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WHQ 2.0 Mordheim style(Missile Weapons)
The bow is carried by most races and used extensively in warfare. It is a compact yet powerful weapon, that is cheap to make and easy to maintain..
Special Rule: none
Elven bows are the finest missile weapons of their kind. Constructed from Ithlimar or wood from the Elf forests, with strings woven from the hair of Elf maidens, Elven bows are far superior to any missile weapons made by other races. In the hands of an Elven archer, the Elf bow is a truly potent weapon, its long range and penetrating power making it far superior to any bow made by humans.
Special Rule: -1 Save modifier
Save modifier: An Elf bow has a -1 save modifier on armor saves against it.
A crossbow consists of a short, strong bowstave mounted on a wooden or steel stock.. The crossbows of the Empire are made of Steel and often include a winding mechanism to draw back the string. It takes a long time to prepare a crossbow, but a bolt fired from one has tremendous range and can penetrate armor easily.
Crossbows take much longer then other bows to make, so they are expensive and relatively rare weapons. Still, they are the preferred weapon of many in the Old World because of their power and long range.
Special Rule: Move or fire
Move or fire: You may not move and fire a crossbow on the same turn, other then to pivot on the spot to face your target or to stand up.
Throwing stars are used mainly by the assassins of the sinister House of Shadows, or by street thugs who specialize in ambushing the unwary. A perfectly balanced knife thrown from behind has ended the life of many a noble and merchant in the Old World. Throwing knives are not suitable for close combat, as their balance makes them unwieldy in close quarters.
Strength: As user
Special Rule: Thrown weapon
Thrown weapon: Models armed with throwing stars or knives do not suffer penalties for moving as these weapons are perfectly balanced for throwing. They cannot be used in close combat.
Repeater crossbows are extremely complex devices, expensive to acquire and difficult to make. While this makes them rare, they certainly have their uses: they can rain a deadly hail of bolts on enemies, and a warriors using one may move quite fast and still fire his weapon.
Special Rule: Fire twice
Fire twice: A model armed with a repeater crossbow may choose to fire twice per turn with an extra -1 to hit penalty on both shots.
Crossbow pistols are masterpieces made by expert weaponsmiths. They are miniature crossbows with all the power and accuracy of the real [sign in to see URL] these weapons may be easily concealed, they are the favored weapon of assassins.
Special Rule: Shoot in hand-to-hand combat
Shoot in hand-to-hand combat: A model armed with a crossbow pistol may shoot it in the first round of a hand-to-hand combat and this shot is always resolved first, before any blows are struck. This shot has an extra -2 to hit penalty. Use model's Ballistic skills to see whether it hits or not.
Blackpowder weapons are only a very recent invention in the Warhammer World. They are often unreliable and temperamental but they do hit exceedingly hard and armor offers almost no protection, as their lead bullets can penetrate even the strongest breastplate or shield.
Most blackpowder weapons are bought from Dwarfs at great expense, though some of the forges in NUln and Altdorf have started to experiment with making handguns.
A pistol is a small, simple blackpowder weapon fired by a spring mechanism. Most pistols are expensive, unreliable, and poorly constructed.
Special Rule: 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 armor then their Strength value 4 suggests. A model wounded by a pistol must take its armor 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 Srength.
A duelling pistol is a work of art, and a gunsmith labors long and hard to produce a single example. They are often carried by Imperial nobles to solve disputes over love and honor, 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 the Old World carry duelling pistols as status symbols, commanding great respect, admiration and envy.
Special Rule: Accuracy, Prepare shot, Save modifier, hand-to-hand
Accuracy: A duelling pistol is built for accuracy as 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 whole turn to reload, so you may only fire every other turn. If you have a brace of duelling pistols (ie, two) you may fire every turn.
Save modifier: Duelling pistols are even better at penetrating armor then their Strength value 4 suggests. A model wounded by a duelling pistol must take its armor 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 Srength.
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.
Special Rule: Shot, Fire once
Shot: Any and all models in front of and a square on both sides (total of 3 squares wide) of model who fired a blunderbuss 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 once per dungeon.
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 [sign in to see URL] 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 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 armor.
In Warhammer Quest, handguns are rare and expensive, but a warrior which can boast such a weapon will command great respect from all its rivals.
Special Rule: Prepare shot, Move or fire, Save modifier
Prepare shot: A handgun takes a complete turn to reload, so you may only fire it once every other turn.
Move or fire: You may not move and fire a handgun in the same turn, other then pivot on the spot to face your target or stand up.
Save modifier: Hand guns are even better at penetrating armor then their Strength 4 suggests. A warrior wounded by a handgun must takes its armor save with a -2 modifier.
29/Jul/2005, 3:02 pm
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