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

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Line 22: Line 22:
 
Type                Damage    Range    Str  Size  Special
 
Type                Damage    Range    Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Pocket pistol        1L    10/20/40    1    1P    Smoothbore
+
Pocket pistol        1L    10/20/40    1    1P    AP1, Smoothbore
Travelling pistol    2L    15/30/60    2    1S    9-Again, Smoothbore
+
Travelling pistol    2L    15/30/60    2    1S    AP1, Smoothbore
Dragoon pistol      2L    15/30/60    2    2J    8-Again, Smoothbore
+
Dragoon pistol      2L    15/30/60    2    2J    AP1, Smoothbore
Blunderbuss pistol  3L     5/10/20    2    2L    8-Again, Smoothbore
+
Blunderbuss pistol  2L     5/10/20    2    2L    9-Again, Smoothbore
 
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Type                Damage    Range    Str  Size  Special
 
Type                Damage    Range    Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Carbine              2L      20/40/80    2    3    8-Again, Smoothbore
+
Carbine              2L      20/40/80    2    3    AP1, Smoothbore
Rifled carbine      2L      75/150/300  2    3    9-Again
+
Rifled carbine      2L      75/150/300  2    3    AP1, 9-Again on Aim
Musket              3L     30/60/120  3    3    8-Again, Smoothbore
+
Musket              2L     30/60/120  3    3    AP1, Smoothbore
Long rifle          2L    125/250/500  3    3    9-Again
+
Long rifle          2L    125/250/500  3    3    AP1, 9-Again on Aim
 
Fowling piece        1L      30/60/120  3    3    Smoothbore
 
Fowling piece        1L      30/60/120  3    3    Smoothbore
Blunderbuss          4L     10/20/40    3    3    8-Again, Smoothbore
+
Blunderbuss          3L     10/20/40    3    3    9-Again, Smoothbore
 
</pre>
 
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Line 50: Line 50:
 
Type      Damage  Range    Str  Size  Special
 
Type      Damage  Range    Str  Size  Special
 
----------------------------------------------------------------------------
 
----------------------------------------------------------------------------
Atlatl      4L     Thrownx5  2    3
+
Atlatl      3L     Thrownx5  2    3
 
Blowgun    0L    Special    1    2N    Range is 2x(Size+Stamina+Athletics)
 
Blowgun    0L    Special    1    2N    Range is 2x(Size+Stamina+Athletics)
 
Bolas      0B    Thrown    2    2J    Entangling
 
Bolas      0B    Thrown    2    2J    Entangling
Bow†        Str    Special  =Dmg  =Dmg  Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled
+
Bow†        1L    Special  =Str =Str  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
+
Sling†      1L     Thrownx3  2    1P    Range increases to Thrownx5 if using bullets rather than stones
 
</pre>
 
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Line 66: Line 66:
 
Dart          -1L    Aero    1    1P    Does not 10-Again
 
Dart          -1L    Aero    1    1P    Does not 10-Again
 
Hachet        1L    Thrown  2    1S    Can opt to do Bashing instead
 
Hachet        1L    Thrown  2    1S    Can opt to do Bashing instead
Javelin      3L     Aero    2    2N
+
Javelin      2L     Aero    2    2N
 
Knife        1L    Aero    2    1P    Combat knives use Thrown range
 
Knife        1L    Aero    2    1P    Combat knives use Thrown range
 
Tomahawk      2L    Thrown  2    2J    Can opt to do Bashing instead
 
Tomahawk      2L    Thrown  2    2J    Can opt to do Bashing instead
Line 76: Line 76:
 
Type                Damage  Size  Special
 
Type                Damage  Size  Special
 
---------------------------------------------------------------------
 
---------------------------------------------------------------------
Broadsword            3L      2L
 
 
Baton                1B      2J
 
Baton                1B      2J
 
Club                  2B      2J
 
Club                  2B      2J
Cutlass              2L      2J
+
Fixed bayonet†        2L     1S    1L if used unfixed
Fixed bayonet†        3L     1S    1L if used unfixed
+
Gunstock club        2B/2L   3N    AP1 (Lethal only)
Gunstock club        3B/3L   3N    AP1 (Lethal only)
 
 
Hachet                1L      1S
 
Hachet                1L      1S
Halberd†              4L     4N    Hafted, Minimum Str 3
+
Halberd†              3L     4N    Hafted, Minimum Str 3
 
Knife                1L      1S
 
Knife                1L      1S
Lance                5L     4N    9-Again. Assumes used from horseback, functions as a spear if dismounted.
+
Lance                3L     4N    9-Again. Assumes used from horseback, functions as a spear if dismounted.
Pickaxe†              4L     4N    AP1, -3 if used to attack in next turn
+
Pickaxe†              3L     4N    AP1, -3 if used to attack in next turn
Quarterstaff†        3B     4B    Hafted
+
Quarterstaff†        2B     4B    Hafted
Sabre                3L      2L    +1 damage if used from height advantage
+
Sledgehammer†        3B     4N     
Smallsword            2L      2L    AP1
+
Spear†                2L     4N    Hafted
Sledgehammer†        5B     4N     
+
Sword                 2L      2L    Sabres do +1 damage if used from height advantage; thrusting swords have AP 1
Spear†                3L     4N    Hafted
+
Tomahawk              2L      2J    Optional 2B if fitted with a hammer poll; AP1 if fitted with spear-bit
Sword-cane            2L      2L    Bashing damage while sheathed
 
Tomahawk              2L      2J    Optional 3B if fitted with a hammer poll; AP1 if fitted with spear-bit
 
Warclub              3B      2L   
 
 
Woodcutter's axe†    3L      3N    9-Again
 
Woodcutter's axe†    3L      3N    9-Again
 
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Revision as of 05:44, 2 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: 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.

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    AP1, Smoothbore
Travelling pistol    2L     15/30/60    2    1S    AP1, Smoothbore
Dragoon pistol       2L     15/30/60    2    2J    AP1, Smoothbore
Blunderbuss pistol   2L     5/10/20     2    2L    9-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     AP1, Smoothbore
Rifled carbine       2L      75/150/300  2    3     AP1, 9-Again on Aim
Musket               2L      30/60/120   3    3     AP1, Smoothbore
Long rifle           2L     125/250/500  3    3     AP1, 9-Again on Aim
Fowling piece        1L      30/60/120   3    3     Smoothbore
Blunderbuss          3L      10/20/40    3    3     9-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      3L     Thrownx5   2    3
Blowgun     0L     Special    1    2N    Range is 2x(Size+Stamina+Athletics)
Bolas       0B     Thrown     2    2J    Entangling
Bow†        1L     Special   =Str =Str   Range equal to 3x(Strength+Size+Athletics), Strength penalties are doubled.
Sling†      1L     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    1S    Can opt to do Bashing instead
Javelin       2L     Aero     2    2N
Knife         1L     Aero     2    1P    Combat knives use Thrown range
Tomahawk      2L     Thrown   2    2J    Can opt to do Bashing instead


Melee Weapons

Type                 Damage  Size   Special
---------------------------------------------------------------------
Baton                 1B      2J
Club                  2B      2J
Fixed bayonet†        2L      1S    1L if used unfixed
Gunstock club         2B/2L   3N    AP1 (Lethal only)
Hachet                1L      1S
Halberd†              3L      4N    Hafted, Minimum Str 3
Knife                 1L      1S
Lance                 3L      4N    9-Again. Assumes used from horseback, functions as a spear if dismounted.
Pickaxe†              3L      4N    AP1, -3 if used to attack in next turn
Quarterstaff†         2B      4B    Hafted
Sledgehammer†         3B      4N    
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

†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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