Mo’ Weapons Mo’ Problems

Last time on the Blog I looked at a comparison between the Shadeglass and Nullstone Weapons. This time around I’m going to be going over the various weapons left in the Nightvault & Shadespire (I’ve purposefully left out the Seeking Weapons and things like Unparalleled Strike for another time). Let’s get to it!

Where to start but with the scariest, most horrifying weapon upgrade! The Heroslayer. 50% chance to hit, but if you do you’ll kill pretty much whatever you’re hitting. This is a weapon that gets left at home because of it’s unreliability, but when someone equips it you pay them very close attention! This is great on Clanrats and Sepulchral Guard, as the resurrection mechanic and Nightvault Token system allow multiple charges with this terrifying beast!

Kingsbane on the other hand is a slightly more reliable version of the Grand Daddy Heroslayer, it’s not particularly accurate hitting only 56% of the time (and critting 31%) but it can be a real boost to some of the lowly fighters warbands have to offer. If you manage to hit a Leader with it you’re liklihood of hitting increases to 70% (with crits at 42%). A half-decent choice if you’re looking to upgrade a bad fighter, though in most cases Great Strength reaches this 3DMG and you generally have better odds.

The Daemonic Weapon has been with us since the beginning of Warhammer Underworlds and boasts a good accuracy and damage output, the big drawback being that it can really put your fighters onto a low health to be taken out of action. Personally if I was looking for a 3DMG weapon I’d go with the Shadeglass Hammer or Dagger.

An interesting new weapon from the Nightvault! The Swordbreaker has an interesting special effect in that on a critical hit you can discard an opponent’s upgrade with attack action. Very useful for pulling a Shadeglass Weapon off of someone! The Attack profile itself is very good! 3 Smash is very accurate and 2DMG is not to be sniffed at. A very reliable weapon that can definitely find a place in swarm decks!

An interesting weapon! The Ghostblade effectively has Cleave and ignores Dodge as your opponent can only defend with crits. Whilst the effect makes this weapon EXTREMELY reliable the fact that the attack action can never cause more the 1DMG really hamstrings this weapon. It’s likely to be left at home.

The Ritual Dagger is a new weapon from the Nightvault and can only be wielded by those who know the sacred art of rolling magic dice. The number of dice you roll for magic is equal to the attack dice, so you max out at two here currently. For 2DMG I’d much rather have the Swordbreaker and once again we see the most corner case ability ‘on a crit this has cleave’ – This is an almost defunct ability it only ever matters if you have rolled a crit and a hit, and your opponent is rolling two defence dice on block and rolls a crit and a block. It’s basically blank text because if you get a crit then you’re pretty darn likely to be successful anyway.

Alright! Proper Cleave where it means something! The Dark Darts are a nice upgrade if you know you’ll be battling it out versus Sigmar’s finest, Chosen Axes or Magores frequently as they allow you to engage from range and have a very reliable chance of actually succeeding versus your opponent. It’s between this and the Shadeglass Darts, personally I’d choose these as they are more reliable.

The Mutating Maul is hands down one of my favourite weapons in the game, and the design space is good too! A weapon with a choice of effects; cleave or knockback. Cleave is the most likely but there are situations where knockback can be very useful. Two Smash for 2DMG with cleave is a solid attack and I’d expect to begin seeing this more frequently as it is a nice pairing for What Armour?


To finish up this article a delightful upgrade that turns basically any fighter into Angharad Brightshield. The parrying blade is a good upgrade, it might not make it into every deck but not being able to be pushed back on a failed attack is good and getting to make the reaction of your own attack (which can be influenced by Great Strength) in your opponent’s activation phase to soften them up before you take a swing in your own is a bonus!

What would you like to see next? Have I missed any of the generic attacks? Let me know in the commets!


  1. These two posts have been super helpful. It’s great to have them all listed in one spot; much easier to compare and contrast.
    You mentioned a couple of the weapons that are good for Clanrats and Petitioners – maybe your next post could be a list of upgrades that make bad fighters good, or upgrades that make horde warbands competitive. As a player of mainly Guard and Thorns, I’d certainly be interested to see that broken down, although maybe that kind of thing isn’t too useful from a competitive point of view!

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