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<center>[[image: Indian-weapons.jpg]]</center>
 
 
 
==Weaponry==
 
==Weaponry==
  
''Reloading'': All firearms of this period were muzzle-loaders which took a considerable amount of time to reload. It takes five turns to reload a sidearm, seven turns to reload a smoothbore longarm and twelve turns to reload a rifled longarm. Reloading times are 50% longer in the case of untrained use of the Firearms skill.
+
''Reloading'': All firearms of this period were muzzle-loaders which took a considerable amount of time to reload. It takes six turns to reload a sidearm, nine turns to reload a smoothbore longarm and twelve turns to reload a rifled longarm.
 
 
''Ammunition'': Black powder weapons use extremely large calibre round lead bullets. As a general rule, musket balls are the largest and won't fit in a pistol or rifled weapon. Rifled weapons use the same ammunition as pistols.
 
 
 
''Skill usage'': Sidearms and Longarms use Dexterity + Firearms. Propelled and Thrown weapons use Dexterity + Athletics.
 
 
 
''Defense'': Against attacks using Firearms, characters have Defense 0 (you can't dodge bullets without magic). Against attacks using Athletics, Defense applies as normal.  
 
  
 +
''Ammunition'':
  
'''Weapon traits''':  The weapons listed below come with a number of traits that are additional to those in the core nWoD system.  
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''Weapon traits'':  The weapons listed below come with a number of traits that are additional to those in the core nWoD system.  
  
''Armour Piercing'': Weapons with the AP trait are designed to punch through or ignore armour with greater efficiency than normal. Any hit with an AP weapon reduces the damage reduction from the target's physical armour by an amount equal to the AP trait. AP from different sources stack together.
+
'''Armour Piercing''': Weapons with the AP trait are designed to punch through or ignore armour with greater efficiency than normal. Any hit with an AP weapon reduces the damage reduction from the target's armour by an amount equal to the AP trait. AP from different sources stack together
  
''Cavalry Carbine'': This Longarm suffers no penalty when used from horseback.
+
'''Inaccurate''': Weapons with the Inaccurate do not fire true, all range penalties are increased; to -4 at medium range and -6 at long range.  
  
''Entangling'':
 
  
 
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''Sidearms''
 
 
'''Sidearms'''
 
 
<pre>
 
<pre>
Type                Damage    Range    Special
+
Type                Damage    Range    Str  Size  Special
---------------------------------------------------
+
----------------------------------------------------------------------------
Small pistol         1L    10/20/40   AP1
+
Pocket pistol       1L    10/20/40   1    1    Inaccurate
Pistol              2L    15/30/60   AP1
+
Travelling pistol    2L    15/30/60   2    1    9-Again, Inaccurate
Blunderbuss pistol   2L    5/10/20   9-Again
+
Dragoon pistol       2L    20/40/60    2   2    8-Again, Inaccurate
 
</pre>
 
</pre>
  
Pistols function as batons if used as a melee weapon.<br>
+
Adding "scratch rifling" to a pistol makes it more accurate, though is considered ungentlemanly if brought to a duel. Scratch rifling adds 1 dot to the cost, removes the Inaccurate trait, and increases the range by 50%.
Adding "scratch rifling" to a pistol makes it more accurate, though is considered ungentlemanly if brought to a duel. Scratch rifling increases the range by 50%. However, it also increases loading time by one turn.<br>
 
  
  
'''Longarms'''
+
''Longarms''
 
<pre>
 
<pre>
Type                Damage    Range      Special
+
Type                Damage     Range   Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Carbine              2L      20/40/80    AP1, Cavalry Carbine
+
Carbine
Rifled carbine       2L      75/150/300  AP1, Cavalry Carbine, 9-Again on Aim
+
Rifled carbine
Musket               2L      30/60/120  AP1
+
Musket
Long rifle           2L    125/250/500  AP1, 9-Again on Aim
+
Long rifle
Blunderbuss         2L      10/20/40    9-Again
+
Fowling piece
 +
Blunderbuss
 
</pre>
 
</pre>
  
All Longarms require two hands to use accurately. Firing a Longarm one-handed incurs a -2 dice penalty. Attempting to fire a Longarm from horseback incurs a -2 dice penalty.<br>
+
All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty.
Longarms function as clubs if used as a melee weapon (without fixing a bayonet). Carbines are not generally designed to take a bayonet.<br>
 
  
  
'''Propelled Weapons'''
+
''Propelled Weapons''
 
<pre>
 
<pre>
Type       Damage  Range      Special
+
Type               Damage     Range    Str Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Atlatl     2L    Thrownx5 
+
Atlatl
Blowgun     0L    Thrownx2 
+
Blowgun
Bolas       0B    Thrown    Entangling
+
Bolas
Bow†       1L    30/60/120
+
Bow†
Sling†      1L    Thrownx3  Range increases to Thrownx5 if using bullets rather than stones
+
Sling
 +
 
 
</pre>
 
</pre>
  
 
†Requires two hands.
 
†Requires two hands.
  
 
+
''Thrown Weapons''
'''Thrown Weapons'''
 
 
<pre>
 
<pre>
Type         Damage  Range   Size  Special
+
Type               Damage     Range    Str Size   Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Dart           0L    Aero    1 
+
Axe
Javelin       2L    Aero    2   
+
Dart
Throwing axe  2L    Thrown  2    Can opt to do Bashing instead
+
Javelin
Throwing knife 1L    Aero    1 
+
Knife
 +
 
 
</pre>
 
</pre>
  
  
'''Melee Weapons'''
+
''Melee Weapons''
 
<pre>
 
<pre>
Type                Damage Special
+
Type                Damage   Size  Special
 
---------------------------------------------------------------------
 
---------------------------------------------------------------------
Baton                 1B   
+
Broadsword/Sabre
Cavalry Lance        3L      9-Again on the charge, only usable on horseback
+
Baton
Club or Staff        2B     
+
Club
Fixed bayonet†       1L
+
Cutlass
Gunstock club        2L
+
Fixed bayonet†
Halberd†              3L      Minimum Str 3
+
Halberd/Spontoon†
Hand Axe              2L
+
Knife
Knife                1L     
+
Quarterstaff†
Sledgehammer†         3B      Minimum Str 3
+
Smallsword/Rapier
Spear†               2L     
+
Sledgehammer†
Sword                 2L     
+
Spear†
Woodcutter's axe†     3L      Minimum Str 3
+
Sword-cane
 +
Tomahawk
 +
Woodcutter's axe†
 
</pre>
 
</pre>
  
 
†Requires two hands; if used one-handed, the Strength requirement increases by one.
 
†Requires two hands; if used one-handed, the Strength requirement increases by one.
 
 
 
==Armour and Shields==
 
 
Armour and shields have fallen out of favour in this period; neither is particularly effective against bullets or cannonballs. However, they do remain in use in certain locales and by certain peoples.
 
 
'''Armour'''
 
<pre>
 
Type                  Rating  Defense 
 
-------------------------------------------
 
Infantry armour          1      -1     
 
Heavy cavalry armour      2      -2     
 
</pre>
 
 
Both types of armour are extremely rare in this period, worn only by certain types of elite and/or ceremonial troops.
 
 
 
'''Shields'''
 
 
Shields act as one point of cover. Given the AP quality on firearms, they provide no protection against bullets, but do function against other ranged weapons and Brawl/Weaponry attacks. Some native tribes use shields, and the buckler is still sometimes used in combat.
 
  
  

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