Mordheim City of the Damned Wikia
Advertisement

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=

Weapon Damage Range Initiative
Modifier
SP to Reload Effect
Blunderbuss 22-32
30-40
38-48
10m
15m
20m
-5 SPSPSP Spread Shot: Fires a cone attack that affects allies and enemies. Does not require a target.
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Bow 15-21
21-27
27-33
20m
25m
30m
0 SP Accurate: Hit chance +8% (+10%, +12%).
Crossbow 20-24
26-30
32-36
25m
30m
35m
-10 SPSPSP Sunder: Attacks bypass 9% (12%, 15%) Armor Absorption.
Crossbow Pistols 16-22
22-28
28-34
20m
25m
30m
+5 SP Sunder: Attacks bypass 6% (9%, 12%) Armor Absorption.
Duelling Pistol 24-32
32-40
40-48
15m
20m
25m
+10 SPSP Accurate: Hit chance +8% (+10%, +12%).
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Handgun 29-35
37-43
45-51
20m
25m
30m
-10 SPSPSP Sunder: Attacks bypass 12% (15%, 18%) Armor Absorption.
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Hunting Rifle 29-31
35-39
45-47
30m
35m
40m
-10 SPSPSP Brutal: Critical hit damage +20% (+25%, +30%).
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Long Bow 15-25
21-31
27-37
25m
30m
35m
-5 SP Brutal: Critical hit damage +10% (+15%, +20%).
Pistol 27-37
35-45
43-53
15m
20m
25m
0 SPSP Savage: Critical hit chance +3% (+5%, +7%).
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Short Bow 15-21
21-27
27-33
15m
20m
25m
+10 SP Savage: Critical hit chance +3% (+5%, +7%).
Shuriken 13-21
19-27
25-33
15m
20m
25m
+10 SP Accurate: Hit chance +6% (+8%, +10%).
Concealed: Overwatch damage +15% (+20%, +25%).
Warplock Pistols 26-34
34-42
42-50
15m
20m
25m
0 SPSP Warp Ammo: On hit, Melee and Ranged Resistance -2% (-4%, -6%) for 1 turn for the victim.
Flintlock: +1 Offense Point to Shoot and ranged Attack Skills.
Advertisement