I am making some house rules similar to the Gentlemen's rule v6.
One of the main problems I have with game play and the models is the helmets. There are too many citadel models that come with a single-handed weapon and a shield and it is not represented in the game play fairly.
Can you check my house rules out and give me some courteous and helpful criticism.
Remember this is just a work in process. Please don't get bent out of shape. I know some people cherish their Mordheim rules with a religious zeal some-what akin to a flagellant.
HERE IT IS-----------------------------
FIVE HEROES MAX: No war band may have more than 5 heroes. This is fair. Enough said.
MY SHIELD IS MY HELMET:
A Shield now costs +3 GC to the base price of shield. No more helmets at all. This is just to confusing for WYSIWYG and designing your model. There a just too many Citadel models with a shield and a one-handed weapon and not enough with helmets. Instead a shield is treated as a helmet (regarding stunned and knocked down rules) when the model actively using a shield is hit, and then wounded in close combat only (assuming that the model is actively using the shield while in close combat).
Though a shield counts as a one-handed weapon and counts towards the model's two maximum close combat weapons, it has no offensive capabilities.
ACTIVELY USING THE SHIELD:
A model armed with one single-handed weapon and shield (or just a shield with or without a missile weapon or close combat weapon) while in close combat receives a +1 armour save in while in close combat or a minimum armour save of +5 even if the model has no armour. This is to represent the defensive benefits of using these two weapons in close combat. In addition the old helmet rules applies while locked in close combat.
Models armed with a two-handed weapon and a shield cannot use the shield in close combat (it takes all a warriors strength and focus and arms to use the two-handed weapon in close combat) and thus will not benefit from shield rules while in close combat. This is to represent how a two-handed weapon and a shield could not be a benefit while in close combat. The model bearing these two weapons can only benefit from the shield by using it as a +1 amour save (minimum of 6 armour save) from ranged attacks only.
WITH BUCKLER AND SWORD:
A buckler does not count as a shield, so it does not benefit from any of the shield rules while in close combat. The model will only benefit from ranged attacks. While in close combat a model armed with a buckler and a sword may parry each of his opponent’s close combat attacks up to the number of attacks in his profile +1 for the buckler. For example a model armed with a sword and buckler is attacked by two models. The first enemy model has a spear so he strikes first. The defending model has a base of 2 attacks. Thus he will be able to parry up to 3 times against the first attacker. After the attacker with the spear has used his attacks the next highest model will use his attacks. The defending model with the buckler and shield will now strike next; he strikes back and uses all his attacks. Lastly, the second attacker will be able to strike. Now, the defending model can still parry up to 3 attacks made from the second attacker. All the parry restrictions other than those mentioned above still apply.
FLAIL: Same as is in main rulebook but add opponent cannot parry.
The old Morning Star now is treated as a Flanged Mace. The same stats are used as in the main rule book for the morning star. However, since the flanged mace is rather unwieldy the bearing model receives a -1 initiative unless the model is Strength 4 or above and/or has the strong man skill, and/or decides to wield the flanged mace double handed (using the flanged mace with two hands while in close combat will mean that the model will loose the bonus and/or special rules of any shield, buckler, or any other single handed weapons he has. The player must declare that he will use the flanged mace doubled handed before the close combat round begins and must. The player may switch back to using the flanged-mace single handily after he or she completes an entire round of combat.
MORNING STAR: 8 GC price
SHARP POINTS: Same as bludgeoning weapon except that critical hits caused by this new mourning star will modify the opponent's armour save by -1 as well as count as a thrusting weapon when working out critical hits.
THUKK!...IT GOT STUCK!: This only applies when the model with the morning is engaged in combat with a model who is actively using his shield. If a critical hit is scored by the model with the morning star and a 1 is rolled after, then the opponents armour save will not be modified. In addition to this, for the next round of combat only (if there is any) the model with the morning star that got stuck will strike last.
BLUDGEONING WEAPON (one-handed only):
A bludgeoning weapon includes a basic mace (no sharp points), clubs, staffs, scepters, hammers, stone axes, or any other kind of one-handed, blunt weapons. These use the same rules as in the main rulebook.