18thCenturyMage/Arms and Equipment: Difference between revisions
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Rifled carbine 2L 75/150/300 2 3 9-Again | Rifled carbine 2L 75/150/300 2 3 9-Again | ||
Musket 3L 30/60/120 3 3 8-Again, Smoothbore | Musket 3L 30/60/120 3 3 8-Again, Smoothbore | ||
Long rifle 2L | Long rifle 2L 125/250/500 3 3 9-Again | ||
Fowling piece 1L 30/60/120 3 3 | Fowling piece 1L 30/60/120 3 3 | ||
Blunderbuss 4L 10/20/40 3 3 8-Again, Smoothbore | Blunderbuss 4L 10/20/40 3 3 8-Again, Smoothbore |
Revision as of 23:38, 1 January 2013
Weaponry
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:
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 armour by an amount equal to the AP trait. AP from different sources stack together
Hafted: Weapons with a long haft make it easier to parry incoming melee attacks, granting +1 Defense against Brawl or Weaponry attacks when the weapon is wielded in two hands.
Smoothbore: Weapons with the Smoothbore trait do not fire true, all range penalties are increased; to -4 at medium range and -6 at long range.
Sidearms
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Pocket pistol 1L 10/20/40 1 1P Smoothbore Travelling pistol 2L 15/30/60 2 1S 9-Again, Smoothbore Dragoon pistol 2L 15/30/60 2 2J 8-Again, Smoothbore
Adding "scratch rifling" to a pistol makes it more accurate, though is considered ungentlemanly if brought to a duel. Scratch rifling removes the Smoothbore trait, and increases the range by 50%. However, it also increases loading time by two turns.
Longarms
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Carbine 2L 20/40/80 2 3 8-Again, Smoothbore Rifled carbine 2L 75/150/300 2 3 9-Again Musket 3L 30/60/120 3 3 8-Again, Smoothbore Long rifle 2L 125/250/500 3 3 9-Again Fowling piece 1L 30/60/120 3 3 Blunderbuss 4L 10/20/40 3 3 8-Again, Smoothbore
All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty.
Propelled Weapons
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Atlatl Blowgun Bolas Bow† Sling
†Requires two hands.
Thrown Weapons
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Axe Dart Javelin Knife
Melee Weapons
Type Damage Size Special --------------------------------------------------------------------- Broadsword Baton Club Cutlass Fixed bayonet† Halberd/Spontoon† Knife Lance Quarterstaff† Sabre Smallsword/Rapier Sledgehammer† Spear† Sword-cane Tomahawk Woodcutter's axe†
†Requires two hands; if used one-handed, the Strength requirement increases by one.