You already know my view of all the gear youve taken and theres too much for me to bother reading all of it, so i gave everything a quick skim. These are some things that stood out to me;
1. Your weapons, are exactly like the gunnery schools but better.
the repeater handgun from the gunnery school;
Experimental: The Repeater Handgun is always
subject to the optional Blackpowder Weapons rules
from the Mordheim rulebook, even if they are not
normally used in your campaign. On any result other
than “BOOM!”, the weapon has jammed or run out of
loaded barrels and must be reloaded.Your weapon
Experimental: Repeater handguns are even more
temperamental and unpredictable than regular blackpowder
weapons. A repeater handgun is always subject to the
optional blackpowder weapon misfires table (Page 164 of
the Mordheim Rulebook) if you score a 1 while rolling to hit.
2. Everyone I know plays with the blackpowder megadeth missfire chart, and I would say that if you dont play with it while using this list or gunnery school, I probaly wouldnt play you as its obviously just an attempt to ignore the one downside of the list.
3. siege warfare. Silly. Why would you be able to fortify a building that isnt near you and you wouldnt be able to be near unless you infiltrate? Change it to
in your deployment zone and the model with the skill must start the game deployed in there to represent he has fortified it.
4. the hooked halberd in the war wagon functioned exactly as a normal halberd...I have the old 5th ed book with me now.
Honestly, I think too much is going on and its going to go the way of the gunnery school, but im sure my views wont stop you.