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

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Line 33: Line 33:
 
Rifled carbine      2L      75/150/300  2    3    9-Again
 
Rifled carbine      2L      75/150/300  2    3    9-Again
 
Musket              3L      30/60/120  3    3    8-Again, Smoothbore
 
Musket              3L      30/60/120  3    3    8-Again, Smoothbore
Long rifle          2L    150/300/600 3    3    9-Again
+
Long rifle          2L    125/250/500 3    3    9-Again
 
Fowling piece        1L      30/60/120  3    3   
 
Fowling piece        1L      30/60/120  3    3   
 
Blunderbuss          4L      10/20/40    3    3    8-Again, Smoothbore
 
Blunderbuss          4L      10/20/40    3    3    8-Again, Smoothbore

Revision as of 16:38, 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

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

Type                Damage    Range    Str  Size   Special
----------------------------------------------------------------------------
Pocket pistol        1L     10/20/40    1    1P    Smoothbore
Travelling pistol    2L     15/30/60    2    1S    9-Again, Smoothbore
Dragoon pistol       2L     15/30/60    2    2J    8-Again, Smoothbore

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.


Longarms

Type                Damage    Range     Str  Size   Special
----------------------------------------------------------------------------
Carbine              2L      20/40/80    2    3     8-Again, Smoothbore
Rifled carbine       2L      75/150/300  2    3     9-Again
Musket               3L      30/60/120   3    3     8-Again, Smoothbore
Long rifle           2L     125/250/500  3    3     9-Again
Fowling piece        1L      30/60/120   3    3   
Blunderbuss          4L      10/20/40    3    3     8-Again, Smoothbore

All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -1 dice penalty.


Propelled Weapons

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

†Requires two hands.

Thrown Weapons

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


Melee Weapons

Type                 Damage   Size   Special
---------------------------------------------------------------------
Broadsword
Baton
Club
Cutlass
Fixed bayonet†
Halberd/Spontoon†
Knife
Lance
Quarterstaff†
Sabre
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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