Weapons are essential in the streets of Mordheim. The choices of weapons are very important at each stage of the game. Warriors who advance can include a larger array of choices, making decisions even more important.
Weapons can be found at loot points, looted from fallen enemies, granted as rewards from battle, purchased in the shop or received from Contacts. Specifically, Contact: Bowyer, Great Weaponsmith, Gunsmith and Weaponsmith all provide a chance to receive different types of weapons each day.
To complicate things further, magical weapons become available intermittently. Magical weapons are significantly stronger and can change the dynamic of what your warband can do. The choice of using magic weapons may mean changing the role or direction a particular warrior has already established. For instance, the opportunity of using an available magical two handed weapon is advised but the most logical warrior to use it may have had a couple advancements toward parry.
Weapons List[]
Melee weapons are either 1-Handed or 2-Handed. 1-Handed weapons can be used in conjunction with another weapon, with no offhand weapon or with a shield. Two 1-Handed weapons apply each effect individually, i.e. Two normal maces will give +8% Hit Chance. Certain 1-Handed weapons must be used as Paired and cannot be used with any other choices and their effects are set as a pair.
- Melee weapons that are 2-Handed always receive the following effects:
- Heavy: -15% melee damage after each successive Attack. Stackable.
- Tiring: +1 OP cost for each successive Attack or Attack Skill. Stackable.
- Melee weapons that are Paired or 1-Handed weapons used in conjunction with another weapon always receive the following effects:
- Dual Wielding: -25% melee damage (applied after adding both weapons damage)
- Tiring: +1 OP for each successive attack or attack skill. Stackable.
Ranged weapons are always Paired or 2-Handed.
Normal quality is listed as base while Fine and Masterwork quality is listed separately.
Although not technically weapons the Off Hand choices of Empty Hand or Shield are listed for their effects.
<tabber> General Melee Weapons=
Weapon | Damage | Type | Initiative Modifier |
Effect |
Empty Hand | N/A | Off Hand for a 1-Handed |
+10% | Fleet: Dodge chance +10%. (Used to give a boost to Initiative and Dodge) |
Shield | N/A | Off Hand for a 1-Handed |
0 | Parrying: Allows the use of Parry stance. Parry chance +10% (+15%, +20%) Bulwark: Ranged Resistance +10% (+15%, +20%), Melee Resistance +5% (+10%, +15%). |
Axe | 20-24 26-30 32-36 |
1-Handed | 0 | Sunder: Attacks bypass 6% (9%, 12%) Armor Absorption |
Dagger | 11-21 17-27 23-33 |
1-Handed | +10 | Quick: Attacks bypass 5% (10%, 15%) Dodge chance. Nimble: Attacks bypass 8% (12%, 16%) Parry chance. Concealed: Ambush damage +15% (20%, 25%). |
Flail | 17-23 23-29 29-35 |
1-Handed | +10 | Sunder: Attacks bypass 6% (9%, 12%) Armor Absorption. |
Hammer | 23-25 29-31 35-37 |
1-Handed | -5 | Brutal: Critical hit damage +5% (+10%, +15%). |
Mace | 17-25 23-31 29-37 |
1-Handed | +5 | Accurate: Hit chance +4% (+6%, +8%). |
Spear | 13-23 19-29 25-35 |
1-Handed | +10 | Quick: Attacks bypass 15% (25%, 35%) Dodge chance. Nimble: Attacks bypass 12% (18%, 24%) Parry chance. Unwieldy: Only a Shield may be equipped in the offhand. |
Sword | 16-24 22-30 28-36 |
1-Handed | +5 | Savage: Critical hit chance +2% (+3%, +4%). Parrying: Allows the use of Parry stance. |
Great Axe | 36-42 46-52 56-62 |
2-Handed | -10 | Sunder: Attacks bypass 15% (18%, 21%) Armor Absorption. Slow: Attacks have a +10% chance to be Dodged. |
Great Flail | 30-40 40-50 50-60 |
2-Handed | 5 | Sunder: Attacks bypass 15% (18%, 21%) Armor Absorption. |
Great Hammer | 38-42 48-52 58-62 |
2-Handed | -10 | Brutal: Critical hit damage +20% (+25%, +30%). Slow: Attacks have a +10% chance to be Dodged. |
Great Sword | 33-43 43-53 53-63 |
2-Handed | -5 | Savage: Critical hit chance +5% (+7%, +9%). |
Halberd | 36-40 46-50 56-60 |
2-Handed | -5 | Brutal: Critical hit damage +15% (+20%, +25%). Parrying: Allows the use of Parry stance. |
|-| Specialized Melee Weapons=
Weapon | Damage | Type | Initiative Modifier |
Effect |
Armband | 13-21 19-27 25-33 |
1-Handed | +5 | Overwhelm: Attacks cannot be parried |
Sigmarite Warhammer | 18-24 24-30 30-36 |
1-Handed | 0 | Quick: Attacks bypass 3% (6%, 9%) Dodge chance. Savage: Critical hit chance +2% (+3% ,+4%). Blessed: Divine Wrath chance -2% (-4%, -6%). |
Bracers | 36-46 46-56 56-66 |
Paired | +5 | Overwhelm: Attacks cannot be parried |
Fighting Claws | 38-46 48-56 58-66 |
Paired | +10 | Sunder: Attacks bypass 6% (12%, 18%) Armor Absorption. Grappling: Chance to pass Climb tests +6% (9%, 12%). Parrying: Allows the use of Parry stance. |
Weeping Blades | 34-42 44-52 54-62 |
Paired | +5 | Poisoned: Attacks apply a debuff that deals 8-12 (16-24, 24-36) damage on target's next turn. Stackable. Parrying: Allows the use of Parry stance. |
Great Ulrican Axe | 28-38 38-48 48-58 |
2-Handed | -10 | Blessed: Divine Wrath chance -4% (-7%, -10%). Savage: Critical hit chance +5% (+7%, +9%). Slow: Attacks have a +10% chance to be Dodged. |
Sigmarite Great Hammer | 32-36 42-46 52-56 |
2-Handed | -5 | Blessed: Divine Wrath chance -6% (-9%, -12%). Sunder: Attacks bypass 9% (12%, 15%) Armor Absorption. Slow: Attacks have a +10% chance to be Dodged. |
Staff | 25-35 35-45 45-55 |
2-Handed | +10 | Favored: Tzeentch's Curse chance -6% (-9%, -12%). Parrying: Allows the use of Parry stance. |
|-| Ranged Weapons=