18thCenturyMage/Arms and Equipment

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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   Cost   Special
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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   Cost   Special
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Carbine
Rifled carbine
Musket
Long rifle
Fowling piece
Blunderbuss

All Longarms require two hands to use accurately. Firing a longarm one-handed incurs a -2 dice penalty.


Propelled Weapons

Type                Damage      Range      Strength   Size   Cost   Special
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Atlatl
Blowgun
Bolas
Bow
Sling


Thrown Weapons

Type                Damage      Range      Strength   Size   Cost   Special
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Dart
Hachet
Javelin
Throwing knife


Melee Weapons

Type                Damage    Size   Durability   Cost   Special
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Equipment

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