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<center>[[image: Indian-weapons.jpg]]</center>
 
 
 
==Weaponry==
 
==Weaponry==
  
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''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.
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''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.
 
''Cavalry Carbine'': This Longarm suffers no penalty when used from horseback.
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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>
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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 one turn.<br>
  
  
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</pre>
 
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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>
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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). Carbines are not generally designed to take a bayonet.<br>
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Longarms function as clubs if used as a melee weapon (without fixing a bayonet).<br>
  
  
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Both types of armour are extremely rare in this period, worn only by certain types of elite and/or ceremonial troops.
 
Both types of armour are extremely rare in this period, worn only by certain types of elite and/or ceremonial troops.
 
  
 
'''Shields'''
 
'''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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