HomeFAQSearchRegisterUsergroupsBlogLog inGolden Tom 2014 Thread!

Share | 
 

 Additional rules for two-handed weapons...

View previous topic View next topic Go down 
AuthorMessage
KwikBrownFox



Posts : 3
Trading Reputation : 0
Join date : 2008-11-11

PostSubject: Additional rules for two-handed weapons...   Thu 27 Nov 2008 - 1:23

So my buddy and collect a lot of Warhammer miniatures as well as from many other companies. Yes...Citadel does not have a talent monopoly on producing great miniatures.

We were wondering besides the advanced critical hits for various weapons just what other rules could possibly be involved for various two-handed weapons. Ignoring the flail of course. These rules should not apply to any chains or pole arms. Only solid, two-handed, heavy-swinging type weapons.

Two-handed weapons: (Assume all are just big versions of the single handed weapons and all basic rules apply- strikes last, +2S and what not).

Hammer

Crude club or a even a log

Club with stubby spikes (like an ogre carries)

Battle Axe

Basic Mace

Flanged-mace (This is markedly different from a regular mace if you look it up. You can view an example of one by searching for for a Citadel empire champion model if you want to see how it looks like)

Broadsword/Claymore/Cathayan or Araby equivalent (not the katana, the katana is just too graceful to be grouped in with the regular two-handed weapons).

Morning star

(note a morning start is simply a mace-head with sharp spikes, it could be attached to a chains, a pole arm, or wielded single-handedly. The Mordheim rule book confuses the background of a morning star).
This two-handed morning star can be likened to a Chinese weapon that you may have seen if you ever watched Crouching Tiger Hidden Dragon.

Anybody have any ideas. I would like to see a two-handed hammer that has an addition rule that ignores the helmet bonus. Stuff like that. Help me out with additional rules for two-handed weapons, both pros and cons. What do you think?
Back to top Go down
View user profile
catferret
Venerable Ancient
Venerable Ancient


Posts : 508
Trading Reputation : 0
Join date : 2008-08-10

Personal Info
Primary Warband played: Kislevites Kislevites
Achievements earned:

PostSubject: Re: Additional rules for two-handed weapons...   Thu 27 Nov 2008 - 1:51

Couple of brainstorming ideas for you.

Flanged maces and spiked clubs would get armour piercing/cutting edge rule. Same with 2-handed axes. Maybe toy with 2-handed flanged maces having concussion and cutting edge but reduce the strength bonus to +1.

Claymores being bastard swords can operate 1 or 2-handed so the user could decide at the start of a combat which style they wanted to use (1-handed has parry, 2-handed has strike last and +2S). While a warrior could normally buy a regular sword and a 2-hander, this new option would still leave them a "weapon slot" open.

2-handed blunts would gain the concussion rule on top of the regular rules for 2-handers.

Tagging on any additional special rules to 2-handed weapons will obviously increase the cost. Going by the cost of Chaos Greataxes in the BTB setting, you are likely looking at a 25g weapon, possibly 30 depending on some of the rule combinations.
Back to top Go down
View user profile
Chad
Venerable Ancient
Venerable Ancient


Posts : 932
Trading Reputation : 0
Join date : 2008-11-07
Age : 24
Location : Poiares-Coimbra-Portugal/Exeter-Devon-England

Personal Info
Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
Achievements earned: none

PostSubject: Re: Additional rules for two-handed weapons...   Thu 27 Nov 2008 - 6:16

I don't think additional rules for Claymores are necessary. Swords vary in width, length and shape. If you try to write rules for every pattern you'll be here all year.
Back to top Go down
View user profile
KwikBrownFox



Posts : 3
Trading Reputation : 0
Join date : 2008-11-11

PostSubject: Re: Additional rules for two-handed weapons...   Sat 29 Nov 2008 - 9:18

Good ideas catferret...

I know that these rules are just for fun....

I wanted to give them to some bounty hunters some of my buds are making for a campaign. I wanted to try this on a home brewed Orc Bounty Hunter.

We have a shooty bountry hunter called Jango and mean orc bounty hunter named Bossk. Its from star wars of course.

We have a rule called were we can put a bounty on a single model. Any warband can claim it. However there is a catch.

You have to pay the bounty up front and set the money aside just in case and you have to bring the model in alive.

Henchmen is 30 gc plus the models experience

Heroes is 40gc plus the models experience

Leader is 50gc plus the models experience

This way not everyone will start going bounty crazy. But we do want grudges to be formed. This is a campaign after all.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Additional rules for two-handed weapons...   Today at 5:15

Back to top Go down
 
Additional rules for two-handed weapons...
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Dual wield vs. 2 handed weapons-- Ironing out house rules.
» Maximum Warband Size - House Rules
» Wee Warband: Ungor Herd
» Cursed hillman HS rules
» Rules for mounts and riding

Permissions in this forum:You cannot reply to topics in this forum
Tom's Boring Mordheim Forum :: General Discussion :: Rules and Gameplay-
Jump to: