MH_Weapon_items
Parent MH_voorbeeldspel1 MH_Quick Reference MH_Weapon_items MH_Glossary

 

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Op de pagina vindt je alle spullen die standaard in Mordheim te koop/te ruil of te vinden zijn. Merk op dat Mordheim een 'levend' spel is en dat er dus steeds meer zaken bij komen. Check derhalve geregeld sites mbt Mordheim (bijv. the Games Workshop site).:

bulletWeapons
bulletMissile Weapons / Black Powder Weapons
bulletArmour
bulletItems
bulletPoison & Drugs
bulletAnimals
bulletWeapon/Item Characteristics Glossary 

Weapons

Weapon Range Strength (S=model strength) Special rules Costs
Fists Close S-1 +1 bonus to enemy armour save and a 6+ armour save is he has normally none, does not apply to zombies, animals etc.  
Dagger Close S +1 bonus enemy armour save  
Hammer, Staff, Mace, Club Close S Concussion: when determining injuries, a 2-4 roll is treated as stunned  
Axe Close S Cutting edge: an axe has an extra save modifier of -1  
Sword Close S Parry: when opponent rolls to hit, roll a D6. If roll is higher than opponent, the attack is parried (unless the attacker has attack > 2x defenders attack)  
Flail Close S+2 Heavy: a +2 strength bonus in the first turn of hand-to-hand combat
Two handed: model may not use a shield, buckler or add. weapon. When carrying a shield, +1 bonus to armour save against shooting
 
Morning Star Close S+1 Heavy: a +2 strength bonus in the first turn of hand-to-hand combat
Two handed: model may not use a shield, buckler or add. weapon. When carrying a shield, +1 bonus to armour save against shooting
Difficult to use: may not use another weapon (but may carry a shield/buckler)
 
Halberd Close S+1 Two handed: model may not use a shield, buckler or add. weapon. When carrying a shield, +1 bonus to armour save against shooting  
Spear Close S First Strike: warrior strikes first (even when charged) in the first turn
Cavalery Bonus: mounted warrior with spear +1 Strength bonus when charging (only then)
 
Lance Close S+2 Cavalery Bonus: mounted warrior with spear +1 Strength bonus when charging (only then)
Cavalery Weapon: may only be use if the bearer is on horse back
 
DH-sword/axe Close S+2 Two handed: model may not use a shield, buckler or add. weapon. When carrying a shield, +1 bonus to armour save against shooting
Strike last: model will always strike last (or roll a D6 if equal)
 
Gromril weapon     extra -1 save modifier in h2h combat, any type of weapon 2x normal price of weapon
Ithilmar weapon     extra +1 initiative in h2h combat 3x normal price of weapon

Missile weapons

Missile Weapons Range Strength (S=model strength) Special rule
-1 for cover (if only a part of the target is visible)
1 for long range (more than half of the weapon's maximum range, see the weapons sections below)
-1 while your model has moved this turn
+1 if the target is larger of wider than 2" (e.g. Giants or building)
Costs
Short Bow 16" 3 -  
Bow 24" 3 -  
Long Bow 30" 3 -  
Elf Bow 36" 3 -1 save modifyer  
Crossbow 30" 4 Move or fire: no firing allowed when move  
Sling 18" 3 Fire twice at half range  
Star/Knife 6" S no penalties for range or moving  
Repeater Crossbow 24" 3 Choose to fire twice with at -1 hit penalty on both shots  
Crossbow pistol 10" 4 Shoot in h2h combat: may shoot in the first round of h2h combat with -2 hit penalty  
Pistol 6" 4 Prepare shot: take one turn to load / if you have two you may shoot either one each turn or two each two turns.
Save modifier: a model wounded by a pistol has armour save -2
Shoot in h2h combat: may shoot in the first round of h2h combat with -2 hit penalty
 
Dueling pistol 10" 4 Accuracy: all shots +1 bonus on hit rolls
Prepare shot: take one turn to load / if you have two (brace) you may shoot either one each turn or two each two turns.
Save modifier: a model wounded by a pistol has armour save -2
Shoot in h2h combat: may shoot in the first round of h2h combat with -2 hit penalty
 
Blunderbuss 16" 3 Shot: draw a line of 16" and 1" wide. All models in its path are hit by a strength 3 hit
Fire once: can only be fired once per battle
 
Handgun 24" 4 Prepare shot: take one turn to load / if you have two (brace) you may shoot either one each turn or two each two turns.
Save modifier: a model wounded by a pistol has armour save -2
Move or fire: no firing allowed when move
 
Long Riffle 48" 4 Prepare shot: take one turn to load / if you have two (brace) you may shoot either one each turn or two each two turns.
Save modifier: a model wounded by a pistol has armour save -2
Move or fire: no firing allowed when move
Pick Target: may choose any target, not necessarily the closest 
 

Armour

Armour Armour saving throw Range Special rules Costs
Light basic D6, 6 throw    
Heavy basic D6, 5+ saving throw if both Heavy AND shield: -1 movement penalty  
Shield basic D6, 6 throw    
Buckler   Parry: defender with parrying weapon may roll a D6 in response to opponent's hit roll. If roll>opponents hit roll, the attack is parried. In case the attackers strength > 2x defenders strength, this is not allowed.  
Helmet   Avoid Stun: a 4+ save against stun. If successful, then knocked down. Save is not modified by opponent's strength  
Ithilmar Armour basic D6, 5+ save No slowing down when armed with shield
(Expensive)
 
Gromril Armour basic D6, 4+ save No slowing down when armed with shield
(Very expensive)
 

Items

Item Special rules
Costs
Rope & Hook When climbing up and down, you may re-roll a failed initiative test  
Lucky Charm Carrier of a lucky charm ignore the hit suffered in a battle. Hit is discarded and no damage. Only one time / battle  
Blessed Water Can be thrown at 2xS distance using BS. No modifiers for range/move. Undead, Deamon and Possessed auto wounded. May not be carried by Undead/Possessed.   
Elven Cloak Warrior aiming at owner suffer -1 on hit roll  
Hunting Arrows Add +1 to Injury rolls. May be used for short bow, bow or Elf bow  
Garlic Vampire must pass leadership test when charging. Garlic lasts for one battle only (used or not)  
Net can be used once, treat as a missile weapon at max 8". Use BS to see if it hits. If it hits, roll a D6. Is the result > targets' S, then the target may not move, shoot or cast spells in his next turn.  
Bugman's Ale Drinking a barreld of Ale before battle immunizes to fear. Not allowed for Elves.  
Tome of Magic Wizard of the warband gains an extra permanent spell. He may randomly generate this spell from his own list or the Less Magic list.  
Holy Tome A Warrior Priest of Sister of Sigmar can add +1 to the score when determinig whether he/she can recite a spell successfully or not  
Healing Herbs Using healing herbs restores all wound in the recovery phase (not to be used while engaged)  
Holy relic Automatically ignore the firest leadership test. If worn by the leader ignore first rout test  
Halfling Cookbook Maximum warriors in warband + 1  
Lantern Model carrying lantern may add +4 to the distance from which is able to spot hidden enemies  
Superiour Blackpowder All blackpowder weapons gain +1 strength for the length of the game  
Cathayan silk cloak Warband leader may re-roll the first failed Rout Test. If taken out-of-action, roll a D6. On 1-3, the cloak is destroyed.  
Tears of Shallaya Model drinking ToS is imune to poison for the duration of the battle. May not be used by Undead or Possessed.  
Morheim map read the manual  

Poison & Drugs

Item Special rules
Costs
Black Lotus A weapon coated with BL wounds auto if you roll a 6 to hit  
Dark Venom A weapon coated with DV counts as having +1 strength  
Mad Cap Mushrooms Taking this herb before battle, warrior becomes frenzy.
After the battle roll a D6, on 6 the warrior becomes stupid, permanently
 
Crimson Shade Taking this herb, the warrior increases Initiative (I) by D3 and movement +1, lasting the entire game. 
After battle roll a 2D6. On 2-3, the model becomes addicted an requires CS before every battle, otherwise he will leave the warband
No effect on Undead (vampires, zombies, possessed)
 
Mandrake Root Toughness +1 for the duration of the battle, all stunned effects are knocked down effects
At the end of battle roll 2D6, on 2-3, the model loose toughness -1 permanently
No effect on Undead (vampires, zombies, possessed)
 

Animals

Only humans may buy horses and warhorses. Wardogs fight as member but are treated as equipment. Wardogs count to the max number of warriors allowed in your warband. When wardogs are put out of action, they have the same chance of recovering for the next game as henchmen (1-2=dead, 3-6=alive). Wardogs don't gain experience. Note that these animals are the ones found or bought during the game.

Name 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
Wardog 6 4 0 4 3 1 4 1 5

 

Weapon / Item Characteristics Glossary

Cavalery Bonus: mounted warrior with spear +1 Strength bonus when charging (only then)

Cavalery Weapon: weapon may only be use if the bearer is on horse back

Pick Target: model with shooting weapon may choose any target, not necessarily the closest 

Concussion: a hit roll of 2-4 is treated as stunned

Cutting edge: an extra save modifier of -1

Fire once: Shooting weapon can only be fired once per battle

First Strike: warrior strikes first (even when charged) in the first turn

Heavy: a +2 strength bonus in the first turn of hand-to-hand combat

Move or fire: no firing allowed when move

Parry: defender with parrying weapon may roll a D6 in response to opponent's hit roll. If roll>opponents hit roll, the attack is parried. In case the attackers strength > 2x defenders strength, this is not allowed.

Prepare shot: take one turn to load / if you have two you may shoot either one each turn or two each two turns.

Shoot in h2h combat: may shoot in the first round of h2h combat with -2 hit penalty

Shot: draw a line of 16" and 1" wide. All models in its path are hit by a strength 3 hit

Strike last: model will always strike last (or roll a D6 if equal)

Two handed: model may not use a shield, buckler or add. weapon. When carrying a shield, +1 bonus to armour save against shooting