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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.
+
''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.
 
''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.
 
 
  
 
'''Weapon traits''':  The weapons listed below come with a number of traits that are additional to those in the core nWoD system.  
 
'''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.
+
''Entangling'':
  
''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'''
 
'''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    1P    AP1, Smoothbore
Pistol              2L    15/30/60   AP1
+
Travelling pistol    2L    15/30/60    2    1S    AP1, Smoothbore
Blunderbuss pistol  2L    5/10/20    9-Again
+
Dragoon pistol      2L    15/30/60   2    2J    AP1, Smoothbore
 +
Blunderbuss pistol  2L    5/10/20     2    2L   9-Again, Smoothbore
 
</pre>
 
</pre>
  
 
Pistols function as batons if used as a melee weapon.<br>
 
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 increases the range by 50%. However, it also increases loading time by one turn.<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>
  
  
 
'''Longarms'''
 
'''Longarms'''
 
<pre>
 
<pre>
Type                Damage    Range     Special
+
Type                Damage    Range     Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Carbine              2L      20/40/80    AP1, Cavalry Carbine
+
Carbine              2L      20/40/80    2    3    AP1, Smoothbore
Rifled carbine      2L      75/150/300  AP1, Cavalry Carbine, 9-Again on Aim
+
Rifled carbine      2L      75/150/300  2    3    AP1, 9-Again on Aim
Musket              2L      30/60/120  AP1
+
Musket              2L      30/60/120  3    3    AP1, Smoothbore
Long rifle          2L    125/250/500  AP1, 9-Again on Aim
+
Long rifle          2L    125/250/500  3    3    AP1, 9-Again on Aim
Blunderbuss          2L     10/20/40    9-Again
+
Fowling piece        1L      30/60/120  3    3    Smoothbore
 +
Blunderbuss          3L     10/20/40    3    3    9-Again, Smoothbore
 
</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.<br>
Longarms function as clubs if used as a melee weapon (without fixing a bayonet). Carbines are not generally designed to take a bayonet.<br>
+
Longarms function as clubs if used as a melee weapon (without fixing a bayonet).<br>
  
  
 
'''Propelled Weapons'''
 
'''Propelled Weapons'''
 
<pre>
 
<pre>
Type      Damage  Range     Special
+
Type      Damage  Range     Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Atlatl      2L     Thrownx5
+
Atlatl      3L     Thrownx5   2    3
Blowgun    0L    Thrownx2 
+
Blowgun    0L    Special    1    2N    Range is 2x(Size+Stamina+Athletics)
Bolas      0B    Thrown    Entangling
+
Bolas      0B    Thrown    2    2J    Entangling
Bow†        1L    30/60/120
+
Bow†        1L    Special  =Str =Str  Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled.
Sling†      1L    Thrownx3  Range increases to Thrownx5 if using bullets rather than stones
+
Sling†      1L    Thrownx3  2    1P    Range increases to Thrownx5 if using bullets rather than stones
 
</pre>
 
</pre>
  
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'''Thrown Weapons'''
 
'''Thrown Weapons'''
 
<pre>
 
<pre>
Type         Damage  Range  Size Special
+
Type         Damage  Range  Str  Size   Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Dart           0L    Aero    1   
+
Dart         -1L    Aero    1   1P    Does not 10-Again
Javelin       2L    Aero    2     
+
Hachet        1L    Thrown   2    1S    Can opt to do Bashing instead
Throwing axe  2L    Thrown  2    Can opt to do Bashing instead
+
Javelin       2L    Aero    2    2N
Throwing knife 1L    Aero    1 
+
Knife        1L    Aero    2    1P    Combat knives use Thrown range
 +
Tomahawk      2L    Thrown  2   2J   Can opt to do Bashing instead
 
</pre>
 
</pre>
  
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'''Melee Weapons'''
 
'''Melee Weapons'''
 
<pre>
 
<pre>
Type                Damage  Special
+
Type                Damage  Size  Special
 
---------------------------------------------------------------------
 
---------------------------------------------------------------------
Baton                1B    
+
Baton                1B      2J
Cavalry Lance        3L     9-Again on the charge, only usable on horseback
+
Club                 2B      2L
Club or Staff        2B       
+
Fixed bayonet†        2L      1S    1L if used unfixed
Fixed bayonet†        1L
+
Gunstock club        2B/2L   3N    AP1 (Lethal only)
Gunstock club        2L
+
Hachet                1L      1S
Halberd†              3L      Minimum Str 3
+
Halberd†              3L      4N    Hafted, Minimum Str 3
Hand Axe              2L
+
Knife                1L      1S
Knife                1L       
+
Lance                3L      4N    9-Again. Assumes used from horseback, functions as a spear if dismounted.
Sledgehammer†        3B      Minimum Str 3
+
Pickaxe†              3L      4N    AP1, -3 if used to attack in next turn
Spear†                2L       
+
Quarterstaff†        2B      4B    Hafted
Sword                2L       
+
Sledgehammer†        3B      4N   
Woodcutter's axe†    3L      Minimum Str 3
+
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
 
</pre>
 
</pre>
  
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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 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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