New Weapons

Boris Meinkept's Volley Pistol

by Daniel Rankmore

After many years of trial and error Boris Meinkept finally perfected his father repeating pistol. The two weapons are very simialr in a peerance but fire differantly. The volley pistol has 4 chambers each chamber loaded with a single lead bullet. Each chamber has it's own trigger.

The user can fire any or all of the chambers in a turn. Note: The chambers can not be reloaded during the game. Once all four chambers are fired the gun is useless.

Volley Pistol

Range Str Save Special
Volley Pistole 8" 4 -2 Master Crafted

Master Crafted. The user can reroll misses with the Volley Pistol.

Boris Meikept.............100 gc

Profile M WS BS S T W I A Ld
Boris Meikept 4 4 5 3 3 1 3 2 10

Weapons: Volley Pistol, Sword, Buckler

 

Rocks

by Gary

One weapon that seems to be overlooked is rocks. I would think that anyone can throw a rock.

My thoughts on rocks are:
1) While there is rubble all over, not all of it is suitable for throwing.
2) Rocks are unwieldy
3) Rocks have a short range

Therefore, I was thinking of the following for thrown rocks:
1) During the shooting phase, first roll to see if you can find a rock. Base roll needed is 4+ on a d6. If you are on the street or some place that would be deemed 'clear' terrain, subtract one from the roll(effectively need 5+). If you are in an area of rubble/difficult terrain, add one to the roll(effectively need a 3+)

2) Roll vs BS to hit, rocks have a -1 due to the fact that they are not designed for throwing.

3) The range of a rock is equal to the strength of the thrower in inches(measured laterally, so someone on top of a building 6" high can throw a rock at someone at the base of the building). (So an 'average'l chanrector with a strength of 3 can throw rocks 3 inches)

4) Rocks hit with a strength equal to the thrower

<**highly optional**> For every full 3 inches the thrower is higher than the target, add +1 to the strength.

 

Optional Blackpowder Weapon Rules

by Gary

I'm looking forward to the games release, and in preperation have been scanning Tommy's website on mordheim articles. One item of interest is the following:

>RELOADING A GUNPOWDER WEAPON
>To reload a handgun or pistol you need to activly reload it for a turn, IE no charging, running, casting spells or fighting in HTH. You can make a normal move though, but you cannot climb ladders or jump between buildings....
>HANDGUNS at a cost of 35 GC
>I was thinking of some way to make move or fire weapons more attractive in Mordheim as the bows win over the handgun and crossbow by being able to move to a better position and then fire.

I had the following ideas:

I was thinking, to increase the usability, allow the following:
Reloading: To reload A handgun or pistol, you need to actively reload it for a turn, IE no charging.... If you choose not to move at all, you may load 2 handguns or pistols(though not 1 of each).

After reloading a weapon, you may place it down, anyone within 1 inch of you may pick up the weapon and fire it. You may also hand a handgun to someone else, though this counts as moving for the person handing the gun away(ie he can only load 1 gun that turn, not 2)

This would allow 2 or 3 men to work together to form an effective fire brigade. For 2 men, 1 can load and 1 can shoot. They are free to move about the battlefield.

If being attacked in HTH, a model MAY make a leadership test to avoid the attacker and continue loading. This test must be taken before the enemy rolls to hit. After the enemy rolls to hit, make a leadership test -x, were x is the number of attacks directed at the loader. If it fails, the loader got spooked and messed up when loading, no guns can be loaded this turn but the loader is not allowed to strike any blows either. If the loader is wounded in HTH, he automatically fails to load the gun. Only a single gun may be loaded in a turn if being attacked in HTH.

For 3 men, 1 man can load 2 guns a turn, placing them down for the others to pick up and fire. As the guns are lined up in front of him, there should be the possibility of an enemy, if one is nearby, of picking up the gun and shooting as well.


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