This Special Location is not yet complete, and has been published for preview purposes only.
TODO: enchanted rounds – corruption, anti-daemonic rounds, blunderbuss pistol,
Treasure – CD-forged items, fireglaive, doomshard blunderbusses?
Some of these items may be better suited to the Temple or Witch Hunters’ Guild special locations.
|Equipment||B||D||E||W||Stock||Cost (Buy)||Cost (Sell)||Special Rules|
|Acid Shot(*)||Y||Y||N||Y||8||100 each||20 each||See notes. 1d6 available.|
|Alchemical Shot(*)||Y||Y||N||Y||10||150 each||75 each||See notes. 1d6 available.|
|Black Dragon Powder from Cathay(*)||Y||Y||N||Y||8||300||50||See notes.|
|Blackshard Shot(*)||Y||Y||N||Y||8||125 each||25 each||See notes. 1d6 available.|
|Blessed Shot(*)||Y||Y||N||Y||9||50 each||10 each||See notes. 1d6 available.|
|Dwarf-Made Handgun||N||Y||N||N||12||2500||1250||Needs gunpowder and shot, Strength 6, Armour Piercing(-2), May make 1 shot every other turn (takes one turn to reload); Range 12 squares;|
|Dwarf-Made Pistol||N||Y||N||N||10||2500||500||As Pistol; Ignores armour on a natural 6 To Hit|
|Dwarf-Made Shot(*)||Y||Y||N||Y||7||150||15||See notes.|
|Full Bayonet(*)||Y||Y||N||Y||7||150||25||See notes.|
|Gromril Shot(*)||Y||Y||N||Y||9||75 each||15 each||See notes. 1d3 available.|
|Gunpowder||Y||Y||N||Y||4||100||-||Enough gunpowder for Pistol or Musket to last all adventure, or 6 shots with a blunderbuss.|
|Handgun||Y||Y||N||N||11||2000||500||Needs gunpowder and shot, Strength 6, Armour Piercing(-1), May make 1 shot every other turn (takes one turn to reload);|
|Heavy Pistol||Y||Y||N||Y||10||2000||400||Needs gunpowder and shot, Strength 5, Armour Piercing(-2), May make 1 shot every other turn (takes one turn to reload); Range 7 squares;|
|Katara Pistol(*)||Y||Y||N||N||10||2000||1000||See notes.|
|Light Bayonet(*)||Y||N||Y||Y||6||75||5||See notes.|
|Light Pistol||Y||Y||N||Y||8||750||150||Needs gunpowder and shot, Strength 4, Armour Piercing(-1), Can be fired once per turn; Range 7 squares|
Needs gunpowder and shot, Strength 7, Armour Piercing(-3), May make 1 shot every other turn (takes one turn to reload);
|Magazine Loader(*)||Y||Y||N||Y||9||750||150||See notes.|
|Magmashot(*)||Y||Y||N||Y||9||50 each||10 each||See notes. 1d6 available.|
|Musket||Y||Y||N||Y||11||2000||700||Needs gunpowder and shot; Strength 8; fired at -2 Ballistic Skill; 1 shot every other turn (takes one turn to reload): if the shot kills a Monster. it carries on into any Monster standing directly behind, at -1 Strength for each additional Monster killed.|
|Pistol||Y||Y||N||Y||9||1500||300||Needs gunpowder and shot, Strength 5, Armour Piercing(-1), May make 1 shot every other turn (takes one turn to reload); Range 6 squares;|
|Repeating Pistol||N||Y||N||N||12||3000||1500||This muiti-barrel pistol allows several shots to be fired at once. Strength 6, 6 square range. Roll to hit - if successful, you may shoot again. You may continue until you fail to hit. Once the pistol has missed it must be reloaded. A repeater pistol takes D3 turns to reload.|
|Repeating-Pistol Magazine Loader(*)||N||Y||N||N||12||1500||-||See notes.|
|Shot||Y||Y||N||Y||4||100||-||Enough shot for Pistol/Musket to last all adventure, or 6 shots with a blunderbuss.|
|Silvershot(*)||Y||Y||N||Y||8||50 each||10 each||1d3+3 available. See notes.|
|Star-Metal Shot(*)||Y||Y||N||Y||9||100 each||20 each||See notes. 1d6 available.|
|Superior Shot||Y||Y||N||N||8||100||Ignores 1 point of armour. 6 shots or 1 blunderbuss shot.|
Causes an extra 1d6 damage with no modifiers for anything.
Does not require powder as it has been treated with an alchemical substance that ignites when the weapon is fired. Very fast to load - Pistols, Handguns, Muskets and Rifles can be fired as many times per turn as the user has Attacks on their profile. Blunderbusses may not use this ammunition as it is unsuitable. Repeater Pistols may be fired once per turn as normal, but reloading them with Alchemical Shot takes no time so they may be fired every turn if desired. Limited availability - only enough for a specific number of shots is available, once it is used up the normal rules for reloading take effect.
*Black Dragon Powder from Cathay
Damage Bonus(+1). Enough powder to last one adventure.
Armour Piercing (-1), if the target is hit adjacent models also suffer a hit on a roll of a 4+. Work out damage against these adjacent models using Damage Penalty (1/2 damage) as well as any other rules the weapon possesses.
Ignores To Hit penalty incurred when attacking Ethereal and Daemonic Monsters
+1 to hit, range 6 squares. All models in a 2x2 area take a S4 hit with no deduction for armour. If the user rolls a 1 to hit then the blunderbuss MISFIRES and causes a S4 hit on the Noble and every model adjacent to him, with no deductions for armour. Once fired the blunderbuss must be reloaded, which takes D3 turns.
Armour Piercing (+1) . Enough shot to last 1 adventure.
One bayonet may be fitted to any pistol, hand gun or rifle but not to blunderbusses or blunderbus pistols. The weapon the bayonet is fitted to can now be used in combat using the rules for a sword. May not cause Death Blows. It takes one turn to remove the bayonet from a weapon and fit it to another.
Armour Piercing (+2)
Strength 1; Requires Powder & Shot; Pistol-Shot;
Pistol-Shot: The Katara Pistol is a standard Katara dagger with a one-shot pistol integrated into the hilt. The pistol may be fired in combat by giving up one Attack to do so. This may be used in combination with any remaining Attacks the Warrior has to make. The pistol shot is relatively week, has a Strength of 3 and ignores armour. Roll to hit as for a Close Combat attack. The Warrior may only target Monsters that are in adjacent squares. Takes 1d3 turns to reload.
One bayonet may be fitted to any pistol, hand gun or rifle but not to blunderbusses or blunderbus pistols. The weapon the light bayonet is fitted to can now be used in combat using the rules for a sword and the Damage Penalty (-2) special rule. May not cause Death Blows. It takes one turn to remove the bayonet from a weapon and fit it to another.
One magazine loader may be fitted to any pistol, handgun or rifle, but not to any blunderbusses, blunderbus pistols, or weapons that fire multiple times. The magazine loader is fitted when purchased and may not be removed without damaging it. The weapon may now be fired once per turn for up to six consecutive turns as the magazine loader reloads the weapon so quickly. Obviously you must still have a supply of shot and powder. After the sixth shot, one turn must be spent refilling the magazine loader. If a natural 1 is rolled To Hit, the magazine loader has jammed and may not be fired until 1d3 turns have been spent reloading the weapon. In addition, roll 1d6, on another natural 1 the item is destroyed and may not be used again. On a 2, the item is badly jammed and may not be used for the rest of the Adventure.
Enchanted by a Bright Mage to glow read-hot when they come into contact with black powder. Damage Penalty(-1) and Flaming Weapon(4+).
*Repeating-Pistol Magazine Loader
This complicated Dwarf-made contraption turns an already lethal weapon into a much more efficient machine. This device reduces the reload time of a Repeating Pistol to Reload (1). The magazine loader must be fitted to a repeating pistol when purchased and may not be removed.
One scope may be fitted to any hand gun or rifle, but not pistols or blunderbusses. The scope may not be used if the Warrior moved that turn (except to turn on the spot). Grants the To Hit Bonus (+1) special rule. In addition, on a natural 5+ To Hit, the precision of the scope allows the shot to completely bypass armour, granting Ignore Armour for that shot only.
Wounds caused by Silvershot against Undead and Daemonic targets may not be regenerated. When used against these creatures, Silvershot has the Damage Bonus (1d6) special rule.
Damage Bonus (+1), Armour Piercing (+1)
This weapon takes n turns to reload. For example, a Pistol has Reload (1), and takes 1 turns to reload. Once this weapon is used, it may not be used again until reloaded. A supply of the relevant ammunition is required (e.g. shot and powder for a pistol or musket), where this is the case see the particular item description.
For each turn spent reloading, a Warrior must not be adjacent to a Monster after their movement is over, and may not perform any other actions that turn apart from move.
Armour Piercing (n)
This rule is used to denote items or equipment that is particularly suited to punching though or piercing armour. These items ignore n points of armour, simply treat the target’s Armour value as being n points lower than the original value. Note that this does not affect the target model’s Toughness or other abilities like Ignore Blow or Ignore Pain, and any special bonuses granted by the target model’s magic armour still apply (e.g. To Hit penalties etc).
Multiple Shots (n, x)
This special rule is used to denote missile weapons that can opt to have an increased rate of fire at the cost of accuracy. These weapons can be fired either once normally, or a number of time equal to n with the To Hit Penalty (x) special rule.
For example, a brace of pistols can both be fired using Multiple Shots (2, -1). Either just one pistol can be fired (using the normal rules), or both pistols can be fired in the same round for 2 shots with a -1 To Hit penalty on both shots.
A pistol is a small black-powder-based missile weapon that can be easily aimed and fired in one hand. Pistols are so light and easy to aim that if a model is armed with two or more pistols it may fire one in each hand during its turn. When used in this way, the pistols incur the To Hit Penalty (-1) in addition to any other rules and penalties they already have.
To Hit Penalty (x)
Some hand-to-hand or missile weapons are difficult to use effectively, either because they are particularly large or heavy, or are simply awkward to use.
When using a missile weapon with this rule, the amount specified in brackets is deducted off the To Hit roll. For example, if a Barbarian with BS 5+ was using a missile weapon with To Hit Penalty (-1), then would effectively require a 6+ to hit.
Similarly, if a hand-to-hand combat weapon has a To Hit Penalty, then simply apply the penalty in the brackets to the roll made To Hit in close combat when using that weapon. For example, if the same Barbarian with WS 3 was using a Broad Sword with a To Hit Penalty (-1) to attack a Goblin with WS 2, he would effectively require a roll of 4+ To Hit.
Remember the Rule of 1 and 6! A 1 will always fail, and a 6 will always succeed.
To Hit Bonus (x)
Similarly to To Hit Penalty, the bonus specified in the brackets is added to the To Hit rolls made with the weapon.
Remember the Rule of 1 and 6! A 1 will always fail, and a 6 will always succeed.
Damage Bonus (n)
This weapon causes a number of points of extra damage equal to the number in the brackets. Simply add this number to the damage dice total right before you deduct the target model’s Toughness, Armour and other special rules like Ignore Pain.
If a dice roll is mentioned in the brackets (e.g. Damage Bonus (1d6)), then simply roll the dice specified to determine the size of the damage bonus.
If a multiplier is used between the brackets (e.g. Damage Bonus (X3)), then multiply the result shown on the Damage Dice by the amount shown before adding on any other bonuses and deducting the target model’s Toughness and Armour and so on as normal.
Remember that any multipliers must be applied before any flat bonuses, as described in the Roleplay Book page 66. So if a Warrior was using a treasure item that caused double damage (i.e. Damage Bonus (X2)) and also had a Broad Sword (effectively Damage Bonus (3)), then the damage dice would be doubled before adding the Warrior’s Strength and the +3 bonus from the Broad Sword.
Damage Penalty (n)
This works in the same way as Damage Bonus (n), except that the damage is reduced by the amount specified. Apply percentage (e.g. -25%) or fractions (1/2 damage) after applying bonus multipliers, and apply flat reductions (e.g. -1) after adding Strength and other flat bonuses.