View Full Version : Bringing in magical items from the Codecs?

25-01-2007, 02:59
Does anyone have a system set up for taking items from different codecs for Mordheim play? For instance if I were to take a sword of Might, what I do to the points cost to make them more inline with other items?

Perhaps a 10x increase to all magical items points costs? I don't know how it would work.

25-01-2007, 04:20
i had a similar idea...
i thought of making power stones that are a one use item that adds +2 to spell rolls
there are rules for dispel scrolls for mordheim but i do not know there cost or rarity. they were published waaaaaaaaaay back when mordheim was in white dwarf

Deng Ham
25-01-2007, 09:57
have you looked tru the articles on the specialist games web page?

I don't think that it's a good idea to give warbands acsess to magical items at the local merchant. So that they can by them after a game. I woud include it as a prize in a smal turney or other game related event.
You coud also make a special dwarf runsmith/evlen mage that enchant items. That come to mordheim every now and then. And make an aditional Rareity roll to see if that merchant is present. Or you can make several. With diferent rarites. So a mage with powerstones/scrolls is easyer to find than the on with sword of might and enchanted shield.

25-01-2007, 12:00
its worth noting that the stuff in the warhammer army books are military grade, mass combat applications of magic. Even the itty ring (a ballistic spell that works every turn!) or the martogs best basher (+1 WS, I and A) become uber, and thats not touching on runefangs or other horrors.

25-01-2007, 16:14
Dakkagor's right; the magic items in WHFB are just too damned powerful for a little skirmish game. And if you actually go with the background, most of the magical items are national/religious treasures, not to be bandied about by mere adventurers. Look through the WHFRP book to get an idea of how rare these things should be, and how dangerous to the wielder!

Lord 0
01-02-2007, 19:11
Even if you limit the points value of items, you can still run into trouble because the different games have different weightings.

It is funny you mention the runefang, becacuse in one campaign I was in we *were* allowed to aquire magic items. One player went for the Runefang and as far as I was concerned, he was welcome to it - autowounds aren't really that great. I much prefered the Crimson amulet. 6+ ward save, and auto-pass all stat checks except leadership. Ah, heady days indeed.

Because WHFB doesn't really involve that many stat-checks that item was a mere 20 points, but in Mordheim you can barely turn around without having to make a stat check of some kind or other - especially with random events turned on.

Needless to say, magic items were quickly retconned out of there once I had a few games with that puppy :).

01-02-2007, 19:38
:D That amulet sounds handy; jumping off buildings into diving charges with no penalty all the time. Another reason why ported magic items would be a bad idea.

22-02-2007, 08:04
These items are just too rare to appear in Mordheim. Take a look at hohland long rifle or gromril armour - they are standard issue armour and typical champion upgrades in empire / dwarf armies, but in mordheim they are hard to come by. Take a look on Dogs of War armylist - even the most powerful and wealthy mercanaries can only take common magic items, because everything else resides in reliquiaries / armouries of goverments or nobles and is issued when and where is needed. If we assume ration of 10 crowns per WFB point (a basic 5 point human spearman costs about 50 gold crowns with armour, shield and weapon), then a lord level character with 2000 points army has spent 20 000 crowns on hiring it and has enough left to upekkp army and replace casualties. Tens of tousands of gold crowns in coffer, not to mention a general's fame (you don't just become a lord character), are needed just to make right connections and look for a simple magic items for sale. Characters in Mordheim are leading bands of 12-15 henchmen, not armies of hundereds; they are not nearly thar rich. And if they got drafted into an army they would be champions of core units and would never be allowed magic items.

Lord 0
22-02-2007, 10:53
There are at least 6 pretty potent magic items they have available to them eventually though...

22-02-2007, 12:36
There are six magic items to be found in Mordheim (possibly only six not found/scavenged yet), and not much more. Aenur carries a +1 str sword, which is a "powerful" elven artifact. Even Bertha, head of all sisters of sigmar, walks around with a gromril armour and two hammers.

Lord 0
22-02-2007, 12:58
I can't believe I had forgotten about his sword - I am always after that one. If there were a necromunda style bounty hunter in Mordheim I would totally take it.

I have come close a few times in getting him, but never actually pulled it off.