18thCenturyMage/Arms and Equipment: Difference between revisions
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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. | 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 removes the Smoothbore trait, and increases the range by 50%. However, it also increases loading time by two turns.<br> | |||
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All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty. | All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty.<br> | ||
Longarms function as clubs if used as a melee weapon (without fixing a bayonet).<br> | |||
Revision as of 12:51, 2 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: 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 travelling pistols.
Skill usage: Sidearms and Longarms use Dexterity + Firearms. Propelled and Thrown weapons use Dexterity + Athletics.
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.
Entangling:
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 AP1, Smoothbore Travelling pistol 2L 15/30/60 2 1S AP1, Smoothbore Dragoon pistol 2L 15/30/60 2 2J AP1, Smoothbore Blunderbuss pistol 2L 5/10/20 2 2L 9-Again, Smoothbore
Pistols function as batons if used as a melee weapon.
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 AP1, Smoothbore Rifled carbine 2L 75/150/300 2 3 AP1, 9-Again on Aim Musket 2L 30/60/120 3 3 AP1, Smoothbore Long rifle 2L 125/250/500 3 3 AP1, 9-Again on Aim Fowling piece 1L 30/60/120 3 3 Smoothbore Blunderbuss 3L 10/20/40 3 3 9-Again, Smoothbore
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).
Propelled Weapons
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Atlatl 3L Thrownx5 2 3 Blowgun 0L Special 1 2N Range is 2x(Size+Stamina+Athletics) Bolas 0B Thrown 2 2J Entangling Bow† 1L Special =Str =Str Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled. Sling† 1L Thrownx3 2 1P Range increases to Thrownx5 if using bullets rather than stones
†Requires two hands.
Thrown Weapons
Type Damage Range Str Size Special ---------------------------------------------------------------------------- Dart -1L Aero 1 1P Does not 10-Again Hachet 1L Thrown 2 1S Can opt to do Bashing instead Javelin 2L Aero 2 2N Knife 1L Aero 2 1P Combat knives use Thrown range Tomahawk 2L Thrown 2 2J Can opt to do Bashing instead
Melee Weapons
Type Damage Size Special --------------------------------------------------------------------- Baton 1B 2J Club 2B 2L Fixed bayonet† 2L 1S 1L if used unfixed Gunstock club 2B/2L 3N AP1 (Lethal only) Hachet 1L 1S Halberd† 3L 4N Hafted, Minimum Str 3 Knife 1L 1S Lance 3L 4N 9-Again. Assumes used from horseback, functions as a spear if dismounted. Pickaxe† 3L 4N AP1, -3 if used to attack in next turn Quarterstaff† 2B 4B Hafted Sledgehammer† 3B 4N Spear† 2L 4N Hafted Sword 2L 2L Sabres do +1 damage if used from height advantage; thrusting swords have AP 1 Tomahawk 2L 2J Optional 2B if fitted with a hammer poll; AP1 if fitted with spear-bit Woodcutter's axe† 3L 3N 9-Again
†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.