Parent
| |
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).:
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 |
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
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) |
|
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 |
|
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) |
|
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 |
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
|