recursal/Fanatic-Fandom huggingface dataset:
Map of Mordheim

* Allows a custom mission to be made from selected locations.

**Note 1: This is a great item to get gold coins, You should play the University District, Defend the find, Attacker and search for all the loot crates. It is also essential to Fate Farming.**

**Note 2: If you have made a mistake setting up the custom mission, you can exit the Town Crier and start again.**

Availability: All Factions.

Store Prices:

* Known buy price: 40G (without Haggle)
* Known buy price: 33G (with Haggle)
* Known sell price: 20G

Loot Locations:

* University District, Carpviertel Alchemy, Palace Gardens, Magic Quarter.

*Back to Items, Equipment*

## How to Set up a Custom Mission

   First you have to go to the Camp.

Then you tap in any warrior and equip in the Inventory menu a Map of Mordheim.

A message like the one in the picture will appear ("Custom Mission Available from the Town Cryer") and the Map of Mordheim will be consumed

Then you should go to the Town Cryer and the Fourth option in the first Menu will be "Custom".

When you tap on Custom the right Hand menu appears with unfolding options.

The First Option is the Map where you chose the location in which you want to fight.

The Second set of options (Scenario) are the different Missions you can play.

The Third set allows you to choose Start or End in certain Missions, as explained in each of them.

Finally there is a box you can tick if you want to be the attacker or the defender, this only applies to certain scenarios, like Breakthrough or Defend the Find.

Finally once you have set up all the options to your liking and tapped "Ok" you will be returned to the Town Cryer where the Fourth option now will have the name of the location you have chosen.
Beastmen Axe

*Beaten by hooves and forged in dark forest from the molten remains of beaten armoured foes.*

* Strength: As user
* Reach: 1
* Critical Hit: +10%

Availability:

* Factions: Cult of the Possessedr.

* Hired Swords: Beastman.

Store prices:

* Known Buy Values: 6G (without Haggle)
* Known Buy Values: 5G (with Haggle)
* Known Sell Values: 2G

*Back to Right Hand, Axes, Equipment*
Coat and Cuirass

*Well-crafted light cuirass emblazoned with the symbol of Sigmar, in the hope that the wearer's reverence and piety will help him smite his enemies.*

* Weight: 2
* Defence: +35

Availability:

* Factions: Witch Hunters.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 200-266G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 100G

*Back to Armour, Equipment*
Magister Staff

*The magister's staff denotes his office as a acolyte of the chaos powers and is covered in macabre runes channelling dark energy.*

* Strength: As user
* Reach: 1
* Spell Bonus: 10%

Availability:

* Factions: Cult of the Possessed.

* Hired Swords: Warlock (in a Cult of the Possessed Warband).

Store prices:

* Known Buy Values: 365G (without Haggle)
* Known Buy Values: 262G (with Haggle)
* Known Sell Values: 138G

*Back to Left Hand, Equipment*
Bladed Spear

*Skaven are noted for their strong tendency toward self-preservation and are adept at using long bladed spears to parry as well as attack.*

* Strength: As user
* Reach: 1 (2)
* Parry: 0 (+10%)

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 15-16G (without Haggle)
* Known Buy Values: 12-14G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Spears and Whips, Equipment*
Load Warband

This menu seems simple and instinctive on the surface, but it is not.

* You can have up to 3 active Warbands.
* Highlight an active Warband and tap Select to start playing.
* Archive: You can store any number of Warbands in the Cloud.
	+ Highlight an active Warband and tap Archive to move it to the Cloud (this will create and Empty Slot).
	+ Highlight an Empty Slot and tap Archive to access the Cloud. From there, you can Download or Delete a Warband. Be careful, as Deleting a Warband is permanent.
	+ A Downloaded Warband will become one of your 3 active Warbands.
* Empty Slot / New : Highlight an Empty Slot and tap New create a new Warband. This will bring you to the Factions page.

*Return to the Main Menu, Main Page*
Dire Wolf

*Dire Wolves are slavering Undead hounds, the animated remains of the giant wolves of the Worlds Edge Mounains. They prowl the streets of Mordheim like shadows and their chilling howls can strike fear into the hearts of even the bravest warriors.*

All Undead and Strigoi can equip a Dire Wolf as a pet in the Camp if the warband has hired a Vampire or Strigoi Vampire.

Dire Wolves cost about 50 gold crowns (or 2 Fate tokens) and are selled for 25G, Their rating depends on the character that equips them.

* AI Controlled
* Move: 9
* Wounds: 4
* Weapon Skill: 30
* Strength: 40
* Attacks: 1
* Initiative: 50
* Leadership: 15
* Causes Fear
* Cannot run (but can charge)
* Immune to Psychology
* Immune to Poison
* No Pain: Ignores stun effects

*Back to Creatures*
Back Sword

*The most common sword issued to sergeants and low-ranking officers by cheap burghers and nobles who only want to pay for one blade on a sword. Mind you, they have a point; One blade is all you need.*

* Strength: As user
* Reach: 1
* Parry: +10% (+20%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 18G (without Haggle)
* Known Buy Values: 12G (with Haggle)
* Known Sell Values: 8G

Loot Locations:

* Trotuviertel Smithy, City Hall/Guild Hall, Tower of Von Guyen, Von Endon's Amphitheatre.

*Back to Right Hand, Swords, Equipment*
Da Cunnin' Plan

Special Skill (Orc Boss Orc Raiding Party) (Academic)

Get behind da grots! Only the Boss may have this skill. All goblins in the warband get the Infiltration skill.

Dependencies: None.

**Note: since Goblin Warriors AI comand is to either charge or follow their master this skill has no beneficial effect for them. However, this skill aids Goblin Archers to move towards wyrdstone shards laying around the ground and Goblin Fanatics to close the gap with the enemy (sometimes with dire consecuences for them).**

*Back to Skills*
Horned Helm

*Flash gits that have more teeth than sense make their crude iron helmet that bit more Orcy.*

* Weight: 0
* Defence: +5

Availability:

* Factions: Orc Raiding Party.
* Hired Swords: Shaman.

Store prices:

* Known Buy Values: 20-26G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

* None.

*Back to Head, Equipment*
Animal Handling

Academic Skill

The warrior knows how to look after dangerous creatures that can be used in battle. Once learned a Creature can be equipped in the Camp scene.

Dependencies: None.

Notes:

* You can only equip 1 Creature.
* Skaven don't need this skill to equip a Giant Rat.
* Assassin don't need this skill to equip a Rat Ogre.
* Undead don't need this skill to equip a Corpse (Zombie).
* Undead don't need this skill to equip a Dire Wolf, if there's a Vampire in Warband.
* Thus, Animal Handling's real purpose is for Humans to equip a Wardog.

*Back to Skills*
Flat Hat

*The most common style o hat worn in Reikland.*

* Weight: 0
* Leadership: +5

Availability:

* Factions: Reikland Mercenaries, Undead.
* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 2G

Loot Locations:

* Ruffeviertel Market, The Devil's Den, Market Square, Palace Gardens.

*Back to Head, Equipment*
Daemonic Vigour

Nurgle Rituals

The Master imbues his Daemonic minions with supernatural power. Any Plague Bearers or Nurglins within 8 of the Carnival Master increase their Def by 15.

**Note: To activate this spell, simply click on the spell icon next to the Master's portrait when 1 or more Daemons (Plague Bearer and Nurglin) are in range (click to confirm).**

Back to Skills
Comet Helm

*A lighter and more decorative version of the standard imperial helm.*

* Weight: 0
* Defence: +6

Availability:

* Factions: Human Mercenaries, Witch Hunters, Undead and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Halfling Scout, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 31G (without Haggle)
* Known Buy Values: 25G (with Haggle)
* Known Sell Values: 12G

Loot Locations:

* Gudgeonviertel (1900).

*Back to Head, Equipment*
Improvised Armour

*Light and cost effective armour commonly worn by low ranked members of the Sisterhood.*

* Weight: 1
* Defence: +12

Availability:

* Factions: Witch Hunters and Sisters of Sigmar.
* Hired Swords: Warrior-Priest.

Store prices:

* Known Buy Values: 25-31G (without Haggle)
* Known Buy Values: 22-29G (with Haggle)
* Known Sell Values: 12G

*Back to Armour, Equipment*
Halfling Ithilmar

*Ithilmar is a silvery metal which is as light as silk and stronger than steel. As such it is the preferred armour fo the Halflings as they have little desire to be encumbered by other, heavier forms of protection.*

* Weight: 0
* Defence: +25
* Leadership: +5

Availability:

* Factions: None.
* Hired Swords: Halfling Scout.

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: 302G (with Haggle)
* Known Sell Values: 175G

*Back to Armour, Equipment*
Gold crowns

Gold crowns are the currency of the empire and thus the one used in the city of Mordheim.

* It is used to buy most things from the shop or to hire warriors. (Fate is the only other currency)
* Most warbands ( Marienburg Mercenaries start with 300 ) start with 200 gold crowns.
* Your warband obtains them for selling Shards or equipment.

*Back to Main Page*
Halfling Cookbook

*All halfling chefs have their own secret recipes, and these are recorded in tomes handwritten in Mootland, the home country of the Halflings. Food prepared according to these recipes will attract warriors during these lean times.*

* If equipped by the Leader, hiring an extra member will cost 10% less gold crowns.

**Note: it seems to work with all Henchmen and Hired Swords except Possessed.**

Availability: All Factions.

Store Prices:

* Known buy price: 40G (without Haggle)
* Known buy price: 36G (with Haggle)
* Known sell price: 20G

Loot Locations:

* University District, Carpviertel Alchemy, Palace Gardens, Magic Quarter.

*Back to Items, Equipment*
Comet Maul

*A blow from a double-handed Maul will break armour apart and crush the finest metals, negating even the strongest protection. It takes a long time to learn how to use these weapons, but in the right hands they are deadly.*

* Strength: User Strength +10 (+20)
* Reach: 1
* Two-Handed
* Initiative: -15
* Enemy Max Defence: 20

Availability:

* Factions: All except Skaven.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 105G (without Haggle)
* Known Buy Values: 68G (with Haggle)
* Known Sell Values: 40G

Loot Locations:

* Carpviertel Residences.

*Back to Right Hand, Bludgeoning Weapons, Equipment*
Buckler

*Small round shields designed for parrying or defllecting blows. They are ussually made of steel, for they need to be tremendously durable to survive the brutal blows of hand-to-hand combat.*

* Weight: 0
* Parry: +10%

Availability:

* Factions: All (but there are two versions one for Skaven and one for the rest of the Warbands).

* Hired Swords: Freelancer, Pit Fighter, Duelist, Vampire, Beastman, Warrior-Priest.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 3G (with Haggle)
* Known Sell Values: 2G

Loot Locations (only the common version and not the Skaven version):

* Memorial Gardens (120), Ruffeviertel Market (300), The Devil's Den (600), Market Square (1400).

*Back to Left Hand, Shields, Equipment*
Magister Cowel

*The Magister's cowel denotes his status as well totally hiding his identity.*

* Weight: 0
* Leadership: +5
* Spell Bonus: 2%

Availability:

* Factions: Cult of the Possessed.
* Hired Swords: None.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Dwarf Hood

*A slightly armoured and thick hood, offering great protection against the howling winds of the mountains and some against any possible foe encountered..*

* Weight: 0
* Defence: +1
* Initiative: +2
* Leadership: +2

Availability:

* Factions: None.
* Hired Swords: Dwarf Ranger.

Store prices:

* Known Buy Values: 3G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Fighting Claws

*Sharp metal blades attached to the paws of a Skaven warrior. It takes a real expert to use them effectively, but an adept of Clan Eshin is a fearsome opponent when armed this way.*

* Strength: As user
* Reach: 1
* Two-Handed
* Initiative: 0 (+5)
* Parry: 0% (+15%)
* Attacks: 0 (+1)

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 55-72G (without Haggle)
* Known Buy Values: 47-72G (with Haggle)
* Known Sell Values: 25G

*Back to Right Hand, Equipment*
Battle Axe

*Built especially for combat, a battle axe will cut through armour and bone. In the arms of a strong user it can cause tremendous damage.*

* Strength: As user
* Reach: 1
* Enemy Defence: 0 (-5)
* Initiative: -5
* Critical Hit: 0% (+25%)
* Dual Battle Axes Attacks: 0 (+1)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices single/dual version:

* Known Buy Values: 20/33G (without Haggle)
* Known Buy Values: 16/22G (with Haggle)
* Known Sell Values: 8/15G

Loot Locations:

* Troutviertel Smithy, City Hall/Guild Hall, Imperial Armory, Von Endon's Amphitheatre.

*Back to Right Hand, Axes, Equipment*
Robbie Rotten's Cannon

Robbie Rotten's Cannon is a cannon used by Robbie Rotten. It is mounted on top of Robbie Rotten's Fortress.

## Projectiles

The projectiles used are the exact same as the projectiles used for PC Guy's Trebuchets. This means Robbie Rotten an simply steal their supply. This saves him having to carve the cannonballs himself. The disadvantage of this is that Robbie Rotten has to move them across The Bridge of Death without dropping them and get past The Troll without being thrown into The Gorge of Eternal Peril.

## Construction

It is made out of cast iron. It is painted to avoid it going rusty however the paint is extremely bright and clashes harshly with the Robbie Rotten Fortress.

## Appearances

* It makes an appearance in TQTDTME 3.
* It was accidentally fired in TQTDTME 5.1 leading to the death of La Vache and 3 Robbie Rotten Clones.
Alpha Strike

*"There is some consensus among the top players that getting an Alpha Strike is a very big deal, because you can usually kill your target in one round if you time it right."* - **@Trapsinger**, on Discord (2019/01/10).

With an Alpha Strike, you get to initiate combat by choosing when and where to attack (in melee or range), and get all your attacks off before you opponent can react. With a high Initiative Warband, you can even do so two turns in a row (by Delaying your actions in first turn of the Alpha Strike).

#### **More precisely :**

* **Initiative** : Have high score on all units. Equipments may help (ex. : +10 Ini with Ithilmar Sword), as well as training in Initiative Increase.
* **Cover** : If possible, always end your turn in cover.
* **Delay** : All your units should delay their actions to the end of the turn. This will hide them (can't be targeted) and/or keep them out of reach.
* **Bait**: Opponent will move forward to reveal your hidden units, getting within Range of your Weapon or your Move (if you Charge in Melee).
* **Trap** : Launch your attack at the end of this turn.
* **Focus** : Stay focused on 1-2 targets, to put them Out of Action before they can Recover next turn. Damaged units that are not Stunned fight as well as fresh ones, so spreading damage across the opposition never a good thing (unless you want to provoke an All Alone test).
* **Two turns in a row** : If target is not yet Out of Action or if opponent is about to flee (health bar under 50%), then don't delay your actions next turn and instead continue your attacks before opponent reacts.
* Note : On the last turn of the **Alpha Strike**, if your units use range attacks, move them right next to their target before shooting. Hit chances are very high at point-blank, and loot dropped by an Out of Action target will automatically be picked up.

#### **Some skills contribute very well to the Alpha Strike strategy :**

* Melee : Attack Increase, Pistolier, Pit Fighter, Sprint and Unstoppable Charge.
* Range : Ambush, Hidden in Shadows, Knife Fighter, Quick Shot, Trick Shooter.
* And in both cases : Initiative Increase and Perception.

#### **Counter strategy to the Alpha Strike :**

* First, know that when you get hit by an Alpha Strike, it's too late. All there is to do is pray.
* What you have to do is recognise when opponent is delaying his actions. If he does so, do the same and delay all yours. This will deny him the opportunity to Ambush and Attack (he'll do one, not both), and will prevent him from attacking you twice in a row (end of turn + start of next turn) because you'll get a round of attacks before opponent gets too excited (and maybe get rid of some attackers before they hit you a second time).
Black Hunger

Special Skill (Skaven) (Combat)

The Skaven can draw upon the dreaded Black Hunger, the fighting frenzy which gives him unnatural strength and speed but can ravage him from inside. The Skaven Hero may declare at the beginning of his turn that he is using this skill. The Hero may add +1 Attack and +2 to the total move to his profile for the duration of his own turn but will suffer 0-3 wounds.

Dependencies: None.

**Note: Even though it says for the duration of his own turn, if your Skaven has the Infiltration Skill and wants to use Black Hunger in his first turn, he will need to do it twice once in the extra turn and another time in his normal turn.**

*Back to Skills*
Dark Blood

Chaos Magic

The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour. It hits the first enemy in its path (range 8) and causes 1-3 Strength 50 attacks. After using this spell the Chaos Mage takes 1 damage.

**Note: To activate this spell click on an empty square on the direction you want to cast it. The spell icon will appear next to the Mage's portrait (click to confirm).**

 Dark Blood 2
 Dark Blood 3
 Dark Blood 4

**Unlocks the following :**

* Lure of Chaos 1
Combat Skills

Some Combat Skills are Special Skills, only available to certain Heroes.

* Weapon Skill Increase *(available to all in the Stats Increase Skills Group)*
* Attack Increase *(available to all in the Stats Increase Skills Group)*
* Unarmed Training (tree)
	+ Unarmed Master (tree)
		- The Art of Silent Death *(Skaven  Special Skill)*
	+ Weapons Training (tree)
		- Weapon Master
		- Advanced Weapons Training (tree)
			* Advanced Weapon Master (tree)
				+ Web of Steel (tree)
					- Expert Swordsman
					- Blade Master *(Dwarf Treasure Hunters, Dwarf Troll Slayer* and Dwarf Ranger *Special Skill)*
				+ Axe Master *(Dwarf Treasure Hunters, Dwarf Troll Slayer and Dwarf Ranger Special Skill)*
				+ Dual Axe Mastery *(Dwarf Troll Slayer Special Skill)*
				+ Dual Wielding (Sisters of Sigmar Special Skill)
* Strike to Injure
* Combat Master
* Step Aside
* Tail Fighting *(Skaven  Special Skill)*
* Perfect Killer *(Skaven  Special Skill)*
* Monster Slayer *(Dwarf Troll Slayer Special Skill)*
* Ferocious Charge *(Dwarf Troll Slayer Special Skill)*
* Duelist skill *(Duelist Special Skill)*
* Feed *(Strigoi Vampire Special Skill)*
* Double Choppa (skill) *(Orc Raiding Party Special Skill)*

*Back to Skills*
Rat Ogre

*These horrible monsters are literally the strongest most fearsome creatures in Mordheim, and are much in demand as bodyguards to important Skaven.*

Skaven Assassins (Leader) can Buy/Equip a Rat Ogre as their pet creature in the Camp.

Rat Ogres cost 300 gold crowns, and are worth 75 points in Rating.

* AI Controlled
* Move: 6
* Wounds: 12
* Weapon Skill: 30
* Strength: 50
* Attacks: 3
* Initiative: 40
* Leadership: 16
* Defence: 40
* Causes Fear

* Subject to Stupidity

*Back to Creatures*
Items

Items are mostly one use and last for the whole mission. They can be very helpful in getting an edge over your opponents, and also don't need certain skills to be. Most Items are available to all Factions. Browse the list, or go *back to Equipment.*

The buying price without Haggle skill is approximately 2 (minimum buying price), 2.2 (normal buying price) or 2.4 (maximum buying price) times the selling price for small warbands, But it increases with the number of warband members.
Jester Hood

*Represents all the fun to be had at the Carnival of Chaos!*

* Weight: 0
* Defence: +3
* Leadership: +5

Availability:

* Factions: Carnival of Chaos.
* Hired Swords: None.

Store prices:

* Known Buy Values: 16G (without Haggle)
* Known Buy Values: 12G (with Haggle)
* Known Sell Values: 8G

*Back to Head, Equipment*
Infiltration

Special Skill (Skaven) (Speed)

A Skaven with this skill gets one extra turn before anyone else.

Dependencies: Gutter Runner.

**Note: This skill has a surprisingly low Rating value. My rating jumped from 650 to 652 after taking this skill on my Assassin.**

**Note 2: If you skip the extra turn, you will be able to do it after the enemy warriors have finished their turn. So virtually you could have 3 consecutive turns before the enemy's second turn.**

*Back to Skills*
Flail

*Based on an agricultural tool this weapon is easy to learn and causes great damage but leaves the user open to attack. Popular with the dispossessed, unhinged and those generally tired of life.*

* Strength: User Strength +10 (+20)
* Reach: 1
* Two-Handed
* Bonus to strength when charging.

Availability:

* Factions: Skaven, Witch Hunters and Sisters of Sigmar.

* Hired Swords: Packmaster and Warrior-Priest.

Store prices:

* Known Buy Values: 16-18G (without Haggle)
* Known Buy Values: 14-16G (with Haggle)
* Known Sell Values: 8G

*Back to Right Hand, Flails, Equipment*
Conical Helm

*A well-made conical helmet allows effective defence against a sword or mace. Used mainly today by pit fighters to evoke and older heroic age and let the audience see the face of the champion.*

* Weight: 0
* Defence: +6

Availability:

* Factions: Human Mercenaries, Witch Hunters, Undead and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Halfling Scout, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 25G

*Back to Head, Equipment*
Derpy Whooves Studios

The Derpy Whooves Studious is Seymour's first online alias that predated The Adventure Series Universe entirely. They was created into a short lived character that appeared in a few adventures. They were a grey pony with the scarf of the 4th Doctor. It is generally considered they as a character was usurped by Seymour.

## The Adventure to Destroy the IHE Lego Head

In The Adventure to Destroy the IHE Lego Head, the destruction of the IHE Lego Head resulted in the resurrection of The Derpy Whooves Studios, as well as the freedom of Lego PC Guy. Unfortunately the entire group was confronted by Huge Monster and it is still unknown whether or not the Derpy Whoooves Studios was consumed by Huge Monster.

## PC Guy3531's PowerPoint Adventures

The Derpy Whooves Studios makes their only surviving canonical appearance in some of PC Guy3531's PowerPoint Adventures.

## Grey Timeline

Mac Guy3135 met Seymour through YouTube in January 2016, before the creation of any Adventure Video, when Seymour was using the alias of "The Derpy Whooves Studios". The channel was sadly deleted soon after Mac Guy3135 met Seymour and Seymour adopted the alias of Seymour which was used for the remainder of his adventure videos. Even the first ever adventure, The Adventure to Stop Mac Guy3135 and PC Guy3531 from Fighting, was created under the alias of Seymour, rather than The Derpy Whooves Studios, as the protagonist of this adventure was a human rather than a pony.
Lesser Magic

Lesser Magic spells are unlocked with the Arcane Lore skill, and are available to Mercenary Captain (Reikland, Marienburg and Middenheim) and Warlock Hired Swords. New spells may be learned by spending skill points (when leveling up) or in a Tome of Magic.

* Flight of Zimmerman (tree)
	+ Silver Arrows of Arha (tree)
		- Sword of Rezhebel
* Luck of Shemtek (tree)
	+ Dread of Aramar (tree)
		- Fires of U'Zhul

*Back to Skills*
Duelist Garb

*Garb traditionally worn by practicing fencers. Offers some protection against piercing weapons. Favours agile movements over raw defence as the best defence is not getting hit in the first place.*

* Weight: 0
* Defence: +10
* Initiative: +3

Availability:

* Factions: Human Mercenaries, Witch Hunters and Sisters of Sigmar.
* Hired Swords: Freelancer, Pit Fighter, Duelist and Warrior-Priests.

Store prices:

* Known Buy Values: ?G (without Haggle)
* Known Buy Values: 24G (with Haggle)
* Known Sell Values: 10G

*Back to Armour, Equipment*
Hired Swords

A Warband may buy special units, called Hired Swords, at the Tavern. But certain rules apply:

* A Warband can have 0 to 4 Hired Swords.
* One Hired Sword will show up in the Tavern if your Warband has 3 Henchmen.
* Two Hired Swords will be available in the Tavern if you have 4 Henchmen in your Warband.
* Three Hired Swords will be available in the Tavern if you have 5 Henchmen in your Warband.
* Four Hired Swords will be available in the Tavern if you have 6 Henchmen in your Warband. Hence, the 8th unit of a Warband can only be a Hired Sword (and never a 7th Henchman).
* If you want 4 Hired Swords in your Warband, you must keep your Leader and 3 Henchmen until you buy the 4th Hired Sword. Only after can you start dismissing Henchmen (if you want a concentration of Hired Swords, for example).
* If you have only 3 Henchmen in certain Warbands only a certain type of Hired Sword will be available before you could buy any other (Vampire for Undead, Warrior-Priest for Witch Hunters and Augur for Sisters of Sigmar). Additionally, if you want 4 Hired Swords in your Warband one of them will have to be that special Hired Sword. If dismissed it, another Hired Sword of this type will immediately replace the one currently available in Tavern. Thus, it's impossible to have more than 3 other Hired Swords of the same type in these Warbands (Witch Hunters won't ever be able to hire a 4th Elf Ranger, for example).
* Hired Swords are picky and not all will be available for your specific Faction.

Here's a comprehensive chart of the currently available Hired Swords (as of 2021/08/16) :

*Back to Warbands, Main Page*
Comet Halberd

*An ornate blade mounted upon a shaft of steel. A superior version of the standard imperial chopping-and-thrusting weapon.*

* Strength: User Strength +5 (+15)
* Reach: 1
* Two-Handed

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 30G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 15G

Loot Locations:

* Raven Barracks (1500), Tower of Von Guyen (2500), The Keep (2800), Palace Gardens (3600).

*Back to Right Hand, Halberds, Equipment*
Carnival Master Mask

*The mask worn by the master of the Carnival. Granting them a deeper connection to their Lord.*

* Weight: 0
* Defence: 0
* Leadership: +5
* Spell Bonus: 5%

Availability:

* Factions: Carnival of Chaos Master.
* Hired Swords: None.

Store prices:

* Known Buy Values: 5 G (without Haggle)
* Known Buy Values: 3G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Eshin Sorcerer Mask

*A horned mask honorous of the Horned Rat, deity of the Skaven and emulates the mighty Grey Seers who are the leaders and most powerful wizards in skaven society.*

* Weight: 0
* Defence: +1
* Initiative: +5

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 16-17G (without Haggle)
* Known Buy Values: 12-17G (with Haggle)
* Known Sell Values: 8G

*Back to Head, Equipment*
Great Sword

*The king of weapons. Much more effective than crude clubs and axes, expecially in the hands of a master.*

* Strength: User Strenght +10 (+20)
* Reach: 1
* Two-Handed
* Initiative: -10
* Parry: +10% (+15%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 50G (without Haggle)
* Known Buy Values: 24G (with Haggle)
* Known Sell Values: 20G

Loot Locations:

* Carpviertel Catacombs, Carpviertel Residences, Palace Gardens, Steinhardt's Palace.

*Back to Right Hand, Swords, Equipment*
Sword of Rezhebel

Lesser Magic

A flaming sword appears in the hand of the warrior, promising red ruin to all who stand in his way (attributes below). Must pass a Leadership test each turn to maintain the sword.

*\*The Flaming Sword replaces the Right Hand weapon the caster is currently using, and overwrites all of its attributes. All user's skills will apply, however (like Attack Increase, Unstoppable Charge and Mighty Blow).*

**Note: To activate tap the icon that appears next to the caster portrait at the beginning of his turn (tap again to confirm). It has to be cast before moving.**

 Sword of Rezhebel 2
 Sword of Rezhebel 3
 Sword of Rezhebel 4
Jagged Sword

*More cleaver than sword, what it makes up for in ease of use and brutal cutting power.*

* Strength: As user
* Reach: 1
* Parry: +5% (+25%)

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 33-39G (without Haggle)
* Known Buy Values: 27-34G (with Haggle)
* Known Sell Values: 15G

*Back to Right Hand, Swords, Equipment*
Gift of Chaos

Special Skills (Cult of the Possessed) (Possession)

A follower of Chaos already bearing a Mark of Chaos can be favoured with a dark and powerful gift.

Dependencies: Dark Pact and Mark of Chaos.

The gift is chosen ramdonly (in theory all have the same chance) among the following:

* Cloven Hooves (+1 Movement)
* Hideous (causes Fear)
* Scorpion Tail (extra Attack in combat with +5 Strength)
* Great Claw (extra Attack in combat with +10 Strength)

*Back to Skills*
Cover

Cover represents terrain that provides some protection to a character next to it against detection and ranged fire. A location provides the character with cover if the movement icon shows a shield for that location. Currently, no distinction is made

If a character is not within an enemy's awareness, and moves half their movement or less, they will end that move by hiding.

When firing on an enemy in cover, the attacker suffers a -20 to their ranged hit chance. Note that this modifier does not apply if the shooter is firing from a place where they have full view of the target, regardless if the target has cover behind them (cover doesn't count if you've been flanked).
Dwarf Ranger

*Rangers are the long-ranged eyes and ears of most Dwarf Settlements. They patrol far from the safety of the hold, often spending long periods out in the wilderness, keeping watch on the Dwarf's many enemies and tracking dangerous beasts which makes them an excellent addition to any warband venturing into Mordheim.*

Can be Hired by: Reikland, Marienburg and Middenheim Mercenaries, Witch Hunters, Sisters of Sigmar, Dwarf Treasure Hunters.

* Starting Skills: Unarmed and Weapons Training, Ballistic Skill Increase 2/6, Crossbow Training, and Initiative Increase 2/6.
* Skills Access: Stats Increases, Combat, Shooting (All except Bow Training and Mastery), Strength, Speed (Perception and Sprint only), and Dwarf Special Skills (Axe Master, Blade Master, Miner, Mechanical Engineer, Chemical Engineer, Hard to Kill, Thick Skull, Extra Tough, Great Grudge, Dwarven Armour Training).
* Starting Equipment: Dwarf Hood, Dwarf Ranger Armour, Crossbow.
* Equipment Access: All common Hats and Helments, Right Hand and Left Hand (except Bows) weapons, and Items. Dwarven Armours, and Special Dwarven equipment.

*Back to Hired Swords*
Comet Shield

*A light, well-crafted shield emblazoned with the motif of Sigmar, borne to show the bearer's reverence - or just because it's a good shield.*

* Weight: 1
* Defence: +9
* Parry: +5%

Availability:

* Factions: Human Mercenaries, Witch Hunters and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Duelist, Vampire, Beastman, Warrior-Priest.

Store prices:

* Known Buy Values: 20G (without Haggle)
* Known Buy Values: 14G (with Haggle)
* Known Sell Values: 8G

*Back to Left Hand, Shields, Equipment*
Armoured Master Robes

*An armoured version of the Master's robes. Trades ease of spell casting for improved defence.*

* Weight: 1
* Defence: +20
* Leadership: +10
* Spell Bonus: 5%

Availability:

* Factions: Carnival of Chaos Master.
* Hired Swords: None.

Store prices:

* Known Buy Values: 300G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 150G

*Back to Armour, Equipment*
Gromril Armour

*Gromril is the rarest and strongest metal known in the Old Wold. Only a very few Dwarf smiths know the secret of forging it, and a suit of armour made from gromril fetches a huge price.*

* Weight: 3
* Defence: +40
* Leadership: +5

Availability:

* Factions: Human Mercenaries, Witch Hunters, Sisters of Sigmar, Undead and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 960 - 1282G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 330G (Undead sell it for 300G)

Loot Locations (Only Human version, not Undead version):

* Steinhardt's Palace (3800).

*Back to Armour, Equipment*
Hermit's Shroud

*Made from the shrouds of long buried dead, imbided in necromantic magic and keeps the rain off too.*

* Weight: 0
* Spell Bonus: 5%

Availability:

* Factions: Undead.
* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 75G (without Haggle)
* Known Buy Values: 60G (with Haggle)
* Known Sell Values: 40G

*Back to Armour, Equipment*
Luck of Shemtek

Lesser Magic

The warrior summons the fickle power of magic to manipulate chance. Chosen target (companion or self) gains a reroll on their next attack (melee or ranged).

**Note: To activate this spell, simply click on a target. The spell icon will appear next to the warrior's portrait (click to confirm).**

 Luck of Shemtek 3
 Luck of Shemtek 4

**Unlocks the following :**

* New spells (learned in a Tome of Magic or by spending skill points)
	+ Dread of Aramar 1 (tree)
		- Fires of U'Zhul 1
Corpse Crook

*A powerful staff crafted to control and guide the will-less dead.*

* Strength: As user
* Reach: 1
* Enemy Defence: +10 (+5)
* Parry: 0% (+5%)
* Spell Bonus: 10%

Availability:

* Factions: Undead.

* Hired Swords: Vampire.

Store prices:

* Known Buy Values: 245G (without Haggle)
* Known Buy Values: 205G (with Haggle)
* Known Sell Values: 112G

*Back to Right Hand, Equipment*
Zzap!

Orc Magic

Crackling green bolt of WAAAGH! energy erupts from the Shaman's forehead to strike the skull of the closest foe. Range 12 squares, Causes 1-3 Strength 4 hits on the closest enemy target. Target Defence is considered to be 0.

**Note : To activate this spell, simply click on the spell icon next to the warrior's portrait (click to confirm).**

 Zzap! 2
 Zzap! 3
 Zzap! 4
 Zzap! 5
 Zzap! 6
Burgher Hat

*Decorative high-brimmed hat popular amongst merchants and seamen.*

* Weight: 0
* Defence: +1
* Initiative: +2
* Leadership: +2

Availability:

* Factions: Human Mercenaries, Witch Hunters, Undead and Dwarf Treasure Hunters.
* Hired Swords: Freelancer, Pit Fighter, Elf Ranger, Halfling Scout, Duelist and Warrior-Priest.

Store prices:

* Known Buy Values: 5G (without Haggle)
* Known Buy Values: 5G (with Haggle)
* Known Sell Values: 2G

*Back to Head, Equipment*
Banded Armour

*Iron bands beaten into shape and hung on a jacket made of leather. It does not offer complete protection against arrows or swords, but is better than having nothing at all.*

* Weight: 1
* Defence: +16

Availability:

* Factions: Skaven.
* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 50-72G (without Haggle)
* Known Buy Values: 42-59G (with Haggle)
* Known Sell Values: 25G

*Back to Armour, Equipment*
Equipment

Equipment, Inventory, Gear - whatever the term: it is an essential aspect of a strong warband.

Each hero has:

* Four Standard inventory slots (Head, Armour, Right hand and Left hand).
* Four Items slots.
* One Pet slot (see Creatures; sometimes needs to be unlocked with the Animal Handling skill).

*Back to Camp or Main Page*
Elf Ranger

*Elves are a wondrous race: lithe, tall, beautiful, long lived and magical. For the most part, they are feared and distrusted by humans, though some live in the cities amongst men and offer their services as minstrels and archers in return for a high fee. Though Elves become rarer in the Old World each year, there are still some roaming on the trackless paths of the Drakwald Forest and the Forest of Shadows. Elves sensibly tend to avoid the ruins of Mordheim, for in the City of the Damned there is little to attract that fey and strange race, but sometimes they are hired by treasure hunters, for few can match the skill with a bow, or their inhuman quickness and agility. The senses of an Elf are much keener than any human's, and they make excellent scouts.*

Can be Hired by: Reikland, Marienburg and Middenheim Mercenaries, Witch Hunters , Sisters of Sigmar, and Dwarf Treasure Hunters.

EDITOR'S NOTE: These are my first guesstimates (2020/05/21). Please contribute if you feel/know these numbers are wrong. Thanks.

*\*Defence is 0, plus Equipment.*

*\*\*Leadership also gets +5 bonus from Equipment, in addition to the listed value.*

* Starting Skills: Unarmed, Bow Training, Excellent Sight (1/2), and Wyrdstone Hunter.
* Skills Access: Stats Increases, Combat, Shooting, Academic Special Skills (Arcane Lore, Fey and Blessed by Lileath) and Speed (inc Excellent Sight 2).
* Starting Equipment: Ithilmar armor and Elven Bow.
* Equipment Access:All common Hats and Helments, Plated Armours, Right Hand and Left Hand weapons, and Items. They also have access to Staff of Summoning and Rod of Will.

*Back to Hired Swords*
Dual Daggers

*A pair of perfectly weighted twin daggers are the perferred weapons of the Augurs.*

* Strength: As user
* Reach: 1
* Two-Handed
* Enemy Defence: +15 (+10)
* Parry: +5% (+15%)

Availability:

* Factions: Sisters of Sigmar.
* Hired Swords: Augur.

Store prices:

* Known Buy Values: 33-35G (without Haggle)
* Known Buy Values: ?G (with Haggle)
* Known Sell Values: 18G

Loot Locations:

* None.

*Back to Right Hand, Equipment*
Armour

Armour is incredibly important for the survival of any Hero. Armour usually provides Defence, but some - like Robes - will provide bonus to Spellcasting or Leadership.

Many Armours have a Weight value that will decrease the wearer's Move, unless he's skilled in Armour Training or Dwarven Armour Training.

Armour occupies the Armour (Chest) slot. Not all Armours will be available to your Faction, and some are exclusive to certain Factions or Hired Swords. Browse the list, or go *back to Equipment.*

The buying price without Haggle skill is approximately 2 (minimum buying price), 2.2 (normal buying price) or 2.4 (maximum buying price) times the selling price for small warbands, But it increases with the number of warband members.

## Armour List:

*\*Common means it is available for most Factions (in general all of them except Skaven, Cult of The Possessed and Orc Raiding Party) and Hired Swords (in general all of them except those characteristic of a determined Faction and Ogres). For additional details on Availability you can consult the entry of each helmet.*

*Back to Equipment*
Brigandine

*A hardened leather tunic lined with riveted steel plates. A cost effective form of protection found all over the Empire.*

* Weight: 1
* Defence: +12

Availability:

* Factions: Human Mercenaries, Witch Hunters, Sisters of Sigmar and Undead.
* Hired Swords: Freelancer, Pit Fighter, Duelist, Warrior-Priest and Vampire.

Store prices:

* Known Buy Values: 27 - 38G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 14G

*Back to Armour, Equipment*
Beastmen Sword

*It may once have been a man blade but now beaten by fist and hoof into a cruel cleaving implement.*

* Strength: As user
* Reach: 1
* Critical Hit: +5%
* Parry: +10%

Availability:

* Factions: Cult of the Possessedr.

* Hired Swords: Beastman.

Store prices:

* Known Buy Values: 10G (without Haggle)
* Known Buy Values: 8G (with Haggle)
* Known Sell Values: 5G

*Back to Right Hand, Swords, Equipment*
Left Hand

While melee weapons will be equipped in the Right Hand, the Left Hand is used for ranged weapons, shields and other items like Torches. Not all Left Hand Equipments will be available to your Faction, and most are exclusive to certain Factions. Browse the list, or go *back to Equipment.*

The buying price without Haggle skill is approximately 2 (minimum buying price), 2.2 (normal buying price) or 2.4 (maximum buying price) times the selling price for small warbands, But it increases with the number of warband members.
Imperial Skull Shield

*A master-crafted shield emblazoned with the motif of Morr, God of the Death, borne to show the bearer's reverence and fear - or just because it's a good shield.*

* Weight: 1
* Defence: +13
* Leadership: +5

Availability:

* Factions: All except Skaven.

* Hired Swords: Freelancer, Pit Fighter, Duelist, Vampire, Beastman, Warrior-Priest.

Store prices:

* Known Buy Values: 24G (without Haggle)
* Known Buy Values: 22G (with Haggle)
* Known Sell Values: 10G

Loot Locations:

* Gudgeonviertel, Palace Gardens.

*Back to Left Hand, Shields, Equipment*
Freelancer

*Freelancers are often the young sons of nobles, who have inherited little but their weapons, horse and armour. Financial considerations take precedence over the dictates of honour and chivalry. Many Freelancers have drifted to the shanty towns surrounding Mordheim, and offer their considerable strength to the highest bidders.*

Can be Hired by: Reikland, Marienburg and Middenheim Mercenaries, Witch Hunters and Dwarf Treasure Hunters.

*\*Move 4 is reduced to 3 due to Armour's Weight. and Run 4 is also reduced to 3 or 2 due to armour weight and shield.*

*\*\*Add +5 or +10 to Strength, depending on starting Equipment.*

*\*\*Defence is 0, plus Equipment.*

*\*\*\*\*Initiative is reduced by 8 or 10 depending on the Helmet and Weapon.*

*\*\*\*\*\*Leadership is 55-65, plus Helmet.*

* Starting Skills: Unarmed, Weapons and Advanced Weapons Training, Weapon Skill (2/6), Strength (1/3), Wounds (1/3) and Initiative (2/6).
* Skills Access: Stats Increases, Combat, Shooting (only Bow, Crossbow, Thrown Weapons and Blackpowder Training and Mastery) and Strength.
* Starting Equipment: Helmet (Mask Helm, Great Helm or Visored Helm), Full Plate Armour, Great Sword, Reik Sword and Imperial Skull Shield, or Comet Halberd.
* Equipment Access: All common Hats and Helments, Armours, Right Hand and Left Hand weapons, and Items.

*Back to Hired Swords*
Crossbows

A Hero needs the Crossbow Training skill to use any Crossbows. Compared to other ranged weapons :

* User can't Move and shoot (except if Nimble or noted otherwise).
* They can shoot every turn like Bows and Thrown Weapons (without needing Hunter skill).
* They are stronger than Bows and Thrown Weapons, but don't have Blackpowder Weapons' armour penetration.

*\*Pistols users can Run and shoot, and fire at targets already in melee (in addition to standard melee attacks). // \*\*The Witch Hunters' Templar Handbow is essentially a Crossbow Pistol that can be paired with a Dual Templar Handbow.*

Note: Attributes in parenthesis are unlocked with Crossbow Mastery.

*Back to Left Hand or Equipment*
Bludgeoning Weapons

Bludgeoning Weapons, on the whole, tend to be slow and cumbersome, but excel at dealing with armored opponents.

Having Weapons Training enables the use of all one-handed bludgeoning weapons and Advanced Weapons Training the use of the two-handed ones.

One hand (Weapons Training):

* Dual Sigmarite Hammer
* Sigmarite Hammer
* Skull Hammer
* Mace
* Ogre Maze
* Skull Splitter
* Warhammer
* Club
* Ogre Club

Two hands (Advanced Weapons Training):

* Sigmarite Great Hammer
* Comet Maul
* Ogre Maul
* Double Maul
* Ogre Great Club
* Great Hammer

*Back to Right Hand or Equipment*
Defence

This Stat shows the percentage chance to avoid the damage made by an enemy attack. There are certain weapons that reduce this percentage either by subtracting a determined percentage, e.g. all Blackpowder weapons have a -15 Defence modifier, or limiting the Maximum defence of a Hero like Bludgeoning weapons do (see Combat for details).

Defence can be increased through the Resilient skill, and by equipping Armour, Helments and Shields.

*Back to Stats, Camp, Main Menu*
Halfling Scout

*Halflings are diminutive creatures, generally more concerned with the timing of their next meal (or two) than military pursuits. They range from three to four feet tall, and are neither very strong not tough, but are naturally good shots and steadfast in the face of danger. Some Halflings are more adventurous than others, however, and these bold spirits are much sought after by mercenary bands, for they are splendid archers, and excellent cooks to boot.*

Can be hired by: Reikland, Marienburg and Middenheim Mercenaries, Witch Hunters, Sisters of Sigmar, and Dwarf Treasure Hunters.

Companíon: Halfling Heroes are sometimes inexplicably accompanied by a faithful servant (Halfling Burglar or Halfling Heroic Companion) (see Creatures).

Small: Harder to hit with ranged attacks. Weedy (invisible skill) (-15 Defence, but opponent suffers -10 to hit at range).

* Starting Skills: Unarmed, Bow and Thrown Weapons Training.
* Skills Access: Stats Increases, Combat (only Weapon and Advanced Weapons Training and Master **Note: Advanced Weapons Training and Master does not serve any purpose because they cannot equip swords, halberds or two handed weapons**) Shooting (Bow and Thrown Weapons Mastery, Quick Shot (dependencies: BS 45), Knife Fighter, Eagle Eyes and Trick Shooter (Dependencies: BS 45)), Magic Immunity (Academic Special Skill) and Speed.
* Starting Equipment: None.
* Equipment Access: All common helmets; Halfling Ithilmar Armour; in the Right Hand they can equip Daggers, and Hand Axe or Club (if they have the Weapons Training skill); and in the Left Hand Throwing Daggers, Sling, Short Bow and Morrs Lantern; all comon Items.

*Back to Hired Swords*
Gromril Sword

*Only a Dwarf Runesmith can forge a sword from gromril, a rare meteorite iron. Such a dwarven-made sword is a highly priced possession.*

* Strength: As user
* Reach: 1
* Enemy Defence: -15
* Critical Hit: 0% (+5%)
* Parry: +10% (+20%)

Availability:

* Factions: All except Skaven and Sisters of Sigmar.

* Hired Swords: Freelancer, Pit Fighter, Dwarf Troll Slayer, Elf Ranger, Duelist, Beastman, Vampire and Warrior-Priest.

Store prices:

* Known Buy Values: 125G (without Haggle)
* Known Buy Values: 95G (with Haggle)
* Known Sell Values: 50G

Loot Locations:

* Carpviertel Catacombs (3000), Steinhardt's Palace(3800).

*Back to Right Hand, Swords, Equipment*
Jagged Spear

*A typical nasty variant of the standard skaven armament that in skilled hands has a higher than normal chance of rendering a serious injury.*

* Strength: As user
* Reach: 1 (2)
* Critical Hit: 0 (+5%)

Availability:

* Factions: Skaven.

* Hired Swords: Packmaster.

Store prices:

* Known Buy Values: 10-12G (without Haggle)
* Known Buy Values: 8-9G (with Haggle)
* Known Sell Values: 5G

*Back to Right Hand, Spears and Whips, Equipment*