With restrictions starting to pop up it seems Repeater Crossbows is one of the things being restricted (ETC draft 4 says at most 35 in an army, including characters, Chariots and Shades). Therefore, I've started thinking about Handbows and if they are useful or not.
First thing is to compile the rules for the Handbows as they're spread between the basic rules, the FAQ, and the DE rulebook. The FAQ:ed version of the armybook reads;
Repeater Handbow
Repeater handbows do not suffer the usual to hit penalties for shooting at long range or for moving and shooting.
Maximum range: 8"; Strength: 3
Rules: Rules: 2x Multiple Shots (4x Multiple Shots if used as a pair), Quick To Fire.”
Quick to Fire rule reads:
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting - we asume that the wielders can aim and fire them swiftly enough to remain accurate. Furthermore, Quick to Fire weapons can always be used to Stand and Shoot againste a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Multiple Shots rule reads as in previous editions (-1 To Hit if shooting multiples), but also states that all models in a unit either must fire multiple or single shots.
So we have a 8" range weapon that we can move and fire without penalties, hitting on 3+ if shooting single shots and 4+ otherwise. We may always stand and shoot when charged in the front. Not bad! In addition, Corsairs may carry magic banners which can improve the Handbows, either by granting them Armour Piercing or Flaming attacks.
I'm thinking two kind of units:
10 Corsairs, rHb, Musician (105 pts)
21 Corsairs, rHb, FC, Pair of rHb on Reaver, Sea Serpent Standard (263 pts)
I think the first one is a perfect counter to scouts and fast cav. The second unit is similar to the classical 21, xHw, SSS units but trading 7 attacks for 30 shots (or 60 shots if first shooting and then Stand and Shoot).