charioteer may fight any enemy models in base contact, as if he had charged
normally.
In combat, enemy warriors in contact may elect to trike 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.
Shooting: A chariot is a large target and a warrior gains +1 to hit when shooting at a chariot. If the chariot is hit, roll a D6
to see where it is hit: 1-2 Steed, 3-4 Chariot, 5-6 Charioteer.
Profile M WS BS S T W I A Ld
Wagon - - - - 8 4 - - -
Wheel - - - - 6 1 - - -
Horse 8 - - 3 3 1 3 - -
Mule 6 - - 3 3 1 2 - -
Profile M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
War Boar (TC14, P6) (See ‘Empire in Flames P24’ or ‘Town Cryer No. 14’ for full rules on mounts)
Cost: 90gc; Availability: Rare 11 (Orcs Only)
Large, ferocious and bad-tempered – a perfect mount for an Orc Warlord. Orc 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
7 3 0 3 4 1 3 1 3
Special Rules: -
Ferocious Charge: Orc War Boars attack with +2 Strength when charging, due to their bulk. Note that this applies only to
the boar, not the rider.
Thick Skinned: The thick skin and matted fur of the boar makes him very hard to wound. Boars confer an additional +1
bonus to the rider’s armour save (making 2+ total).
Profile M WS BS S T W I A Ld
8 3 0 3 3 1 3 1 5
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 (ORB P163).
Miscellaneous.
Amulet of the Moon (TC23, P7) (Amazons Warband)
Cost: 50 gc; Availability: Rare 12
Once activated, this ancient device creates a shimmering aura around the wearer that makes it harder for enemies to see
them.
Special Rules: -
To Hit Penalty: Any missile fire directed at a model equipped with the amulet suffers a penalty of -1 to hit.
Save: The amulet also confers a special save of 5+ against missile fire.
Light
1. Gain D6 Experience points.
2. Gain one skill from your skill list.
3. Gain D6x10gc.
4. Gain a random item from the equipment list.
5. Choose an item from the equipment list.
6. Roll twice more on this chart.
Dark
1. Nothing happens.
2. Nothing happens.
3. Lose D6x10 gc.
4. Lose D6 weapons (chosen randomly).
5. Lose the lamp.
6. Roll once on the injury table.
Lantern (ORB, P55)
Cost:10 gc; Availability: Common;
A model that is in possession of a lantern may add +4" to the distance from which he is able to spot hidden enemies.
Light
1. Gain D6 Experience points.
2. Gain one skill from your Skill list.
3. Gain D6x10gc.
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.
Dark
1. Lose D6 Experience points.
2. Lose one random skill.
3. Lose D6x10gc.
4. Lose a Hero.
5. Lose a Henchman.
6. Lose the paw.
1. Fake: The map is a fake and 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 dice.
4. Catacomb Map: The map shows a way through the catacombs into the city. You may automatically choose the
scenario next time you fight another 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 results 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 the map was not taken Out of Action in the battle.
Profile M WS BS S T W I A Ld
6 2 0 3 3 1 4 1 4
Weapons/Armour: None.
Special Rules: -
Enchanted Animal: The Rat Familiar earns experience as a henchman. However, if a result of 10 - 12 is rolled for the Rat
familiar on the henchmen advancement table, the “Lad’s Got Talent “result becomes "Improved Spellcasting”. If the
sorcerer is within 6" of a Rat Familiar with the “Improved Spellcasting” skill, he gains +1
bonus when rolling to cast a spell. This ability is cumulative."
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 ale stashes 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 its hiding place, there to await a more careful adventurer.
6. Your crew bow their heads in reverent silence, as the map has led 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!