Weapons of the Native Indians
New Weapons
Indians used a variety of different weapons for both hunting and military purposes. Most were crude and not as deadly as, say, a .45 pistol but used in expert hands they could easily crack the toughest of skulls. Listed below are a few of the more uncommon weapons of war
- Large Tomahawk - Like a standard Tomahawk but, uh, bigger. Used mainly by Northern Indians such as the Mohigan or Miwok the weapon was basically like a large club with a viscious axe like head useful for seperating a foes noggin from his shoulders. The self weight and inertia of the Tomahawk head provided more damage and increased penetration over it's smaller counterpart but was slower to use and could not be thrown at a target. The weapon needs 2 hands to use properly and has the following game stats:
WEAPON SPEED DAMAGE DEFENCE BONUS COST APTITUDE USED
Great Tomahawk 2 STR+3d8 +1 N/A Fightin':Tomahawk
- Cudgel - A simple weapon to make this was basically a length of heavy wood with a blunt shaped end used for bashing a foe's skull in. Versions existed which comprised of a wooden stick with a circular rock attached lossely to the end with twine to allow more of a nasty sting when the weapon struck it's target (much like a smaller version of a medievil morning star but a much shorter "chain"). Either version of a cudgel works the same way, it relies on bludgeoning and impact damage which counts as either "stun" or "actual" damage in combat, depending on the desires of the user. Note, however, that it's penetration was abysmal
WEAPON SPEED DAMAGE DEFENCE BONUS COST APTITUDE USED
Cudgel 1 STR+3d4 0 $1 Fightin':Club
- Net - Although not widely used, special weighted nets could be crafted for the purpose of entangling an opponent in combat, the net is thrown over a target who then hopefully would become entagled and can then be more easily dispatched. The net could also be used to parry and defend against an opponent's attacks in combat if used properly, as spears and tomahawks become entangled in the strands of the web of deflected by the thick twine
WEAPON SPEED DAMAGE DEFENCE BONUS COST APTITUDE USED
Net 1 See Below 2 $3 Fightin'Net
To hit in combat the net user must first pass an attack roll using his Fightin':Net aptitude. If he scores a hit in combat he has succesfully thrown the net over his opponent (who may vamoose as normal). A trapped opponent must spend an action and pass a Nimbleness roll with TN equal to the net users attack roll in order to escape. If he fails he may try again next action but adds +1 to the TN to escape (that's a cumulative modifier folks!) as he becomes more entrapped. Netted targets get no defence bonuses at all in combat and may not attack in hand to hand fighting. Using pistols and other firearms is at a -4 penalty to all rolls to hit.
Lance - Used whilst on horseback, the lance was like a longer version of the spear, about 3 or 4 yards long, and was used for hunting buffalo or during cavalry charges in combat. The lance was often decorated with tassles and coloured feathers and the sight of a fully dressed warrior charging whilst carrying a war lance was enough to strike terror into the hearts of most of his enemies. To use a lance properly one must be atop a charging horse with the lance levelled directly at the targets chest. As the rider nears the target he gets only a single chance to hit (no matter how many actions he may have) until he can turn and charge again, and tries to skewer the target with a single last minute thrust. The target may vamoose as normal (she will probably have a saved action) by throwing herself out of the way, but if the lance hits it does incredible damage owing to the inertia of the horse behind the lance. If the target wishes to make a hand to hand attack on the charging Indian then they will need to interupt using a saved or stored action when the Indian strikes. The lance bearer, however, may add +4 to his quickness roll when determining who attacks first (owing to the length of his weapon, heh heh...) unless of course the target has a similarly sized pike or spear.
WEAPON SPEED DAMAGE DEFENCE BONUS COST APTITUDE USED
War Lance 1 see below 0 N/A Fightin':Spear
Technical bits - To actually hit in the first place requires a Fightin':Spear (5) hit and a Horse Ridin'(5) pass to stay on target. The good news, however, is that the target recieves no Defence Bonus at all from this attack, I've yet to see anybody deftly knock a lance to one side with a bowie knife! If the target wants to avoid being hit they'll have to vamoose!
Damage is equal to the lance bearer's STR+1d10 but he gets a bonus depending on the horse's pace at the point of impact equal to 1 point of damage for every 5 pace the horse is travelling at. For example if a lance bearer has a strength of 3d8 and his horse is travelling at a pace of 40 at impact then the lance causes 3d8+1d10+8 damage if he hits (if the damage is stopped by armour completely then assume the extra +8 has also been stopped).
The lance has a 50/50 chance of breaking on impact (evens on a d6 roll) due to the force of impact. Happy hunting...
Arrows
To craft new arrows successfully an Indian needs to have the Trade:Bowyer aptitude. To make 20 standard arrows it takes 1 hour and a Trade:Bowyer roll of 5 or more. The arrows have a range of +1/10 and cause STR+1d6 damage. There were also other more specialist types of arrows that certain knowledgeable Indians knew how to make. Every level in Trade:Bowyer means the Bowsmith knows how to create one new arrow type from the following list. If an Indian has 4 in Trade:Bowyer then he knows how to craft 4 different arrow types, on top of the standard arrow. Each arrow type has a target number associated with it, this is the roll needed on a Trade:Bowyer roll to successfully make a batch of the arrows, materials permitting...
- Lion Claw Arrows - This arrow type has a much sharper arrow head - like the claws of the mountain lion - which is much more effective against armoured opponents as it rips through clothes, bone, wood, and even thin metal sheet!
Arrows cause STR+1d10 damage and have a range of +1/10.
TN to create 10 such arrows is 7
- Buffalo Horns - The head of this arrow is made up of two visciously barbed arrowheads which cause much more damage than a standard arrow against the unlucky target
Damage is STR+2d6, but due to the ungraceful and heavy arrowhead the range penalties are increased to +2/10 yards (no - this isn't the same as +1/5 yards!)
TN to create 10 such arrows is 9
- Rattlesnake's Bite - These arrows are near innefective if used by themselves as the arrowhead is hollow and is designed to break off once the target is hit. This is useful, however, if the Indian fills the arrowhead full of deadly poison, much more effective than simply smearing an arrowhead with poisonous ointment...
Damage is reduced to STR+1d4 but if a single wound is caused on a target then whatever is contained in the arrowhead is released into the victim's bloodstream!
TN=11 to make 10 of these arrows
- Wendigo's Howl - This arrow type has it's head carved in such a way that when it flies through the air the rushing wind causes it to omit a high pitched screaming sound, scaring the living daylights out of the weak hearted and being a useful way of signalling to companions. The "howl" given off by an arrow in flight only startles unintelligent creatures (have them take a Guts(7) check - failure means they scarper!) such as bears, buffalo's and wolves. Humans and other creatures may not fall for this so easily...
Damage is STR+1d6, range is reduced to +1/5 due to the unwieldy arrowhead
TN=9 to create 10
- True Flight - An arrow type of superior design which flies truer and straighter than most due to it's carefully crafted shaft, sleek arrowhead, and perfect fletches
The arrow has a range of +1/20 and causes STR+1d6 damage
TN to create 10 such arrows is 9
- Bird Catchers - A razor sharp U-Shaped arrowhead means this arrow is useful for catching birds whilst on the ground. Aimed at their feet it will easily slice their legs off and render them helpless, soon to end up in somebodies belly. The arrows are also useful for slicing through rope and cord (these arrows are real - trust me!)
Damage is STR+1d4 when used normally
TN to craft 5 such arrows is 9
I could go on but I think I'll leave it up to your own imagination as to what's possible as far as arrow design goes. I'm sure it's okay to stretch the rules of physics a little if you want to create utterly outrageous arrow types - such as an arrow that splits into many, an arrow with a serated shaft, or perhaps a boomerang arrow that comes back on it's opponent if it misses! Also there are more "normal" designs of course, like flat-head arrows which cause stun damage rather than lethal, or a barbed arrow which causes more damage if pulled out in a hurry...
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