Category Archives: Bøger

Kritik af Rune Selsings “Nihilisme, telefonsvarer og selvbedrag”

af Ryan Smith

Jeg køber det centrale argument i Selsings indlæg; at friheden ikke kom af sig selv, men er resultatet af en bestemt historisk udvikling. Det er et værdigt konservativt korrektiv til liberalismen, om end dette argument også var oppe at vende sidste år, og blev anerkendt som gyldigt af flere liberale.

Til gengæld er Selsing lidt for glat når han skriver, at hele CEPOS står på mål for en antikonservativ liberalisme, fordi CEPOS har udgivet en bestemt bog. CEPOS har også udgivet en bog om konservative tænkere, så ud fra Runes egen logik, så kunne man lige så godt argumentere for, at CEPOS var alt for konservativt, og alt for lidt liberalt. Realiteten er, at CEPOS er en tænketank hvor nogle medarbejdere støtter det ene, og andre det andet.

Endelig går det fuldstændig galt for Selsings når han siger, at liberalismen adskiller politik fra moral og forestillinger om det gode liv. Friheden er i sig selv et moralsk anliggende for en liberal. Det gode liv er til dels (men ikke kun) et liv, der leves i frihed. At Selsings ikke kan se det tyder på en moralsk ensporethed, som er uheldig i debatten.

De konservative mangler grænser for æstetik

af Ryan Smith

Konservative har på det seneste anklaget liberale for deres æstetiske nivellering. “Liberale tror ikke på objektive kriterier for kvalitet,” lyder den konservative kritik. “For den liberale er alting lige godt. For ham giver det ikke mening at sige, at Beethoven er bedre end Beyoncé.”

De konservative har uden tvivl en pointe: Der findes ganske rigtigt liberale, som ikke vil vedkende sig objektive kriterier for kunst. Men i de konservatives egne rækker finder man imidlertid et tilsvarende brist, som faktisk er langt mere alvorligt end den liberale relativisme, nemlig tendensen til at sammenblande æstetik og politik.

Således hedder det fra Eva Agnete Selsing, at ”nyliberalismen” er udtænkt af mænd “med hentehår og sygekassebriller” (Politiken 17.08.2013), mens Mads Holger bemærker, at liberale går i solarium og fester på Sunny Beach (Politiken 05.08.2013).

Det kan i grunden undre, at det er de konservative, som gerne forsvarer kristendommen i deres skriverier, der begår ovennævnte brøde. I evangeliet fortæller Jesus historien om den barmhjertige samaritaner: Om en mand, der gik alene på vejen fra Jerusalem til Jeriko. Vejen var øde, og der lå røvere på lur. Røverne overfaldt ham og fratog ham alt, hvad han ejede. Selv hans tøj tog de, hvorefter de lod ham ligge nøgen og halvdød ved vejen. Da den barmhjertige samaritaner kommer forbi, stopper han op for at hjælpe den nødstedte.

Hvad var der mon sket, hvis vor samaritaner havde fulgt de konservative røster og blandet sin egen æstetiske nydelse ind i spørgsmålet om, hvorvidt han skulle hjælpe den nødstedte? Så havde samaritaneren nok passeret den rejsende uden at hjælpe – den rejsende har jo næppe været et kønt syn, som han lå der i vejkanten.

Æstetisk fordybelse er vigtig. Men hvad Jesu lignelse viser os, er, at æstetik må adskilles fra andre spørgsmål, når vi skal træffe beslutninger. Den uæstetiske og forslåede rejsende kan sagtens have ret til hjælp, og ret i øvrigt, selvom han er uæstetisk.

Et udsagns rigtighed er nemlig uafhængigt af den person, som ytrer det. To plus to er fire, uanset om den, der siger det, har hentehår eller en svulmende hårpragt. Ligeledes er det moralske aspekt i at hjælpe den rejsende helt uafhængigt af dennes æstetiske forfatning.

Konservative holder af traditionen og af den bestående orden. Men når vestlige tænkere har besluttet sig for at lade det æstetiske få indflydelse på moral og sandhed, så har det så godt som altid været som et alibi for undfangelsen af en radikalt anderledes samfundsorden. Ligeledes har flere af det tyvende århundredes totalitære regimer benyttede sig af appeller til æstetik, når de har skullet retfærdiggøre sig selv og umynddigøre deres fjender.

Såfremt de konservative er sig traditionen og historien bevidst, så gør de således klogt i at holde igen med deres sammenblandinger af æstetik og politik.

Kritik af Rune Lykkebergs forståelse af finanskrisen

af Ryan Smith

Rune Lykkeberg kloger sig i Politiken 26.08.13 på finanskrisen. Jeg kan godt lide Rune Lykkebergs bøger. Men Lykkebergs indlæg om finanskrisen savner tyngde af følgende grunde:

(1) Lykkeberg køber direkte ind i den ansvarsforflygtigende one-liner om, at finanskrisen udelukkende er bankernes skyld. Hvad med staterne, der holdt renten lav? Hvad med forbrugerne, der efterspurgte højrisikoaktiver? Hvad med alle dem, som optog billige lån “bare fordi”? Vi har alle været med til at sende signaler til markedet om, at “her gik det godt.”

(2) Dernæst maler han et falsk billede af, at der kun er en lille håndfuld milliardærer, som er aktive på finansmarkederne, mens vi andre blot er ofre. Det er ikke korrekt; der findes masser af småtraders. Dertil kommer der organisationer som pensionskasser og udviklingsfonde, som repræsenterer almindelige menneskers interesser på finansmarkederne, og som bestemt også gør middelklassen rigere.

(3) Mere ansvarsforflygtigelse: Finansmarkeder er ifølge Lykkeberg så uigennemskueligt komplekse, at man ikke kan forstå dem. Man kan lige så godt lade være med at prøve. Ja, finansmarkederne er komplekse, men man kan faktisk godt komme til at forstå det grundlæggende, hvis man er interesseret; man kunne prøve.

(4) I øvrigt er finansmarkedernes kompleksitet et naturligt udfald af et hyperspecialiseret moderne samfund. Partikelfysik og økonometri er heller ikke discipliner, man uden videre kan forstå på sit glatte ansigt. Vil man til bunds i dem, bliver man nødt til at dedikere sig til studiet af disse felter. Ligesom traders dedikerer sig til studiet af de markeder, som de er aktive på.

(5) Lykkeberg siger, at finanskapitalismen gjorde arbejderklassen rigere i det 20. århundrede, men at finansmarkederne ikke har gjort andre end finansklassen rigere over de seneste årtier. Har han mon nogensinde hørt om outsourcing? Store dele af den anden og tredje verden er blevet ufatteligt meget rigere over de sidste tyve år, især på grund af udenlandsk kapital, som er blevet investeret i disse lande, netop på grund af finansmarkederne.

(6) Endelig benytter Lykkeberg sig af alle  gymnasieelevers yndlingstrick, og definerer finansmarkederne som en “overmagt”, mens han selv blot ønsker “demokrati”. Men hvad er det egentlig for en “overmagt”, som vi er oppe imod? Det er os selv, der er overmagten. Det er os, der køber Nike-tøj og elektronik, som er produceret i Østasien. En finanskapitalist, der investerer i et produkt, som ingen vil købe, går hurtigt konkurs. Deres magt er begrænset af, hvilke af deres beslutninger vi selv vil være med til at belønne. Demokratiet skal selvfølgelig fastsætte rammevilkår for den private industri, men derudover så har vi allerede demokratisk kontrol med økonomien; vi stemmer nemlig hver dag med vores Dankort. Hvis Lykkeberg får opfyldt sit ønske om øget politisk kontrol, så får vi mindre demokrati og mere overmagt, nemlig en overmagt i de udvalgte få, som skal træffe politiske beslutninger på alles vegne i stedet for at overlade det til os selv at købe og investere i det, der nu engang passer os bedst.

***

Ifølge Kulturstyrrelsen er Politiken forpligtiget til “at fremme samfundsmæssig og kulturel oplysning.” Det skal ske som modydelse for de 15-20 millioner kroner, som Politiken modtager i statsstøtte hvert år. Jeg indsendte ovenstående indlæg til Politiken, samme dag som de bragte det indlæg, som jeg kritiserer. Politiken ønskede imidlertid ikke at bringe det.

De skulle jo nok bruge pladsen på flere indlæg om, at Anders Samuelsens tøj er grimt.

Klassisk liberalisme og liberalkonservatisme

Hvad er forskellen på klassisk liberalisme og liberalkonservatisme?

I praksis burde der stort set ikke være nogen forskel på de to. Staten er noget, der bør begrænses mest muligt for begge parter. Vinklen er dog forskellig, da liberale tager udgangspunkt i individet og de negative frihedsrettigheder, mens konservatismen tager udgangspunkt i familien, anstændig opførsel, social ansvarlighed og vigtigheden af kultur. Disse to vinkler står imidlertid ikke i modsætning til hinanden, men de kan sagtens være hinandens komplimenter.

Hvis du kigger på historien og fædrene af konservatismen og liberalismen (hhv. Edmund Burke og John Locke), så lader det umiddelbart ikke til, at de to fyre var så uenige. Burke accepterede endda revolutioner i visse tilfælde; såsom den amerikanske revolution.

How to Start Mordheim

How to get started with Mordheim in 2013:

Q: What is Mordheim?

  • A: It is a tabletop game played with miniatures. Two teams for 15 warriors battle in a ruined city that has been struck by a comet and transformed into an infernal maze of rubble.
  • After each battle your warriors gain experience, gold, injuries and level up. You then buy new weapons, more warriors etc. and fight again.
  • It’s not everybody’s cup of tea, but the people who like it tend to get extremely hooked.

Q: Do I need the old Mordheim rulebook from 1999?

  • A: No. The old printed rulebook is outdated and replaced by an internet .pdf called “The Living Rulebook”.
  • But even the “Living” Rulebook (which is no longer updated) is outdated in the eyes of many players and there are other, newer, versions of the game that are freely available, such as Heroheim or Coreheim.

Q: Do I need the old Mordheim boxed game?

  • A: Again the answer is no. The box doesn’t really contain anything other than the aforementioned obsolete print rulebook, some cheap-ass cardboard buildings, old  Free Company-sprues and old Night Runner-sprues. Those plastic designs are 14+ old and have long been surpassed by other products on the market.

Q: What is the difference between Mordheim, Coreheim, Heroheim, and HeimHeim?

  • In 1999 Games Workshop released the skirmish game Mordheim.
  • In 2004 they stopped supporting it.
  • 2008 saw the release of the Coreheim ruleset, which has grown and become well-known.

But many players do not like Coreheim because it:

  • Is too concerned with balance and does not have enough soul.
  • Deviated too much from classic Warhammer rules.

Q: Do I need the official Mordheim miniatures?

  • A: No. Any generically-themed fantasy miniatures will do. The contemporary range for Warhammer Fantasy Battle can also be sued.

Q: What will I need then?

  • A: You will need only 15-20 models per side. These models do not have to be from Games Workshop, as other firms produce models of comparable quality and at half price.
  • However, the big challenge for your group is to get enough terrain to make the ruined city.
  • Here is a simple tutorial on how to make ruined building for less than £5.

Mordheim: Witch Hunter Rebalance Pack 2013

Witch Hunters Special Rules

Hooded Hunters
At the start of each of your turns (not opponent’s), any two members of your warband with the ‘Hooded Hunter’ rule
may exchange places on the tabletop.
* Neither warrior may be engaged in Close Combat for this to occur.
* Only one such exchange can be made per turn.
* Cannot involve warriors that are out of action or have not been deployed yet.
* Cannot involve warriors that are knocked down, fleeing or stunned.

Witch Hunters Special Equipment

Brazier Iron 5gc rare 5+
Same as Club but attacks are Flaming.
Wielder cannot hide.

Great Brazier Iron 10gc rare 5+
Same as Great Club but attacks are Flaming.
Wielder cannot hide.

Sigmarite Relic 10gc rare 8+
Wearer has a 6+ ward save against the effects of hostile spells. (Not Prayers.)

Sigmarite Hammer 10gc rare 10+
Same as Club but with additional +1 to critical wounds vs. Undead, Ghouls, Mutants and Daemons.

Sigmarite Great Hammer 20gc rare 10+
Same as Great Club but with additional +1 Strength vs. Undead, Ghouls, Mutants and Daemons.

Witch Hunters Special Skills

Absolute Faith
4+ ward save vs. enemy spells. Not Prayers.

Fanatical
Immune to Fear and All Alone.

Utter Determination
Warrior may fight back in Close Combat even while knocked down. Always strikes last while knocked down.

No Retreat – No Surrender!
Rout Threshold increased to 5 as long as this warrior is still on the tabletop.

Righteous Fury (Witch Hunters)
Warrior hates all members of Skaven, Possessed, and Undead warbands. (NOT Hired Swords in those warbands.)
Warrior also hates Wizards, if he did not do so already.

Warband List

1 Witch Hunter Captain 60gc
Combat [V]; Shooting [V]; Academic [V]; Strength [V]; Speed [V]; Special [V]
Starting XP: 20
Race: Human
M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8
Hates Wizards
Hooded Hunter

0-1 Warrior Priest 35gc
Starting XP: 8
Race: Human
Combat [V]; Shooting [-]; Academic [V]; Strength [V]; Speed [-]; Special [V]
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Priest: Starts with 1 Spell.

0-3 Witch Hunters 27gc
Combat [V]; Shooting [V]; Academic [V]; Strength [-]; Speed [V]; Special [V]
Starting XP: 8
Race: Human
4 3 3 3 3 1 4 1 7
Hates Wizards
Hooded Hunter

Zealots 15gc
Starting XP: 0
Race: Human
M4 WS2 BS2 S3 T3 W1 I3 A1 Ld6
Hates Wizards

0-5 Flagellants 30gc
M4 WS2 BS2 S3 T3 W1 I3 A2 Ld6
Immune to Fear and All Alone

0-5 Warhounds 30gc
M6 WS4 BS- S4 T3 W1 I4 A1 Ld5
Animals (Cannot Climb, Cannot Hide, Flee 3D6”, Cannot use the Leader’s Ld, Cannot Capture Scenario Objectives, Fight Unarmed, No Promotion.)

0-5 Cloaked Brothers 27gc
Starting XP: 8
Race: Human
M4 WS3 BS3 S3 T3 W1 I4 A1 Ld7
Hooded Hunters

Weapons Lists

Witch Hunter Captain, Witch Hunter, Cloaked Brother Weapons List
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Brazier Iron
Great Weapon (Club/ Axe/ Sword)
Great Brazier Iron

Pistol
Crossbow Pistol
Crossbow

Light Armour
Heavy Armour
Buckler
Helmet
(NB: No Shield.)

Warrior Priest Weapons List
Hand Weapon (Club)
Sigmarite Hammer
Brazier Iron
Great Weapon (Club)
Great Brazier Iron
Sigmarite Great Hammer

Sling

Light Armour
Heavy Armour
Shield
Helmet

Flagellant Weapons List
Great Weapon (Club)
Great Brazier Iron
Sigmarite Great Hammer
Flail

Sling

(No Armour Options)

Zealot Weapons List
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Brazier Iron
Great Weapon (Club/ Axe/ Sword)
Great Brazier Iron
Spear

Short Bow
Bow

Light Armour
Shield
Helmet

Mordheim: Mercenaries Warband Rebalance Pack 2013

REIKLANDERS SPECIAL RULES

* Captain has Leader range 12″
* Champions start with +1 Ld and the Leader ability (Range 6″)
* All humans is the warband have racial max Ld upped to 10 (rather than the normal 9)
* Marksmen suffer no -1 to hit for Long Range.
* All humans in the warband may re-roll failed rally tests. (NOT including Hired Swords.)

REIKLAND SPECIAL EQUIPMENT

Full Plate Armour 60gc rare 10+
Save: 4+
Initiative Penalty: -2

Sigmarite Relic 10gc rare 8+
Wearer has a 6+ ward save against the effects of hostile spells. (Not Prayers.)

MIDDENHEIMERS

* Captain and Champions start with +1 Strength
* Captains and Champions the warband have racial max Strength upped to 5 (rather than the normal 4)
* War Cries: State Troops cause Fear the turn they charge (this makes them immune to fear themselves). They lose this ability while wearing Helmets.
* Drakwald Arrows: Shots from bows of (any kind) fired by any member of the warband have +1 S vs. animals and beastmen. (NOT including Hired Swords.)
* Youngbloods also have access to Strength skills.

MIDDENHEIM SPECIAL EQUIPMENT

White Wolf Hammer 15gc rare 10+
Same as Great Club but with additional +1 Strength vs. Animals and Beastmen.

Wolf Pelt Cloak 10gc rare 10+
6+ armour save vs. unarmed attacks (Ghouls, Animals, etc.).

MARIENBURGERS

* Captains and Champions start with +1 Initiative.
* All heroes in the warband always have +1 to rarity rolls (including henchmen promoted to heroes but NOT including hired swords).
* Champions have access to all five basic skill lists.
* -10gc from the Hire Fee of any Hired Swords they want to hire
* -15gc to buy any item that costs 45gc or more.

MARIENBURG SPECIAL EQUIPMENT

SILK HAT & PLUMES 10gc rare 9+
Wearer gains an additional +1 XP each time he takes an enemy out of action in close combat or with a shot from a pistol.
If owner is taken out of action, Silk hat & plumes are automatically lost.

FREETRADER RING 25gc rare 10+
When warrior is deployed, roll a D6:
(1-3) Warrior is affected by Crimson Shade this turn.
(4-6) One of warrior’s weapons, of your choice, is poisoned this battle.

MERCENARIES WARBAND LIST

1 Mercenary Captain 60gc
Starting XP: 18
Combat [V]; Shooting [V]; Academic [V]; Strength [V]; Speed [V]
Race: Human
M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8
Leader (6″)

0-2 Champions 35gc
Starting XP: 8
Combat [V]; Shooting [V]; Academic [-]; Strength [V]; Speed [-]
Race: Human
M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-2 Youngbloods 15gc
Starting XP: 0
Combat [V]; Shooting [V]; Academic [-]; Strength [-]; Speed [V]
Race: Human
M4 WS2 BS2 S3 T3 W1 I3 A1 Ld6
(No Special Rules.)

Free Company 25gc
Starting XP: 6
Race: Human
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-7 Marksmen 25gc
Starting XP: 6
Race: Human
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-5 State Troops 27gc
Starting XP: 8
Race: Human
M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-5 Halflings 15gc
Starting XP: 0
Race: Halfling
M4 WS2 BS4 S2 T2 W1 I4 A1 Ld5
Dodge: Ranged: All enemy shooting has an additional -1 to hit this warrior. (NOT spells/prayers).

WEAPONS LISTS

Captain, Champion, Youngblood, State Troops
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)
Morning Star
Spear
Halberd

Bow
Crossbow
Pistol
Handgun
Throwing Axes (* Middenheim only)
Throwing Knives (* Marienburg only)

Light Armour
Heavy Armour
Shield
Buckler
Helmet

Free Company
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)
Spear

Short Bow
Bow
Pistol
Javelins (* Marienburg only)

Light Armour
Shield
Buckler
Helmet

Marksmen
Hand Weapon (Dagger/ Club/ Axe/ Sword)

Bow
Long Bow
Crossbow
Handgun
Long Rifle
Blunderbuss

Light Armour
Helmet

Halflings
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)

Short Bow
Sling

Light Armour
Shield
Buckler
Helmet

Mordheim: Weapons Rebalance Pack 2013

CLOSE COMBAT WEAPONS

Dagger 1gc
Strength Penalty: -1 S
NB: No free Daggers.

Club 3gc
Concussive: Any enemy taken an unsaved wound from a Club is reduced to Initiative 1 until the end of the next Close Combat phase.

Axe 5gc
Armour Piercing (1): Additional -1 to enemy armour save.

Gromril Axe 20gc rare 11+
Armour Piercing (2).

Sword 7gc
Parry: If warrior has double WS or more, he may force his opponent to re-roll 1 successful roll to hit each turn.
Can only parry 1 roll each turn.
Cannot parry attacks that are double or more his own S.

Ithilmar Sword 20gc rare 11+
+1 Initiative when determining strike order.
Parry (See Sword.)

Great Club 10gc
Concussive (See Club)
+2 S in all rounds of combat
Always strike last
Two-handed

Great Axe 10gc
Armour Piercing (1) (See Axe)
+1 to all rolls on the Critical Wound chart
+2 S in all rounds of combat
Always strike last
Two-handed

Gromril Great Axe 50gc rare 11+
Ignores Enemy Armour Saves.
+1 to all rolls on the Critical Wound chart
+2 S in all rounds of combat
Always strike last
Two-handed

Great Sword 15gc
Sweep Aside: Enemies cannot use the ‘Strike First’ ability of Spears and Halberds against this warrior.
+2 S in all rounds of combat
Always strike last
Two-handed

Ithilmar Great Sword 50gc 11+
Parry (See Sword)
Sweep Aside: Enemies cannot use the ‘Strike First’ ability of Spears and Halberds against this warrior.
+2 S in all rounds of combat
(Does not have ‘Always strike last’)
Two-handed

Morning Star 10gc
Concussive first round of combat (See Club)
+1 S first round of combat
Only Shield in off hand. (Not Buckler.)

Flail 10gc
Concussive first round of combat (See Club)
+2 S first round of combat
Two-handed

Spear 5gc
Strike First in first round of combat
Only shield in off-hand. (Not Buckler.)

Halberd 15gc
Strike First in first round of combat
+1 S in all rounds of combat
Two-handed

ARMOUR

Light Armour 10gc
Save: 6+

Heavy Armour 25gc
Save: 5+
Initiative Penalty: -1

Helmet 10gc
4+ save vs. Being Stunned. If succesful, treat as Knock Down instead.
4+ save vs. Concussion effects. (See Club.)

Shield 5gc
Save 6+ (or 5+ with Hand Weapon)

Buckler 5gc
Save 6+ if combined with Hand Weapon. Otherwise no save.
Wielder gains Parry (see Sword – his WS must still be double or more his opponent’s).
If he already has Parry, he may re-roll 1 failed armour save roll each turn.
No effect against attacks that completely negate this warrior’s armour save.

Ithilmar Heavy Armour 50gc rare 11+
Save: 5+
No Initiative Penalty

Gromril Heavy Armour 90gc rare 11+
Save 4+
Initiative Penalty: -1

SHOOTING

Sling 3gc
Range: 18″
Strength: 2
Cannot be Poisoned
Quick to Fire: No -1 for Moving and Shooting

Short Bow 3gc
Range: 18″
Strength: 3

Bow 5gc
Range: 24″
Strength: 3

Long Bow 10gc
Range: 30″
Strength: 3

Crossbow 25gc
Range: 30″
Strength: 4
Move or Fire

Javelins 10gc rare 7+
Range: 12″
Strength: 3
No Penalties for Long Range
Quick to Fire: No -1 for Moving and Shooting

Throwing Stars / Knives 5gc rare 6+
Range: 6″
Strength: 2
Multiple Shots x2
Assault: May run and fire.
No Penalties for Long Range

Throwing Axes 10gc rare 6+
Range: 6″
Strength: 4
Armour Piercing (1)
Assault: May run and fire.
No Penalties for Long Range

Crossbow Pistol 10gc rare 8+
Range: 6″
Strength: 3
No Penalties for Long Range
Assault: May run and fire.
Quick to Fire: No -1 for Moving and Shooting
Multiple Shots x2 if armed with two of these

BLACKPOWDER SHOOTING

ALL BLACKPOWDER WEAPONS
* Cannot be poisoned.
* Misfire whenever they roll a natural 1 to hit.

Handgun 30gc rare 8+
Range: 24″
Strength: 4
Armour Piercing (1)
+1 to Injury Rolls.
Move or Fire.

Long Rifle 50gc rare 11+
Same as Handgun but with Range: 36″
May also re-roll natural 1s on the misfire and critical hit charts.

Blunderbuss 25gc rare 8+
Range: Flame Template
Strength: 3
Assault: May run and fire.
Fire only once per battle.
May fire so that friendly warriors are also hit.

Pistol 15gc rare8+
Range: 6″
Strength: 4
Armour Piercing (1)
No Penalties for Long Range
Assault: May run and fire.
Multiple Shots x2 if armed with two of these

Duelling Pistol 30gc rare 10+
Same as Pistol but may re-roll natural 1s on the misfire and critical hit charts.