FANDOM


MeleeWeaponsConceptDrawings

Concept drawings of some in-game melee weapons

There are several categories of weapons in Battle Brothers. Each weapon allows the wielder to use one or more different skills.

NOTE: Unless stated differently, each skill deals the listed damage vs. HP, against armor it deals that damage modified by the armor effectiveness.

Also any hit to the head with every weapon causes 50% additional damage to HP, but not to armor.

For a list of all melee weapons in a sortable table see List of Melee Weapons.

Also note that Mastery Perks give different Bonuses to certain Melee Weapons, which include that every Skill builds up 25% less Fatigue with a particular weapon.

Orc Weapons cost +5 additional fatigue per skill use for humans!


DaggersEdit

Stab Puncture
Stab
Punture
Ignores armor,
-15% to hit,
No Criticals
AP Fatigue AP Fatigue
4 7 4 20

Daggers are small stabbing weapons, useful as a secondary weapon for ranged focused characters (or poorly equipped bandits). They are also useful when trying to loot armor from opponents.

Daggers do little damage but also have no Fatigue penalty to carry and give access to the Puncture skill. Puncture can be useful against armored opponents as it will completely ignore armor, but also has 0% chance to make a critical hit.

Surrounding a well armored opponent like a Knight or Bandit Leader and puncturing him to death is a great way to obtain high end armor for free.

If you take the Dagger Mastery Perk, you will be able to attack three times in a turn either using Stab and Puncture, because they will have a reduced Action Point cost (3AP).

Name Worth Damage Ignores Armor Vs. Armor Durability
Knife
Knife
30 15-25 20% 50% 32
Dagger
Dagger
180 15-35 20% 60% 40
Rondel Dagger
Dagger 02
400 20-40 20% 70% 50



SwordsEdit

One-Handed SwordsEdit

Slash Riposte Puncture Lunge
Slash
+10%
chance to hit
Riposte
-10% chance to hit,
Counterattack missed or
blocked melee attacks
until next turn
Punture
Ignores armor,
-15% to hit,
No Criticals
(Notched Blade only)
Lunge
Moves next to target,
Ignores Zone of Control,
Scales with current Initiative
(Fencing Sword only)
AP Fatigue AP Fatigue AP Fatigue AP Fatigue
4 10 4 25 4 20 4 25

Swords are melee weapons with comparatively low Fatigue penalty and consistent damage. However they are not as effective against armor as some other weapons. Due to the additional accuracy of the "Slash" attack, a sword can be a mercenary's best friend.

Brothers with high Melee Defense can use the Riposte ability to counter every miss with a less accurate slash attack (Sword Mastery Perk will eliminate the inaccuracy). This works well with perks like Shield Expert and Lone Wolf).

20% of damage done by all swords ignores armor.

Note: The Notched Blade of the goblins is special and tagged as dagger/sword, and therefore possesses the standard "Slash" sword skill and the "Puncture" dagger skill but not the "Riposte" sword skill. The Fencing Sword is also special in that it has the "Lunge" skill in lieu of the "Riposte" sword skill.

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Shortsword
Sword 01
350 30-40 20% 75% 48 -4
Falchion
Sword 04
500 35-45 70% 48 -6
Arming Sword
Sword 02
1250 40-45 80% 56 -6
Noble Sword
Sword 03
3200 45-50 85% 72 -8
Fencing Sword
Sword fencing 01
1550 35-50 75% 48 -4
Notched Blade
(Goblin)
Goblin weapon 01
350 20-30 60% 44 -3
Cruel Falchion
(Goblin, Orc Young)
Goblin weapon 02
900 35-45 70% 52 -4
Broken Ancient Sword
(Ancient Dead)
Ancient broken sword 01
200 30-35 75% 24 -3
Ancient Sword
(Ancient Dead)
Ancient sword 01
850 38-43 80% 42 -6


Two-Handed SwordsEdit

Slash Overhead Strike Split Swing Split Shield
Slash
+10%
chance to hit
(Warbrand,

Rhomphaia)

Overhead Strike
Hits 1 target
for +20 extra damage
+5% chance to hit
(Greatsword)
25% ignore armor
Split
Hits up to 2 targets
in a line
30% ignore armor
Swing
Hits up to 3 targets
counterclockwise,
-5% to hit
25% ignore armor
Split Shield
Inflicts 16 direct
shield damage
(Greatsword)
AP Fatigue AP Fatigue AP Fatigue AP Fatigue AP Fatigue
4 13 6 15 6 30 6 30 6 25

Two-Handed Swords are some of the most powerful weapons in the game in terms of raw damage.

If you take Sword Mastery Perk, Split and Swing will gain a + 5% chance to hit.

However their AoE attacks have large fatigue penalties and attacks cost more AP than one-handed weapons. This is as well as being expensive and rare to find as loot.

Where noted in the table above, recorded ignore armor damage numbers (from the battlelog in 1.1.0.8) appear to fit the mouseover figures for different strikes, rather than the generic ignore armor % of the weapon.

Name Worth Damage Ignores Armor Vs. Armor Chance to hit head Durability Max. Fatigue
Warbrand
Warbrand 01
1800 50-75 20% 75% 5% 64 -10
Greatsword
Sword two hand 01
2200 85-105 35% 100% 5% 72 -12
Rhomphaia
(Ancient Honor Guard)
Romphaia 01
1300 45-65 20% 104% 5% 42 -10



MacesEdit

Bash Knock out
Bash
Target gets 10 Fatigue
Knock Out
Target gets 10 Fatigue
-50% damage
+75% to stun
AP Fatigue AP Fatigue
4 13 4 25

Maces are heavy weapons that can deliver a lot of utility to the company. Their heavy blows are capable of crushing through armor and stunning opponents, and every one of their attacks adds additional fatigue to their opponent.

If you take Mace Mastery, the Knock Out ability will have a 100% chance to stun the target, if it isn't immune.

One-Handed Maces Edit

Orc Weapons cost +5 additional fatigue per skill use for humans!

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Lute
(Minstrel)
Lute 01
120 5-10 40% 10% 2 -4
Wooden Stick
Club 01
35 15-25 40% 50% 32 -6
Gnarly Staff
(Goblin Shaman)
Goblin weapon 06
500? 25-35 40% 70% 25 -4
Tree Limb
(Orc)
Orc club 01 140x70
200 25-40 40% 75% 44 -20
Cudgel
(Orc)
Orc club 02 140x70
350 30-50 40% 90% 68 -20
Bludgeon
Mace 02
90 20-35 40% 75% 64 -8
Morning Star
Morning star 01
600 30-45 40% 100% 72 -10
Winged Mace
Mace 01
2100 35-55 40% 110% 80 -10

Two-Handed Maces Edit

Cudgel Strike Down
Active 131 Active 133

100% chance to Daze target
+20 Damage
Target gets 20 Fatigue

Active 132 Active 134

75% chance to stun
Target gets 20 Fatigue
-50% damage

AP Fatigue AP Fatigue
6 15 6 30
Name Worth Damage Ignores Armor Vs. Armor Durability Shield Damage Max. Fatigue
Two-Handed Mace
Mace two handed 01
1000 50-75 50% 115% 80 20 -14
Two-Handed Flanged Mace
Mace two handed 02
1600 75-95 50% 125% 120 26 -16



SpearsEdit

Thrust Spearwall
Thrust
+20% chance to hit
Spearwall
AP Fatigue AP Fatigue
4 10 4 30

Spears are extremely accurate weapons, but have low damage compared to most other weapons. Spears are unique in that they give access to the Spearwall ability, which can be effective in holding a formation's flanks.

Spearwall can only be activated if there is no enemy next to the wielder. Each enemy that moves next to the wielder gets attacked automatically.

When hit, the enemy gets knocked back and takes half damage. If the automatic attack fails, the skill becomes inactive (with the Spear Mastery Perk the skill stays active). If the engaged unit dies or otherwise loses its zone of control, spearwall will resume auto attacking until another failure or the skill user's next turn.

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Militia Spear
Spear 02
180 25-30 25% 90% 48 -6
Boar Spear
Spear 01
750 30-35 25% 95% 64 -8
Fighting Spear
Fighting Spear 01
2500 35-40 25% 100% 72 -10
Goblin Skewer
(Goblin)
Goblin weapon 03
300 25-35 20% 70% 36 -3
Ancient Spear
(Ancient Dead)
Ancient spear 01
140 20-35 25% 100% 36 -6

Two-Handed Spears Edit

Thrust Knock Out Prong Spear Wall
Active 128

+20% chance to hit
Range of 1 tile
(Goedendag only)

Active 127

75% chance to stun
Target gets 10 Fatigue
-50% damage
Range of 1 tile
(Goedendag only)

Active 123

Range of 2 tiles
+10% chance to hit
-15% chance to hit adjacent enemies
(Septum only)

Active 124

Range of 1 tile
(Septum only)

AP Fatigue AP Fatigue AP Fatigue AP Fatigue
6 15 6 30 6 15 6 35
Name Worth Damage Ignores Armor Vs. Armor Chance to hit head Durability Max. Fatigue
Goedendag
Goedendag 01
600 45-75 25% 110% 64 -14
Septum
Spetum 01
750 50-70 25% 100% +5% 60 -14



AxesEdit

Chop Split Shield
Chop
50% additional damage
to HP on a hit to the head
Split Shield
Direct damage
to shield
(Shield Damage)
AP Fatigue AP Fatigue
4 13 4 20

Axes are versatile weapons that deserve a place in every company. Offensively, axes do 50% additional damage to HP on a hit to the head, which compounds on the normal head shot bonus (of +50% HP damage). An axe-wielding head hunter duelist can truly dish out the damage.

From a utility perspective, they can deal direct damage to shields with the Split Shield attack, which can be extremely effective against shield-carrying opponents or Schrats. If you take Axe Mastery Perk, split shield damage to shields will be increased by 50% when used with axes.

One-Handed AxesEdit

Orc Weapons cost +5 additional fatigue per skill use for humans!

Name Worth Damage Ignores Armor Vs. Armor Shield Damage Durability Max. Fatigue
Hatchet
Hatchet
210 25-40 30% 110% 8 52 -6
Handaxe
Hand Axe
900 30-45 30% 120% 12 68 -10
Fighting Axe
Fighting Axe
3000 35-55 30% 130% 16 80 -12
Head Splitter
(Orc)
Orc axe
1200 35-65 30% 130% 16 64 -22

Two-Handed AxesEdit

If you take the Axe Mastery Perk, Round Swing will gain +5% chances to hit.

"Split Man" Skill - damage mechanics explanation.

Longaxe has an attack range of 1-2 tiles, making it possible to attack from behind the frontline. Note that the Longaxe is not considered a polearm, and will not receive bonuses from Polearm Mastery.

Orc Weapons cost +5 additional fatigue per skill use for humans!

Where noted in the table below, recorded ignore armor damage numbers (from the battlelog in 1.1.0.8) for AoE strikes, appear to fit the mouseover figures for these strikes, rather than the generic ignore armor % of the weapon.

Split Man Round Swing Strike Split Shield
Split Man
Hits both head and body
for additional damage
Round Swing
Can hit up to 6 targets,
-15% to hit
30% ignore armor
Active 66
Normal attack,
+5% chance to hit head,
2 tiles range (Longaxe only)
Split Shield
Direct damage
to shield
(Shield Damage)
AP Fatigue AP Fatigue AP Fatigue AP Fatigue
6 15 6 35 6 15 6 25 / 30 (Longaxe)
Name Worth Damage Ignores Armor Vs. Armor Shield Damage Chance to hit head Range (Tiles) Durability Max. Fatigue
Woodcutter's Axe
Axe two handed 02
400 35-70 40% 125% 30 ±0% 1 48 -14
Greataxe
Axe two handed 01
2400 80-100 40% 150% 36 ±0% 1 80 -16
Longaxe
Longaxe 01
1200 70-95 30% 110% 24 +5% 1-2 72 -14
Man Splitter
(Orc)
Orc axe two handed
1600 90-120 40% 160% 42 ±0% 1 64 -34



FlailsEdit

One-Handed FlailsEdit

Flail Lash
Flail
Ignores the defense
bonus of shields

+10%
chance to hit the head

Lash3
100% chance to hit the head
(if the attack hits)
AP Fatigue AP Fatigue
4 13 4 25

Flails are extremely useful weapons to new companies due to their ability to bypass shields and target the often-unarmored head of a pesky brigand.

On top of a general bonus of +10% chance to hit the head, flails also have a "Lash" attack. Lash can be a devastating attack against enemies with little head gear, because when it hits, it guarantees a head hit and therefore critical damage.

Flails ignore the defense bonus granted by shields with their basic "Flail" attack, whereas the "Lash" attack will only do so if the Flail Mastery Perk is picked.

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Wooden Flail
Flail 02
40 10-25 30% 50% 32 -6
Reinforced Wooden Flail
Flail 03
300 20-45 30% 80% 40 -7
Flail
Flail 01
1400 25-55 30% 100% 72 -8


Two-Handed FlailsEdit

Pound Thresh
Active 1292hOrcChainPound
Ignores the defense
bonus of shields
+20 damage
+15% chance to hit head (Orc)
30% to stun
Active 1302hOrcChainThresh
Can hit up to 6 target,
-15% chance to hit
+15% chance to hit head (Orc)
20% chance to stun
AP Fatigue AP Fatigue
6 15+5 6 30+5

If you take Mastery Perk, Thresh will gain +5% chance to hit.

Orc Weapons cost +5 additional fatigue per skill use for humans!

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Two-Handed Wooden Flail
Flail two handed 01
500 25-60 30% 80% 56 -14
Two-Handed Flail
Flail two handed 02
1200 40-80 30% 110% 80 -16
Berserk Chain
(Orc)
Orc flail two handed
1300 40-100 30% 125% 64 -30




CleaversEdit

One-Handed CleaversEdit

Cleave Decapitate
Cleave1
Inflicts 5 bleeding damage

each turn for 2 turns
(if not stopped by armor)

Cleave3
Target gets decapitated
when killed with this skill
(if dec. on target is at all possible)
AP Fatigue AP Fatigue
4 12 4 20

Cleavers are weapons dedicated to cutting off body parts and inflict devastating bleeding wounds (5 bleeding damage each turn for 2 turns, or 10 bleeding damage with the Cleaver Mastery Perk).

Their "Decapitate" attack is guaranteed to decapitate the opponent if it is a killing blow, which can be extremely effective against Wiedergangers. Additionally, Decapitate does additional damage depending on the amount of HP the opponent has lost.

Orc Weapons cost +5 additional fatigue per skill use for humans!

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Butcher's Cleaver
Butcher's Cleaver
110 20-35 25% 75% 40 -6
Scramasax
Scramasax
700 30-45 25% 80% 56 -8
Military Cleaver
Cleaver 01
1900 40-60 25% 90% 80 -12
Head Chopper
(Orc)
Orc cleaver
1200 40-70 25% 110% 52 -18
Falx
(Ancient Dead)
Falx 01
245 25-35 25% 80% 30 -6
Khopesh
(Ancient Dead)
Kopesh 01
1300 35-55 25% 120% 42 -10

Two-Handed CleaversEdit

Cleave Decapitate Split Shield
Cleave1
Inflicts 5 bleeding damage

each turn for 2 turns
(if not stopped by armor)

Cleave3
Target gets decapitated
when killed with this skill
(if dec. on target is at all possible)
Split Shield
Direct damage
to shield
(Shield Damage)
AP Fatigue AP Fatigue AP Fatigue
4 15 4 20 6 25

Bleeding Damage effects are similar to one-handed Cleavers.

Name Worth Damage Ignores Armor Vs. Armor Shield Damage Durability Max. Fatigue
Crypt Cleaver
(Ancient Honor Guard)
Cryptcleaver 01
1600 65-85 25% 115% 16 48 -16



HammersEdit

One-Handed HammersEdit

Batter Destroy Armor
Hammer2
Inflicts at least 10 HP damage
DestroyArmor2

50% additional damage directly to armor
Inflicts exactly 10 HP damage

AP Fatigue AP Fatigue
4 14 4 25

Hammers are highly effective anti-armor weapons that also always deal minimum 10 health damage on hit. This makes for a perfect combination with the Fearsome Perk.

With Hammer Mastery Perk, Destroy Armor inflicts 33% more damage against armor. Skill and perk benefits stack multiplicatively. Example: Warhammers have base damage of 30-40 and will do 67-90 armor damage (225%) on Batter. If Destroy Armor is used, armor damage goes up to 101-135 (225%*1.5). If Destroy Armor is used by a character with Hammer Mastery, armor damage goes up to 135-180 (225%*1.5*1.33).

Name Worth Damage Ignores Armor Vs. Armor Durability Max. Fatigue
Pickaxe
Miners pick 01
120 15-30 50% 150% 56 -10
Military Pick
Military pick 01
900 20-35 50% 200% 80 -8
Warhammer
Warhammer 01
2500 30-40 50% 225% 100 -8


Two-Handed HammersEdit

With Hammer Mastery Perk, Shatter gains + 5% chance to hit.

The Polehammer is not a polearm, contrary to what its name suggests.

Smite Shatter Split Shield Batter Destroy Armor
2hHammer

+20 damage
100% chance to stagger on hit

2hHammer-2

Can hit up to 3 targets
33% chance to stagger on hit
33% chance to knock back target on hit

Split Shield

Inflicts 26 damage to shields

Active 136
Inflicts at least 10 HP damage

Range of 2 tiles
(Polehammer)

Active 137

50% additional damage directly to armor
Inflicts exactly 10 HP damage
Range of 2 tiles
(Polehammer)

AP Fatigue AP Fatigue AP Fatigue AP Fatigue AP Fatigue
6 15 6 30 6 25 6 12 6 27
Name Worth Damage Ignores Armor Vs. Armor Shield Damage Chance to hit head Durability Max. Fatigue
Two-Handed Mallet
Hammer two handed 02
500 40-70 50% 150% 20 500 -14
Two-Handed Hammer
Hammer two handed 01
2000 60-90 50% 200% 26 120 -18
Polehammer
Polehammer 01
1500 50-75 50% 175% +5% 100 -14



PolearmsEdit

Polearms are two-handed weapons which have an attack range of 1-2 tiles, making it possible to attack from behind the front-line.

Polearm Mastery Perk gives these bonuses:

  • Repel and Hook will now also stagger any target hit, moving it to the end of the turn order.
  • Reap gains +5% chance to hit.
  • The AP cost of all skills is reduced to 5 (introduced in the Beasts & Exploration expansion).

Skills Edit

Icon Name AP Fatigue Description
Impale
Impale 6 15 +10% chance to hit
Repel
Repel 6 30 Push target one tile away
Strike
Strike 6 15 --
Hook
Hook 6 30 Target is pulled closer to user
Rupture
Rupture 5 12 +5% Chance to hit, Can inflict bleeding damage, if not stopped by armor.
Reap
Reap 6 30 -5% chance to hit, hit up to 3 targets counter-clockwise

Details Edit

Name Worth Damage Ignores Armor Vs. Armor Chance to hit head Durability Max. Fatigue Skills
Pitchfork
Pitchfork 01
150 30-50 30% 75% +5% 40 -14
Impale
Repel
Pike
Pike 01
900 60-80 30% 100% +5% 64 -14
Impale
Repel
Hooked Blade
Hooked blade 01
700 40-70 30% 110% +5% 55 -12
Strike
Hook
Billhook
Bill 01
1400 60-90 30% 150% +5% 72 -14
Strike
Hook
Battle Standard
Banner 15 weapon
1500 50-70 30% 100% ±0% 64 -15
Impale
Jagged Pike
(Goblin Skirmisher)
Goblin weapon 04
800 50-70 25% 90% +5% 40 -8
Rupture
Repel
Broken Pike
(Ancient Dead)
Broken pike 01
350 35-55 30% 80% +5% 26 -12
Impale
Repel
Bladed Pike
(Ancient Dead)
Bladed pike 01
600 55-80 30% 125% +5% 30 -14
Impale
Repel
Warscythe
(Ancient Honor Guard)
Warscythe 01
700 55-80 35% 104% ±0% 36 -16
Strike
Reap

Warscythe's Strike only does 30% ignore armor damage and its Reap only does 25% ignore armor damage, from mouseover damage ranges for these strikes, rather than the 35% ignore armor of the weapon.