The Trading Post
The Trading Post offers warbands special equipment apart from that in their faction entry, and can be visited during the Manage Warbands step of the Aftermath Sequence. The items at the Trading Post are available to all factions, and can be purchased freely by both HENCHMEN and HEROES (although they can only equip one of each item).
Rare Items
Rare items (symbolized with a crow’s skull ) are hard to find and usually require knowing the right person or carrying a big purse (usually both). All other items are considered to be common.
To find a rare item, you must make a rarity roll: first select a Hero and declare what rare item they are looking for, and then roll a dice:
- On a 6+, the
Herohas successfully found the item and may buy it for the listed gold cost. If the item is listed as Single Use, roll a d3 to see how many items are available. - You may send additional
heroesto assist looking for the item. For eachherobeyond the first, you may add 1 to the rarity roll. - A
herocan look for, or assist in looking for one rare item per Aftermath Sequence. - A roll of 1 always results in a failure.
Single-Use Items
Some items, such as drugs and poisons, are listed as 'Single-Use'. Each item states when it can be used and its effects resolved, after which it is discarded and removed from your warband roster.
Miscellaneous Items
Lantern (10gc)
Add 1 to the bravery characteristic of friendly fighters within 3” of this fighter. However, enemy fighters may add 1 to their Shoot characteristic when targeting this fighter with ranged attack actions.
Rope and Hook (10gc)
When the bearer climbs, they count as climbing a ladder. When climbing down, count only half of the vertical distance moved toward the fighter’s Move characteristic (rounding up).
Elven Cloak (50gc)
When this fighter is targeted by a ranged attack action, it is considered to be in cover if it is more than 6" away from the attacking fighter.
Grimoire (60gc)
If the bearer is a WIZARD, they may select one additional magical ability from the list in their fighter profile.
Holy Relic (60gc)
If the bearer is included in your warband, you begin each battle with 1 additional Wyrd dice.
Master Wrought Weapon (100gc)
Purchase a weapon from the fighter’s faction entry, and increase its gold coin cost by 100 gold coin. Then, add 1 to its hit damage and critical damage characteristics.
Mordheim Map (80gc)
When this fighter's search party is deployed to the battlefield, each fighter in it can make a free Move action.
Wyrdstone Pendulum (20gc)
After making an exploration roll in the aftermath sequence, if the bearer is in the search party, you may add or subtract 1 from one dice result.
Single Use
Blessed Water (5gc)
The bearer may use this item on one of their weapons as a free action. Until the end of the battle, that weapon gains the blessed weapon rule.
Crimson Shade (15gc)
The bearer may use this item as a free action. If they do, add 1 to their Move and Fight characteristics until the end of the battle. Then, in the aftermath sequence, roll a dice. On a 1-2, the fighter gains the 'Sticky Fingers' lasting injury.
Hunting Arrows (10gc)
The bearer may use this item on one of their ranged weapons as a free action. Until the end of the battle, that weapon gains the Piercing 1 weapon rule.
Mad Cap Mushrooms (15gc)
The bearer may use this item as a free action. Add 3 to this fighter's Fight characteristic until the end of the battle. It also gains the 'Stupidity' injury for the duration of the battle.
Superior Blackpowder (15gc)
Use this item during the ‘Present Warbands’ step. Until the end of the battle, remove the Unreliable weapon rule from all equipped weapons.
Dark Venom (15gc)
The bearer may use this item on one of their weapons as a free action. Until the end of the battle, that weapon gains the poisoned weapon rule.
Familiar (30gc)
A Wizard may use this item to ignore the effects of a single roll on the magical calamity table. Declare this after making the roll but before resolving its effects.
Healing Draught (20gc)
The bearer may use this item as a free action to immediately use the ‘Respite’ ability without needing or spending ability dice to do so.
Lucky Charm (15gc)
The bearer may use this item when targeted by an attack action, after the hit rolls have been made, to turn one critical hit into a hit.