I also agree. One of the strengths of Mordheim has been the fact that it lost support and became a game that the players have all the input on. It can become what you want it to.
I missed the grouping of the axe with maces and hammers. Hmmm. Messing with my Warhammer mind set. So why didn't you use the axe before? Its cheap, if you use the optional critical hits it rolls on the deadly Bladed Weapons chart. My orcs and saurus love their axes.
THE VENERABLE MORDHEIM CAMPAIGN'S HOUSE RULES.
Frenzy. Frenzied models gain +1 attack, not double attacks.
Sevens to Hit. You may shoot at targets that require more than a six to hit as per Warhammer rules.
Hard Cover. Any obstructed shot must subtract the 1 to hit for cover. However, if the obstruction is part of a ruined building, a stone temple, boulders or a brick wall then the model has hard cover. Hard cover is 2 to hit.
Defended Obstacle. Charges over a wall, through a window/door or climbing up a wall or ladder lose any benefits normally allowed to chargers, i.e., combat order is determined by order of initiative and any special weapon bonuses that only apply when charging are lost.
Armor Piercing. Gunpowder weapons are all considered armor piercing as per Warhammer Fantasy rules. This rule affects swivel guns and blunderbusses. Thus hits from these weapons have a 1 armor save modifier in addition to any for the strength of the weapon.
Sheild and a hand weapon. A model armed with a hand weapon, (sword, axe mace etc) and also equipped with a shield gains +1 armor save in hand to hand combat if it chooses to use the shield and hand weapon in combination. It must use the combination for the entire combat once the choice is made.
Pistols in melee combat. A model armed with a pistol may use it as a club once it has been fired in melee or if it is empty at the start of a melee. All attacks made with an empty pistol are made at the warriors base strength.
Magic Missiles. A wizard must follow shooting rules for spells that require line of sight.
Lances. A mounted warrior armed with a lance gains +2 Strength bonus in the first turn of combat when charging.
Looter. If he is not prohibited from wearing armor, hero may use any armor acquired through exploration.
Charges. The most direct rout does not have to be a strait line.
Situational House Rules
Darkness. At the beginning of a scenario that is set at night or underground roll 3D6. The result is the maximum distance a model may see (or in some cases move). Weapons with templates that extend farther than the current range of vision will hit unseen models in the open on a D6 roll of 4+. Roll for each eligible target. Orcs, Goblins, Elves, Dwarves, Beastmen and Undead may add 6 inches to the range of vision.
Dangerous Ground. Any warrior wishing to run or charge in the dark must roll a D6. On a roll of 6 the model has tripped and fallen. The model is treated as Knocked Down until its next Recovery phase. Animals, Daemons, Spirits and Undead need not test. Ghouls are considered Undead for the purposes of this rule.
(still haven't codified the various campaign specific rules for ships, work has been crazy.)
@Gamespoet--you are welcome.
