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 Revised Weapon Rules for Standard Mordheim

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Montegue
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PostSubject: Revised Weapon Rules for Standard Mordheim   Fri 19 Aug 2011 - 6:27

Greetings! I toyed around with the way weapons work in standard Mordheim play, in order to try and mitigate some of the problems inherent in that system without going full Coreheim. Let me know what you think.

A couple rules tweaks would go along with this - First, no melee weapon can be used in the off hand unless it has the Off Hand property. You could add a Melee skill that allowed the use of a weapon without that quality, but at a -1 penalty to WS or to hit, depending.

Dagger – 2gc
Off Hand – This weapon may be used in the off hand.
Weak – Attacks with this weapon are performed at -1 STR.

Parrying Dagger – 4gc
Off Hand – This weapon may be used in the off hand
Weak – Attacks with this weapon are performed at -1 STR
Parry – This weapon grants a +1 to Parry rolls. If the model is not equipped with a primary weapon that allows for a parry roll, this weapon grants such a save. The model may attempt to negate a hit by rolling higher than the hit on 1d6. The warrior must attempt to parry the highest roll in a given turn.

Club – 3gc
Nimble – When combined with a Shield, a club grants +1 to Armor Saves
Weak – Attacks with a club are performed at -1 STR

Light Hammer, light Mace – 4gc
Off Hand – this weapon may be used in the off hand
Light – this weapon may not cause critical hits. A roll of a 6 on the wound dice is rolled like any other wound.

Hammer, Mace – 5gc
Concussion – On a natural roll of a six on the attack dice, this weapon treats all Knockdown results as a Stun result.
Nimble – When combined with a Shield, a Hammer grants +1 to armor saves

Hand Axe 4gc –
Off Hand, Light

Battle Axe – 5gc
Impact – On a natural roll of a six on the attack dice, this weapon will grant a critical hit on a 5 or 6 on the wound roll. If a 6 is required to wound, no critical wound is possible.
Nimble – when combined with a shield, an axe grants an additional +1 to armor saves.

Short sword – 5 GC
Off Hand – this weapon may be used in the off hand by any warrior.
Light – This weapon cannot cause critical hits. A roll of a 6 on the wound dice is treated like any other wound.

Morning Star – 10 gc
Brutal – This weapon adds +1 str in close combat
Unwieldy – this weapon may not be used in conjunction with any other weapon or a buckler.

Sword – 10 gc
Parry – A sword may parry the highest rolled attack in any given turn. Roll 1d6. If you equal or exceed he attack roll, the hit is negated. A sword may only attempt to parry one attack per round, and must attempt to parry the highest attack roll made against the warrior in a given round of hand to hand combat.
Nimble – When combined with a shield, a sword grants a +1 armor save.


Spear – 10gc
First Strike – a warrior armed with a Spear strikes first in the first round of combat, even when the warrior is charged.
Hurl – A Spear may be hurled during the Shooting phase. It has a range of 6”, and strikes with the warrior’s strength. If the Spear misses, it lands 1d3 inches along the line of sight upon which it was hurled. If it was thrown from 2” above but misses, place the spear counter at the feet of the target warrior. The hurled spear can be picked up by any adjacent model during the recovery phase.
Heavy – A warrior with a spear may use a shield, but may not equip any other weapon in their off hand.

Halberd 15gc –
First Strike – A Halberd strikes first in the first round of combat, even when the warrior is charged.
Power – a warrior equipped with a Halberd strikes with a +1 STR
Two handed– a Warrior equipped with a Halberd may not equip a weapon, shield, or Buckler in close combat. A shield still adds to armor saves against Missile Weapons.
Slow – a Halbred grants a -1 penalty to initiative in close combat.

Great Sword 15gc –
Power – a warrior equipped with a Great Sword adds +1STR in close combat.
Two Handed – a warrior equipped with a Great Sword may not equip a Shield or Buckler in close combat. A shield still adds to armor saves against missile weapons.
Parry - a Warrior armed with a great sword may attempt to negate a hit by rolling a D6. If the roll exceeds the attack roll, the hit is negated. The warrior may only parry one such attack in a given round of hand to hand combat, and must attempt to parry the highest attack roll in a given round if he chooses to parry.
Slow – a Warrior equipped with a great sword takes a -1 penalty to Initiative in combat. This can never lower a model’s initiative below 1.



Great Hammer –
Power – a Warrior equipped with a Great Hammer adds +1 str in close combat.
Two handed – blah blah blah
Staggering – a warrior armed with a Great hammer treats all Knockdown results as Stun results.
Slow – a Warrior equipped with a great hammer takes a -1 penalty to Initiative in combat. This can never lower a models initiative below 1.

Great Axe
Power – a Warrior equipped with a great axe adds +1 STR in close combat
Two Handed
Improved Critical – A warrior equipped with a two handed axe causes a critical hit on a 5 or 6 on the wound dice. If a six is required to wound, no critical hit is possible.
Very Slow – a warrior equipped with a great axe takes a -2 penalty to initiative in combat. This can never lower a model’s initiative below 1.

Ranged Weapons –

Short Bow – 5gc;
S3, 12” range
Fire Twice – A warrior who has not moved may fire a short bow twice at enemies within 6”, taking a -1 penalty to each shot.

Bow – 10gc
S3, 18” Range.
Fire Twice – a Warrior who has not moved may fire a bow twice at enemies within 9”, taking a -1 penalty to each shot.


Long Bow 15gc
S4, 24” Range
Move or Shoot.

Crossbow 30gc
S4, 30” Range
Reload - a Model may declare a reload during the recovery phase, if they are standing up. If the model does so, they may not move this turn. They may not shoot in this turn, although if charged they may participate in close combat as normal.

Black Powder Weapons
All black powder weapons have a chance of misfiring in combat. Any time a natural 1 is rolled to hit, roll a D6. On a 1 or 2, the weapon misfires and cannot be used again for the remainder of the battle.

Pistol – 15gc
S4, 6” Range

Reload – a Model may declare a reload during the recovery phase, if they are standing up. If the model does so, they may not move this turn. They may not shoot in this turn, although if charged they may participate in close combat as normal.
Close Combat – a Warrior armed with a pistol may fire it in the first round of close combat. Use BS to determine if a hit is scored. Once used in this fashion, the Pistol may be used as a standard club.
Armor Penetration – Armor saves against wounds caused by pistols are rolled with a -1 penalty.
Stand and Deliver– A model armed with a pistol may strike first against any model that charges it, or any model that charges into a place where the warrior with a pistol can intercept. The weapon must be loaded, and the attack roll is made with a -1 BS rating. If the enemy is knocked down or stunned, it is knocked back in addition to being knocked down. Move it 1” back along the path of its charge and lay it on its face or back as normal.


Duelling Pistol – 25gc
S3, 10” range
Reload – same as Pistol
Accurate – Attack rolls made with a dueling pistol are at +1.
Armor Penetration – Armor saves against wounds caused by Duelling pistols are rolled with a -1 penalty.
Close Combat – a Warrior armed with a pistol may fire it in the first round of combat. Use BS to determine if a hit is scored. Once used in this fashion, the Pistol may be used as a standard club.
Stand and Deliver - A model armed with a pistol may strike first against any model that charges it, or any model that charges into a place where the warrior with a pistol can intercept. The weapon must be loaded, and the attack roll is made with a -1 BS rating. If the enemy is knocked down or stunned, it is knocked back in addition to being knocked down. Move it 1” back along the path of its charge and lay it on its face or back as normal.

Handgun: 35gc
S5; R24”
Accurate – Attack rolls made with a Hand Gun are at +1
Armor Penetration – Armor saves against wounds caused by a handgun are rolled with a -1 penalty
Move or Shoot.
Extended Reload – A warrior armed with a Handgun must spend more time than normal to load it. He must skip two shooting and two movement phases to reload his weapon.











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Alex
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PostSubject: Re: Revised Weapon Rules for Standard Mordheim   Fri 19 Aug 2011 - 7:33

seems interesting, maybe a bit complicated but still interesting. Considering that it propably isn't very easy to figth with a weapon in each hand (my exp in this is a bit limited Wink ) maybe a warior should have to take some skill before being able to do this...


Last edited by Alex on Fri 19 Aug 2011 - 10:21; edited 1 time in total
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shotguncoffee
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PostSubject: Re: Revised Weapon Rules for Standard Mordheim   Fri 19 Aug 2011 - 9:12

seems like a more complicated version of coreheim? or.... ? scratch

edit: i certainly think its interesting to try and improve the game. making things this complicated and detailed just isnt the way to do it imo
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PostSubject: Re: Revised Weapon Rules for Standard Mordheim   Fri 19 Aug 2011 - 10:47

There are things about coreheim I like, and things I don't. I don't necessarily like the elimination of the critical hit chart. Randomness is fun for the group we play with. I think the Stand and Shoot rule should just work like a spear (it seems to be overcomplicated in coreheim). I also think that the presence of off hand weapons that don't do much or are inherently weaker would help lessen the impact of dual wield without changing as much as coreheim changes in the game overall.

I think that bows get a bad rap in Mordheim and Coreheim. Longbows should have as much punch as crossbows, in my estimation, and regular bows should have an option for a second shot to compensate for their low STR.

I think two handers are just flat out bad weapons in Mordheim, and I always thought that they should not have been all lumped together as one weapon. I also *like* the parry rule, and didn't like that coreheim eliminated it in favor of an initiative bonus.

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