Range | Strength | Damage | Save |
36" | 5 | D3 | -3 |
Wounds are worked out exactly as normal except that instead of inflicting 1 wound on its target the jezzail inflicts D3 wounds (roll a D6: 1-2=1, 3-4=2, 5-6=3). Jezzails also have an extra -1 saving throw, -3 instead the usual -2 for a strength 5 attack. This reflects the penetrating power of the jezzail's shot and follows the same pattern as other firearms such as hand guns and pistols.
Jezzails have a crew of two Skaven who can carry their weapon at their normal move rate of 5". If one Skaven is killed the remaining one can continue to operate the jezzail but his move is reduced to half rate and all shots to hit suffer a -1 to hit penalty. The jezzail is destroyed if both crew are slain.
Jezzails operate in units of several jezzails. Jezzail units may fight as skirmishers. See the rule section on Skirmishing.