SuperSonicSound
Shadowmancer of the Shadow Cabal
Ok, went back and double-checked whether or not guns can take runes. Realms of Sorcery definitely makes no restriction on what weapons you can put weapon runes on, but Dwarfs 8ed has this:
It may simply be a case that the units with access to rune weapons in WHFB don't take ranged weapons and so there's no reason to say runes can be applied to ranged weapons, but could also be that they just straight can't. I'd say there's ambiguity there. Given the lack of restrictions in Realms of Sorcery plus the existence of war machine runes, I think it's ok to assume that runes can be put on handguns unless BoneyM says otherwise.
Hand weapons are melee weapons in WHFB. It refers to all one handed melee weapons.
Charging into combats in general is never going to be risk free. When we try to sword fight the Warboss we will still be making rolls and if we roll bad enough we'll get ganked.
Also I think you're the one trying to pigeonhole her as a Endgame Fighter by calling it a "dangerous mistake" to try and improve our magic.
No I'm quite happy for Mathilde to learn all the magic as well but battle magic needs to be a weapon of last resort because it has a much higher chance of killing your self and your allies we literally just lectured one of the Journeymanlings about this and those were for non battle magic spells. The reason the miscasts have been spectacular is because they've all been battle magic miscasts. I'd also argue I'm trying to avoid almost entirely Mathilde having to be an end game fighter. I don't want her to have to put loads of actions down to be a spectacular assassin that's why I want a powerful weapon to bridge the gap.
I want to be able to put a lot more actions into lab work than training with out worrying that doing so will leave us vulnerable in future campaigns should our stealth abilities fail us.