18thCenturyMage/Arms and Equipment
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
Inaccurate: Weapons with the Inaccurate do not fire true, all range penalties are increased; to -4 at medium range and -6 at long range.
Sidearms
Type Damage Range Strength Size Cost Special ---------------------------------------------------------------------------- Pocket pistol Travelling pistol Dragoon pistol
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%.
Longarms
Type Damage Range Strength Size Cost Special ---------------------------------------------------------------------------- Carbine Rifled carbine Musket Long rifle Fowling piece Blunderbuss
All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -2 dice penalty.
Propelled Weapons
Type Damage Range Strength Size Cost Special ---------------------------------------------------------------------------- Atlatl Blowgun Bolas Bow Sling
Thrown Weapons
Type Damage Range Strength Size Cost Special ---------------------------------------------------------------------------- Dart Hachet Javelin Throwing knife
Melee Weapons
Type Damage Size Durability Cost Special ---------------------------------------------------------------------