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 equipped 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
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 for purchase. - You may send additional
heroesto assist looking for the item. For eachherobeyond the first, you may add 1 to the dice 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
Elven Cloak (50gc)
While wearing this cloak, a fighter is considered to have the 'Stealthy' trait.
Lantern (20gc)
Friendly fighters may re-roll failed Bravery tests while within 3” of this fighter. However, enemy fighters may decrease the Difficulty Rating by 1 when targeting this fighter with ranged attack actions.
Lucky Charm (25gc)
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 (10gc)
When the bearer climbs during a move action, do not count vertical distance as double.
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 the hit and critical hit characteristics of that weapon.
Mordheim Map (80gc)
When setting up a battle, you may decide the orientation of the deployment map, regardless of you being the attacker or the Defender. If both you and your opponent have a Mordheim map, roll off.
Holy/Unholy Relic (100gc)
At the start of each battle, add 1 Wyrd Dice to your saved 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 weapon 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 Kleptomania injury.
Dark Venom (30gc)
Use this item in the 'Present Warbands' step, and select one of this fighter's weapons. Until the end of the battle, add 1 to the damage points allocated to enemy fighters by each hit and critical hit from attack actions made with that weapon. If the fighter is dual-wielding, the venom is applied to both weapons.
Familiar (30gc)
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 (20gc)
Use this item when making a Wait action to immediately use the ‘Respite’ ability without needing or spending ability dice to do so.
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 is also considered to have the Stupidity injury for the duration of the battle.
Smoke Bomb (30gc)
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 weapon rule from all equipped weapons.