18thCenturyMage/Arms and Equipment: Difference between revisions
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All Longarms require two hands to use accurately. Firing a | All Longarms require two hands to use accurately. Firing a Longarm one-handed incurs a -1 dice penalty. Attempting to fire a Longarm from horseback incurs a -2 dice penalty.<br> | ||
Longarms function as clubs if used as a melee weapon (without fixing a bayonet).<br> | Longarms function as clubs if used as a melee weapon (without fixing a bayonet).<br> | ||
Revision as of 15:47, 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.
Cavalry Carbine: This Longarm suffers no penalty when used from horseback.
Entangling:
Sidearms
Type Damage Range Special --------------------------------------------------- Small pistol 1L 10/20/40 AP1 Pistol 2L 15/30/60 AP1 Blunderbuss pistol 2L 5/10/20 9-Again
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 one turn.
Longarms
Type Damage Range Special ---------------------------------------------------------------------------- Carbine 2L 20/40/80 AP1, Cavalry Carbine Rifled carbine 2L 75/150/300 AP1, Cavalry Carbine, 9-Again on Aim Musket 2L 30/60/120 AP1 Long rifle 2L 125/250/500 AP1, 9-Again on Aim Blunderbuss 2L 10/20/40 9-Again
All Longarms require two hands to use accurately. Firing a Longarm one-handed incurs a -1 dice penalty. Attempting to fire a Longarm from horseback incurs a -2 dice penalty.
Longarms function as clubs if used as a melee weapon (without fixing a bayonet).
Propelled Weapons
Type Damage Range Special ---------------------------------------------------------------------------- Atlatl 2L Thrownx5 Blowgun 0L Thrownx2 Bolas 0B Thrown Entangling Bow† 1L 30/60/120 Sling† 1L Thrownx3 Range increases to Thrownx5 if using bullets rather than stones
†Requires two hands.
Thrown Weapons
Type Damage Range Size Special ---------------------------------------------------------------------------- Dart 0L Aero 1 Javelin 2L Aero 2 Throwing axe 2L Thrown 2 Can opt to do Bashing instead Throwing knife 1L Aero 1
Melee Weapons
Type Damage Special --------------------------------------------------------------------- Baton 1B Cavalry Lance 3L 9-Again on the charge, only usable on horseback Club or Staff 2B Fixed bayonet† 1L Gunstock club 2L Halberd† 3L Minimum Str 3 Hand Axe 2L Knife 1L Sledgehammer† 3B Minimum Str 3 Spear† 2L Sword 2L Woodcutter's axe† 3L Minimum Str 3
†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.