A pistol is a small, simple blackpowder weapon fired by a spring mechanism. Most pistols are expensive, unreliable, and poorly constructed. Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand Prepare shot: A pistol takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every turn. Save modifier: Pistols are even better at penetrating armour than their Strength value of 4 suggests. A model wounded by a pistol must take its armour save with a -2 modifier. Hand-to-hand: Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer's Strength. A duelling pistol is a work of art, and a gunsmith labours long and hard to produce a single example. They are often carried by Imperial nobles to solve disputes over love and honour, and many a noble has died at dawn in a duel over some grievance. Duelling pistols are prohibitively expensive weapons and common warriors rarely have them. Even if they do manage to steal or buy one, the ammunition is prohibitively expensive. Some of the wealthiest warriors in Mordheim carry duelling pistols as status symbols, commanding great respect, admiration and envy. Maximum Range: 10"; Strength: 4; Special Rules: Accuracy, Prepare shot, Save modifier, Hand-to-hand Accuracy: A duelling pistol is built for accuracy as a skilled duellist is able to hit a coin from twenty paces. All shots from a duelling pistol have a +1 bonus on all to hit rolls. Prepare shot: A duelling pistol takes a complete turn to reload, so your model may only fire every other turn. If he has a brace of duelling pistols he may fire every turn. Save modifier: Duelling pistols are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a duelling pistol must make his armour save with a -2 modifier. Hand-to-hand: Duelling pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a duelling pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of duelling pistols, your model can fight with 2 Attacks in the first turn of close combat. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer's Strength. A blunderbuss is a primitive blackpowder weapon, which fires a hail of lead balls, rusty bolts, bent nails, and other assorted scrap metal. It is a powerful, if erratic, weapon and takes such a long time to load that most warriors discard it after the first shot. Maximum Range: Special; Strength: 3; Special Rules: Shot, Fire once Shot: When your model fires the blunderbuss, draw a line 16" long and 1" wide in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 3 hit. Fire Once: It takes a very long time to load a blunderbuss so it may only be fired it once per battle. A handgun is a simple firearm. The quality of construction varies ranging from the crude wooden 'hakbuts' of the artillery school of Nuln, to the more sophisticated Dwarf firearms that have levers and springs which hold the burning match, and triggers which release the firing mechanism and fire the gun. Handguns are not terribly reliable weapons: the gun barrel occasionally tends to explode violently or the powder fails to ignite. But the weapon has a great range and tremendous penetrating power, making a mockery of even the thickest armour. In Mordheim, handguns are rare and expensive, but a warband which can boast such a weapon will command respect from all its rivals. Maximum Range: 24"; Strength: 4; Special Rules: Prepare shot, Move or fire, Save modifier Prepare shot: A handgun takes a complete turn to reload, so you may only fire it every other turn. Move or fire: You may not move and fire a handgun in the same turn, other than to pivot on the spot to face your target or stand up. Save Modifier: Handguns are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a handgun must take its armour save with a -2 modifier. Hochland is a province famed for its hunters, and the preferred weapon of its nobility when they go hunting is a long-ranged rifle. They are extremely rare and precious weapons, and only the most experienced weaponsmiths are capable of manufacturing them. Maximum Range: 48"; Strength: 4; Special Rules: Move or fire, Prepare shot, Pick target, Save modifier Move or fire: You may not move and fire a Hochland long rifle in the same turn, other than to pivot on the spot to face your target or stand up from knocked down. Prepare shot: A Hochland long rifle takes a complete turn to reload, so you may only fire it every other turn. Pick target: A model armed with a Hochland long rifle can target any enemy model in sight, not just the closest one. Save modifier: Hochland long rifles are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a long rifle must make his armour save with a -2 modifier. |