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Al-Qadim Gear


Armour Table

Armour Type Cost Armour Rating Mystic Armour Rating Weight Initiative Penalty
Padded Cloth 4 gp 2 0 10 0
Silk Caftan 25 gp 2 2 10 0
Fernweave 10 gp 2 3 15 0
Leather 5 gp 3 0 15 0
Studded Leather 20 gp 4 0 20 0
Wood Lamelar 60 gp 4 2 25 2
Hardened Leather 10 gp 5 0 20 1
Hide 15 gp 5 1 30 1
Lamelar 100 gp 6 0 30 2
Scale Mail 55 gp 7 0 40 3
Chain Mail 120 gp 7 0 45 2
Brigantine 120 gp 8 0 35 4
Plate Mail 200 gp 9 0 35 4
Half Armour ­25% ­2 ­2 ­50% ­2

All armours are available in half-armour variants, with the modifiers listed.

Helmet Type Cost Armour Rating Mystic Armour Rating Weight Initiative Penalty
Wooden Mask 5 gp 0 1 4 1
Helmet 30 gp 0 1 5 0
Full Helmet 50 gp 1 1 8 1

Armour-users suffer fatigue when in the blistering heat of Zakhara. Each day, a character wearing armour or carrying a shield takes a number of strain points equal to the armour's initiative penalty. This fatigue is aggravated if the character is under adverse conditions, so a character may take this damage more than once a day.

Shields

Shield Name Cost Armour Rating Mystic Armour Rating Weight Initiative Penalty Shatter Threshold (Optional) Size
Rider or Dwarf Shield 7 gp 2 0 8 1 19 1
Footman Shield 5 gp* 3 0 10 1 19 3
Fernweave Shield 10 gp* 1 1 5 1 16 3
Body Shield 10 gp 5 0 15 2 21 4
Pelise 5 gp* 10 5 25 3 22 5

Missile Weapons Table

Zakharan
Missile Weapons
Cost Damage Step Strength Minimum Weight Size Am Wt (per 20) Cost (per 20) S M L
Blowgun # gp # 2# # # 1/2 3 sp 2–2# 4# 6#
Sling (stone) 5 cp 7 7 2 2 3 2 cp 2–15 40 100
Short Bow 30 gp 8 9 3 5 5 3 sp 2–25 80 120
Tufenk 14 gp 15 9 5 5 Special Special 1-4 - -
Sling (bullet) 5 cp 10 11 2 2 4 2 sp 2–15 40 100
Desert Bow 75 gp 12 13 4 5 6 5 sp 2–40 200 300
Foreign
Missile Weapons
Cost Damage Step Strength Minimum Weight Size Am Wt (per 20) Cost (per 20) S M L
Light Crossbow 35 gp 12 9 5 4 4 1 gp 2–50 125 200
Heavy Crossbow 50 gp 17 10 6 5 4 1 gp 2–50 175 275
Staff Sling 2 sp 12 13 5 5 10 8 sp 2–25 60 150
Eastern Bow 100 gp 14 15 7 6 8 8 sp 2–50 300 500
Repeating Crossbow 250 gp 8 12 7 5 4 1 gp 2–25 50 100

The Damage of missile weapons is fixed, ie the damage step is not added to the user's Strength step. Exceptional missile weapons can be crafted, with higher strength requirements and damage steps. Step penalties on both to-hit and damage is -2 at medium range and -5 at long range.

Thrown Weapons Table

Throwing Weapons Cost Damage Step Strength Minimum Weight Size S M L
Net # gp* NA 2# # # 2 4 6
Bola 4 sp 3 4 1 2 2­15 25 35
Rock - 1 5 1 1 5 15 25
Dart 5 sp 1 5 1/3 1 2 4 6
Throwing Knife 3 gp 2 7 1/2 1 10 20 30
Liquid Star 10 gp 15 8 1 2 5­10 20 30
Javelin 1 gp 4 9 2 3 2­15 40 100
Dagger 2 gp 2 9 1 1 5 10 15
Spear 8 sp 4 11 4 4 2­10 30 50
Whip 2 gp* 3 11 # # 1-# - -
Hand Axe 2 gp 3 12 3 2 2­15 25 40

Step penalties on both to-hit and damage is -2 at medium range and -5 at long range.

Weapons Table

Zakharan Swords and Daggers Cost Damage Step Strength Minimum Weight Size Armour Rating
Razor 4 gp* 1 1 1/4 0 -
Knife 1 gp 1 4 1/2 1 -
Dagger 2 gp 2 5 1 1 1
Jambiya 4 gp 3 6 1 1 -
Katar (punch dagger) 3 gp 4 10 1 1 -
Short Sword 10 gp 4 5 2 2 1
Scimitar 15 gp 5 9 3 3 1
Kopesh, Kukiri 10 gp 5 12 4 2 -
Tulwar 25 gp 6 12 6 4 1
Great Scimitar 60 gp 9 15 7 7 1
Pole Arms
Cost Damage Step Strength Minimum
Weight
Size Armour Rating
Quarterstaff 1 gp* 3 5 4 5 3
Spear 8 sp* 5 9 4 3 -
Scythe 1 gp* 5 9 9 6 -
Trident 3 gp* 4 11 7 3 1
Great Spear 2 gp* 6 11 8 6 1
Pole Arm 8 gp 7 12 12 6 1

All pole arms can be set to receive a charge. Sadly, cavalry don't charge in Zakhara. Animals still do, however.

Axe/Mace Cost Damage Step Strength Minimum Weight Size Armour Rating
Sap 1 sp* 1 2 1/2 1 -
Club 5 sp* 2 7 3 2 -
Sickle 5 sp* 4 9 4 2 -
Hand Axe 1 gp 5 10 2 2 -
Flail 15 gp* 7 10 8 5 -
Mace 8 gp* 6 12 5 3 -
Battle Axe 5 gp 7 14 5 4 -
Warhammer 2 gp 7 15 7 4 -
Great Axe 12 gp 8 15 12 5 -
Great Club 5 gp* 7 17 14 6 -
Special Weapons Cost Damage Step Strength Minimum Weight Size Armour Rating
Daraq (buckler) 1 gp 1 9 5 1 2
Bagh Nakh (claws) 1 gp 2 8 2 0 -
Foreign Melee Weapons Cost Damage Step Strength Minimum Weight Size Armour Rating
Longsword 20 gp 5 11 3 3 1
Lance 5 gp 5 15 10 3 -
Broadsword 15 gp 6 15 5 3 1
Greatsword 50 gp 7 15 7 6 2

Weapon Rules

A weapon (not a shield) held in the left hand counts as one point higher than it's usual size, and the maximum total size points that can be used is the character's two-handed rating. It is otherwise possible to use two weapons of the same size.

A shield is used like a second weapon, except that it suffers no size penalty. Any character can use any shield, as long as the combined shield and weapon size does not exceed total capacity. This can include a two-handed weapon.

When mounted, the horseman's two-handed weapon capacity is reduced by two.

Weapons with an ³*² in the price column are also available as improvised weapons. A purchased improvised weapon costs one-tenth of the noted price, but they can often be found lying around. Each round, roll d20; if the result is less than the greatest Strength step of those involved in the fight, the improvised weapon breaks.

Bagh Nakh

Tiger Claws, an eastern weapon popular in Nog. They are strapped to the lower arm, and can be worn while the hands are otherwise used. The Unarmed Combat talent is used to hit. The wounds closely resemble claw marks from a great cat or tiger.

Blowgun

Blowguns have variable characteristics, depending on it's length. All characteristics labelled # are variable, with # being equal to the length of the pipe, in feet.

Bola

A bola is a set of weights (usually three) connected by strings. If the bola-thrower holds his action and throws at a target who just begins to run, he is quite likely to trip the target, who must make a Dexterity step roll greater than the attack roll or be knocked down.

Crossbow, Heavy

The heavy crossbow's strength requirement applies only to shooting the weapon. To load, a windlass is used. The character makes Strength step rolls each round, and totals the results. When the total reaches 25, the crossbow is ready to fire. Some crossbowmen use several bows and assistant loaders.

Crossbow, Light

The light crossbow takes one round to reload.

Crossbow, Repeating

These weapons have a self-loading mechanism, and can thus fire several times each round. Each additional bolt fired in the same round, at the same target, incurs a ­2 step penalty on the attack test (not damage). This penalty does not apply if firing randomly into a tight cluster of people. A character can fire a number of bolts in a round equal to this Strength step. The magazine holds ten bolts, and takes four rounds to reload.

Daraq

This is a buckler or fencing shield. It can be used to attack, but is primarily intended as a parrying weapon. For concealment purposes, it is size four.

Katar

This is a broad-bladed punch dagger, strapped on the fist. It is impossible to use another weapon in the hand holding a Katar. The Katar can be used with Unarmed Combat talent.

Liquid Star

This is an oil enriched with elemental fire and air. The liquid star forms a three meter diameter fireball with damage rating 15. All target's with low enough Physical Defence to be hit fail to dodge out of the blast. Avoid Blow can be used to dodge, as well.

Net

Nets have variable characteristics, depending on it's size. All characteristics labelled # are variable, with # being equal to the diameter of the net, in feet. A can ensnare a target whose Strength and Toughness steps are both less than double the size of the net.

Pelise

The pelise is a mobile cover for archers. It provides protection only against ranged attacks. One person other than the man carrying it can hide behind a pelise.

Spear

The spear can be used with any shield the wielder can carry, regardless of the size of the shield.

Tufenk

The tufenk is a blowpipe used to project liquid star, and projects a 3 meter diameter fireball directly in front of the user. The fireball works like the one from thrown liquid star. Each vial of liquid star can be used to form three fireballs. The Tufenk can also be used as a quarterstaff. To prepare the Tufenk for use, the user holds a vial of liquid star in his mouth. If knocked down while holding liquid star in the mouth, there is a fireball centred on the user.

It is possible to create this effect without the aid of the pole, but this is exceedingly dangerous. If the user fails to catch anyone in this fireball, he is himself affected.

Whip

The whip is used like a thrown weapon, even though the user never let's go of it. It has a minimum range, and cannot be Riposted. Whips are available in varying lengths, the # notation in the weapon description equals the whip's length, in yards.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.