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

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''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 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.
 +
 
 +
'''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.
 
'''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.
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Musket              3L      30/60/120  3    3    8-Again, Smoothbore
 
Musket              3L      30/60/120  3    3    8-Again, Smoothbore
 
Long rifle          2L    125/250/500  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     Smoothbore
 
Blunderbuss          4L      10/20/40    3    3    8-Again, Smoothbore
 
Blunderbuss          4L      10/20/40    3    3    8-Again, Smoothbore
 
</pre>
 
</pre>
Line 43: Line 45:
 
'''Propelled Weapons'''
 
'''Propelled Weapons'''
 
<pre>
 
<pre>
Type               Damage   Range   Str  Size  Special
+
Type       Damage Range     Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Atlatl
+
Atlatl     4L    Thrownx5  2    3
Blowgun
+
Blowgun     0L    Special    1    2N    Range is 2x(Size+Stamina+Athletics)
Bolas
+
Bolas       0B    Thrown    2    2J    Entangling
Bow†
+
Bow†       Str    Special  =Dmg  =Dmg  Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled
Sling
+
Sling†      2L    Thrownx3  2    1P    Range increases to Thrownx5 if using bullets rather than stones
  
 
</pre>
 
</pre>
  
 
†Requires two hands.
 
†Requires two hands.
 +
  
 
'''Thrown Weapons'''
 
'''Thrown Weapons'''
 
<pre>
 
<pre>
Type               Damage   Range   Str  Size  Special
+
Type         Damage Range   Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Axe
+
Dart          -1L    Aero    1    1P    Does not 10-Again
Dart
+
Hachet        1L    Thrown  2    1J    Can opt to do Bashing instead
Javelin
+
Javelin       3L    Aero    2    2N
 
Knife
 
Knife
 +
Tomahawk      2L    Thrown  2    2J    Can opt to do Bashing instead
  
 
</pre>
 
</pre>
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Cutlass
 
Cutlass
 
Fixed bayonet†
 
Fixed bayonet†
 +
Hachet
 
Halberd/Spontoon†
 
Halberd/Spontoon†
 
Knife
 
Knife
Line 90: Line 95:
  
 
†Requires two hands; if used one-handed, the Strength requirement increases by one.
 
†Requires two hands; if used one-handed, the Strength requirement increases by one.
 +
 +
 +
==Armour and Shields==
 +
 +
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.
 +
 +
  
  

Revision as of 17:00, 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.

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

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     Smoothbore
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      4L     Thrownx5   2    3
Blowgun     0L     Special    1    2N    Range is 2x(Size+Stamina+Athletics)
Bolas       0B     Thrown     2    2J    Entangling
Bow†        Str    Special   =Dmg  =Dmg  Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled
Sling†      2L     Thrownx3   2    1P    Range increases to Thrownx5 if using bullets rather than stones

†Requires two hands.


Thrown Weapons

Type         Damage  Range   Str  Size   Special
----------------------------------------------------------------------------
Dart          -1L    Aero     1    1P    Does not 10-Again
Hachet        1L     Thrown   2    1J    Can opt to do Bashing instead
Javelin       3L     Aero     2    2N
Knife
Tomahawk      2L     Thrown   2    2J    Can opt to do Bashing instead


Melee Weapons

Type                 Damage   Size   Special
---------------------------------------------------------------------
Broadsword
Baton
Club
Cutlass
Fixed bayonet†
Hachet
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.


Armour and Shields

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.



Equipment

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