From the rule book, page 32 on my copy from Broheim -
- Blunderbuss - S3 automatic hit on any model in a 16" x 1" corridor, can only be fired once per battle. So, needs a 4+ on average to wound and can only fire once per game. Doesn't say you can't move AND fire...
- Handgun - S4 hit, 24" range, 1 turn to reload,-2 save modifier, can't move AND fire. So, if you hit, needs a 3+ on average to wound, can fire every other turn (i.e. needs a turn to reload), but can't move AND fire other than to pivot or stand up.
Can't seem to find the rules for the Hunting Rifle though (other than it's cost listing in the equipment list(s)), there is an entry for a Hochland Long Rifle which mentions hunting so perhaps it's misnamed? It is the same as a handgun but with 48" range.
So, blunderbusses, whilst perhaps fluffy for pirates, seem to me to be a bit redundant because you can only use them once per game, are less likely to wound than a handgun and are shorter range...
...although there's nothing in the rules that I can see that prevents one single model from taking multiples of a weapon, so, if you want to fire every turn for 4 turns of a game with a blunderbuss, take 4 on the one model. Could be an interesting suppression weapon, seeing as it doesn't state you can't move AND fire, just keep firing and moving forwards...
Personally though I'd go with handguns, I wouldn't even bother upgrading to a Hunting Rifle (Hochland Long Rifle?), at a cost of 200 gold, unless you want a guy to camp and play sniper.
Don't make the mistake I made in my Witch Hunters warband and take pistols (the bog standard pistols), I can't see the point in them, by the time you're in range to fire, you're in charge range, so you'll likely get charged, if you don't damage the opponent and/or he has buddies nearby, and they're not much more useful in melee either!!