Shorts Rifles

by David McCallum (with apologies to a certain Mr Cornwall)

Although it takes a while for traditional minded Dwarfs to try something new, the effectiveness of the Hochland Long rifle employed by the Empire could not be argued with. Inspection of these new handguns were made, and although the basic design of the rifle was too large to be used effectively by dwarfs, certain techniques could be used to make modification to the standard handgun. The improved Rifled Handguns were produced in a very limited number and an order went from the High King.

"Choose from our Thunderers the most brave and skilled Dwarves, and give them these new handguns to see how they fare in the hands of TRUE handgunners."

And so was raised the core of the 95th Thunderers (Kings own Rifles). The chosen dwarfs all sported the white cord of courage, granted to only those that had shown their true worth in battle. Along with their new weapons came new training on how to use them to greatest effect. From their ranks was chosen a leader, a dwarf with a temper so vile (even by dwarf standards) that he was known far and wide only by the name "Short" (for the length of his fuse, though many have come to rue trying to equate the name to other dwarven characteristics). While this experiment was a success, tradition held sway within the holds, and so no more rifle regiments were formed, and Short and his dwarves were sent out on constant campaign so that no younger thinking dwarves could be tainted by such radical new technology. As time went by, Short's Rifles became known far and wide as a worthy ally or deadly adversary, and many a general has come to welcome the sight of these loud and fiery dwarves in their army.

Rules:

Shorts rifles consist of 6 dwarves; Captain 'Short' (hero), his aide Sergeant 'Hard 'Un' (champion) and 4 troopers (the chosen dwarves)

SHORT .........................................................................110pts + 40pts sword + 30pts spyglass

Profile M WS BS S T W I A Ld
Short 3 6 5 4 5 2 4 3 10

Weapons/armour: Short wears light armour and carries a rune sword and rifled handgun.

Save: 6+

Magic Items:

Short can use 2 magic items. These must be Short's Sword and Short's Spyglass.

"Aye, my old sergeant, he used to say 'A sword like that' ,he said 'will put the fear o' god in any man', so he did." (Sgt 'Hard 'Un')

Shorts Sword: This is a runic longsword, with the runes of Cleaving (+1 ST) and Fury (+1 Attack) inscribed on it.

Shorts spyglass: This cunningly wrought dwarven telescope not only allows Short to scope out the ley of the land, but it also reveals the presence of magic. During his own magic phase and as long as he is not engaged in HtH, Short may use the glass to detect all magic items within 18". The glass reveals the number of items and their location and strength relative to the glass itself., but NOT what the item is or its points cost E.g A General within range has the Crown of Command (50pts), Flail of skulls(30pts) and the Jade amulet (5pts). The glass reveals location (the enemy general), the number of items (3) and their strengths (one more, one less and one of the same power relative to the glass).

Special Rules:

Short is subject to all rules regarding Shorts rifles.

Short's fuse: Due to his vile temper, if Short looses a wound, he must make a leadership test or become subject to Frenzy. If there is an enemy within charge range or arc, he will frenzy automatically. While subject to frenzy he MUST charge the enemy if able to do so, or else move in a way which brings him closer to the enemy. If the enemy Battle Standard is able to be charged, he will attempt to charge this before other enemy units (this is in fact an oath to an old dying Dwarf who lost his regiments standard in battle)

SERGEANT 'HARD 'UN' 54pts

Profile M WS BS S T W I A Ld
'Hard 'Un' 3 5 4 4 4 1 3 2 9

Equipment: Sergeant 'Hard 'Un' wears light armour and carries a hand weapon and Rifled handgun.

Save: 6+

Magic items: As a champion, he is entitled to one magic or rune item chosen from the lists.

Special Rules

Sergeant 'Hard 'Un' is subject to all rules regarding Shorts Rifles.

Restrictions: Sergeant 'Hard 'Un' is a rifleman (rifledwarf?) and proud of it. As such, he may NOT trade in his handgun for a brace of pistols as other Thunderer champions can.

SHORTS RIFLES 4 Dwarves at 22pts each

"These are chosen dwarfs, sir. They wear the white cord of courage on their arms, given only to those who have proved themselves in battle and they carry out only duties under arms" (Capt. Short)

Profile M WS BS S T W I A Ld
Rifle Dwarf 3 5 3 4 4 1 3 1 9

Equipment: Shorts Rifles wear light armour and carry hand weapons and rifled handguns.

Save: 6+

Options: Shorts rifles will not change equipment under any circumstances, neither may they use a standard or musician.

Special Rules:

Rifled Handguns: due to the techniques used in manufacturing these weapons, they are far more accurate than a normal handgun. As such, they confer a bonus +1 to hit. This is in addition to all other bonuses conferred to handguns.

"These dwarves are trained to hit and run, to work in pairs and to give one shot kills." (Capt. Short)

Infiltrate: Shorts Rifles may infiltrate in the same way that other scout units do.

Skirmish: Shorts Rifles may adopt skirmish formation if they wish. As such, they may ignore any movement penalties for difficult terrain.

"So Short, can you tell me what makes a good soldier?" "Yes sir. The ability to fire three rounds a minute under any conditions, sir."

3 rounds a minute: Shorts Rifles are trained to load and fire their handguns in a very fast time. As such they do not follow the normal firing restrictions for Thunderers. Instead, if they fired last turn or moved this turn, roll equal or lower than the initiative of any of Short's Rifles that you wish to fire. If the role is successful, that figure my fire as normal, taking into account any penalties for moving etc.