RED ELF
Close Combat Weapons

Life and death in Mordheim is decided by the quantity and quality of the weapons a warrior carries. This section describes the different weapons and other equipment such as armour and shields.

Fist

The truly desperate, who don't even own a knife, have to fight with their hare hands. Needless to say, their chances of survival are comparable to Halflings going without food for eight hours!

Note: The following rule only apply to warriors who have lost their weapons. Creatures such as Zombies, animals, etc, ignore these rules. Warriors using their fists can only ever make 1 attack.

Range: Close Combat;

Strength: As user -1;

Special Rule: +1 Enemy armour save

SPECIAL RULE

+1 Enemy armour save: An enemy wounded by a fist gains a +1 bonus to his armour save, and a 6+ armour save if he normally has none.

Dagger

Daggers and knives are extremely common, and men are allowed to carry them in enclaves where weapons are otherwise forbidden. Many a warrior in Mordheim has died with a dagger in his hack.

Range: Close Combat;

Strength: As user;

Special Rule: + 1 Enemy armour save

SPECIAL RULE

+ 1 Enemy armour save: Daggers are not the best weapons to use for penetrating an enemy model's armour. An enemy wounded by a dagger gains a + 1 bonus to his armour save, and a 6+ armour save if he has none normally.

Hammer, staff, mace or club

Perhaps the simplest type of weapon, these brutal, bludgeoning instruments range from primitive wooden clubs to elaborately forged Dwarf hammers made from the finest steel. A blow from a mace can easily crush a skull or knock a man unconscious.

Range: Close Combat;

Strength: As user;

Special Rule: Concussion

SPECIAL RULE

Concussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a hammer, club or mace, a roll of 2-4 is treated as stunned when rolling to see the extent of a model's injuries.

Axe

The axe is the traditional weapon of Empire woodsmen, and is also used as a weapon in poorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause a lot of damage. The blade of an axe can easily cut through armour, though it requires considerable strength from the wielder.

Of all the warriors in the Old World, Dwarfs are the most adept at making axes. Their axes are invaluable to the warriors of the Old World and are some of the most sought after weapons.

Range: Close Combat;

Strength: As user;

Special Rule: Cutting edge

SPECIAL RULE

Cutting edge: An axe has an extra save modifier of -1, so a model with Strength 4 using an axe has a -2 save modifier when he hits an opponent in hand-to-hand combat.

Sword

The sword is often referred to as the 'king of weapons'. The most common sword available, the broadsword of the Empire, is a masterpiece by the standards of any smith: four full feet of gleaming steel, double-edged and razor-sharp.

Swords are much more effective weapons than crude clubs and axes, though learning to use a sword is a long and difficult process. It takes years to truly master this weapon - most warriors in Mordheim die long before they get this far!

Range: Close Combat;

Strength: As user;

Special Rule: Parry

SPECIAL RULE

Parry: Swords offer an excellent balance of defence and offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength - they are simply too powerful to be stopped.

Flail

The flail is a heavy weapon wielded with both hands. It normally consists of heavy weights, often spiked, attached to a pole or handle by means of heavy chains. Flails drain the user's stamina quickly, but are awesomely destructive in the hands of a skilled (or unhinged) warrior.

Range: Close Combat;

Strength: As user +2;

Special Rules: Heavy; Two-handed

SPECIAL RULES

Heavy: A flail is extremely tiring to use and thus the +2 Strength bonus applies only in the first turn of each hand-to-hand combat.

Two-handed: As a flail requires two hands to use, a model using a flail may not use a shield, buckler or additional weapon in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.

Morning star

A morning star consists of a wooden or steel shaft with heavy chains that have spiked steel balls attached. It is very destructive and requires great skill to wield effectively.

Range: Close Combat;

Strength: As user +1;

Special Rules: Heavy, Difficult to use

SPECIAL RULES

Heavy: The morning star is extremely tiring to use, so its +1 Strength bonus applies only in the first turn of each hand-to-hand combat.

Difficult to use: A model with a morning star may not use a second weapon or buckler in his other hand because it requires all his skill to wield it. He may carry a shield as normal though.

Halberd

The halberd's heavy blade is mounted upon a sturdy shaft of oak or steel and has a point like a spear and a cutting edge like an axe. Since it can be used to chop as well as thrust, it is an adaptable weapon, but is difficult to use inside buildings.

Range: Close Combat;

Strength: As user +1;

Special Rule: Two-handed

SPECIAL RULE

Two-handed: A model armed with a halberd may not use a shield, buckler or additional weapon in close combat.

If the model has a shield he still gets a +1 bonus to his armour save against shooting.

Spear

Spears range from sharpened sticks used by Goblins to the impressive cavalry spears typical of the Elves.

Range: Close Combat;

Strength: As user;

Special Rules: Strike first, Cavalry bonus

SPECIAL RULES

Strike first: A warrior with a spear strikes first, even if charged, because the long shaft of the spear allows him to thrust it at oncoming enemies before they have a chance to hit him. Note that this only applies in the first turn of a hand-to-hand combat.

Cavalry bonus: If using the optional rules for mounted models, a mounted warrior armed with a spear receives a +1 Strength bonus when he charges. This bonus only applies for that turn.

Lance

Lances are long, heavy spears used by mounted shock troops to rip through armour and fling their foes to the ground. They are the chosen weapons of Knights Templar and other wealthy warriors. To use a lance requires great skill and strength, and only the richest warriors ride the heavy warhorses needed to wield these mighty weapons effectively.

Range: Close Combat;

Strength: As user +2;

Special Rules: Cavalry weapon/bonus

SPECIAL RULES

Cavalry weapon: A warrior must own a warhorse to use a lance, as it can only be used whilst he is on horseback.

Cavalry bonus: If using optional rules for mounted models, a warrior armed with a lance receives a +2 Strength bonus when he charges. This bonus only applies for that turn.

Double-handed sword, hammer, axe, etc

A blow from a double-handed axe or sword can cut a foe in half and break armour apart. It takes a long time to learn how to use these weapons and even then only extremely strong men are able to wield them effectively.

Range: Close Combat;

Strength: As user +2;

Special Rules: Two-handed, Strike last

SPECIAL RULES

Two-handed: A model armed with a double-handed weapon may not use a shield, buckler or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his armour save against shooting.

Strike last: Double-handed weapons are so heavy that the model using them always strikes last, even when charging.

Gromril weapon

Only a Dwarf Runesmith can forge a weapon from gromril, a rare meteoric iron. A blade fashioned from this metal will stay keen for a thousand years.

A gromril weapon has an extra -1 save modifier, and costs four times the price of a normal weapon of its kind. You may choose which type of hand-to-hand weapon is offered to you as explained in the Trading section.

Ithilmar weapon

Elven blades are forged from priceless ithilmar, an extremely light but strong metal, found only in the fabled Elven kingdoms. A few of these weapons are occasionally found in the Old World and these are normally spoils of war, taken by the Norse raiders who pillage the coastal settlements of the Elves.

An ithilmar weapon gives its user +1 Initiative in hand-to-hand combat, and costs three times the price of a normal weapon of its kind. You may choose which hand-to-hand weapon is offered to you as explained in the Trading section.