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The Trading Post

The Trading Post offer warbands special equipment apart from that in their faction entry, and can be visited during the Manage Warbands step of the Aftermath Squence. The items are available to all factions, and can be purchased freely by both HENCHMEN and HEROES (although a fighter can only equip one of each item.). 

Rare Items

Rare items (symbolized with a ) are hard to find and usually requires knowing the right person or carrying a big purse (usually both). 

  • 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 d6.
  • On a 6+, the Hero has 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 heroes to assist looking for the item. For each hero beyond the first, you may add 1 to the dice roll.
  • A hero can 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


Elven Cloak (50gc)

While wearing this cloak, a fighter is considered to have the 'Stealthy' talent

Lantern (30gc)

Friendly fighters may re-roll failed Panic tests while within 3” of this fighter. However, this fighter must reduce their Defense characteristic by 1 when targeted by ranged attacks.

Lucky Charm (35gc)

Once per battle, when the bearer is targeted by an attack action and after hit rolls have been made, you may turn one critical hit into a hit.

Rope and Hook (20gc)

When the bearer makes a move action, count the vertical distance of climbing an obstacle as half (rounding up).

Master-Crafted 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 the hit and critical hit characteristics of that weapon.

Mordheim Map (80gc)

The player controlling this warband can always decide which battlefield edge to deploy their warband fro, regardless of being the Attacker or the Defender. If both players have a Mordheim Map, roll off. 

Holy/Unholy Relic (100gc)

Start each battle with one additional Wyrd Dice.

Single Use


Blessed Water (10gc)

Use this item in the 'Present Warbands' step. Select a weapon equipped by the bearer. Until the end of the battle, that weapon gains the blessed special rule.

Crimson Shade (20gc)

Use this item in the 'Present Warbands' step. Until the end of the battle, increase this fighter's Move and Fight characteristics by 1. In the aftermath sequence, roll a dice. On a 1-2, the fighter gains the Kleptomaniac trait

Dark Venom (20gc)

Use this item after allocating damage to an enemy fighter with a critical hit. That fighter must forfeit one action or suffer d6 damage points.

Familiar (40gc)

A Wizard may discard their Familiar to ignore the effects of a single roll on the magical calamity table. Declare this after making the calamity roll but before resolving its effects.

Healing Draught (40gc)

Use this item when making a Wait action  to immediately use the ‘Respite’ ability without needing or spending ability dice to do so. Treat the value of that ability as a 6.

Mad Cap Mushrooms (20gc)

Use this item in the 'Present Warbands' step. Until the end of the battle, increase this fighter's Fight characteristic by 3. It also gains the Stupidity trait for the duration of the battle.

Smoke Bomb (20gc)

A fighter may use this item to make a free Retreat action. During that action, enemy fighters within 3” of the bearer cannot make reactions.

Superior Blackpowder (20gc)

Use this item during the ‘Present Warbands’ step. Until the end of the battle, remove the Unreliable special rule from all equipped weapons.