Difference between revisions of "18thCenturyMage/Arms and Equipment"

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(Created page with "==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 turn...")
 
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''Sidearms''
 
''Sidearms''
 
<pre>
 
<pre>
Type                Damage      Range      Strength  Size   Cost   Special
+
Type                Damage      Range      Strength  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
 
Pocket pistol
 
Pocket pistol
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''Longarms''
 
''Longarms''
 
<pre>
 
<pre>
Type                Damage      Range      Strength  Size   Cost   Special
+
Type                Damage      Range      Strength  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
 
Carbine
 
Carbine
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</pre>
 
</pre>
  
All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -2 dice penalty.
+
All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty.
  
  
 
''Propelled Weapons''
 
''Propelled Weapons''
 
<pre>
 
<pre>
Type                Damage      Range      Strength  Size   Cost   Special
+
Type                Damage      Range      Strength  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
 
Atlatl
 
Atlatl
 
Blowgun
 
Blowgun
 
Bolas
 
Bolas
Bow
+
Bow†
 
Sling
 
Sling
  
 
</pre>
 
</pre>
  
 +
†Requires two hands.
  
 
''Thrown Weapons''
 
''Thrown Weapons''
 
<pre>
 
<pre>
Type                Damage      Range      Strength  Size   Cost   Special
+
Type                Damage      Range      Strength  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
 +
Axe
 
Dart
 
Dart
Hachet
 
 
Javelin
 
Javelin
Throwing knife
+
Knife
  
 
</pre>
 
</pre>
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''Melee Weapons''
 
''Melee Weapons''
 
<pre>
 
<pre>
Type                Damage    Size   Durability  Cost   Special
+
Type                Damage    Size  Special
 
---------------------------------------------------------------------
 
---------------------------------------------------------------------
 
+
Broadsword/Sabre
 +
Baton
 +
Club
 +
Cutlass
 +
Fixed bayonet†
 +
Halberd/Spontoon†
 +
Knife
 +
Quarterstaff†
 +
Smallsword/Rapier
 +
Sledgehammer†
 +
Spear†
 +
Sword-cane
 +
Tomahawk
 +
Woodcutter's axe†
 
</pre>
 
</pre>
  
 +
†Requires two hands; if used one-handed, the Strength requirement increases by one.
  
  

Revision as of 14:28, 1 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:

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   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   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 -1 dice penalty.


Propelled Weapons

Type                Damage      Range      Strength   Size   Special
----------------------------------------------------------------------------
Atlatl
Blowgun
Bolas
Bow†
Sling

†Requires two hands.

Thrown Weapons

Type                Damage      Range      Strength   Size   Special
----------------------------------------------------------------------------
Axe
Dart
Javelin
Knife


Melee Weapons

Type                Damage    Size   Special
---------------------------------------------------------------------
Broadsword/Sabre
Baton
Club
Cutlass
Fixed bayonet†
Halberd/Spontoon†
Knife
Quarterstaff†
Smallsword/Rapier
Sledgehammer†
Spear†
Sword-cane
Tomahawk
Woodcutter's axe†

†Requires two hands; if used one-handed, the Strength requirement increases by one.


Equipment

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