Starfox | Home | Campaigns | Al-Qadim | EarthdawnAl-Qadim GearArmour Table
All armours are available in half-armour variants, with the modifiers listed.
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
Missile Weapons Table
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
Step penalties on both to-hit and damage is -2 at medium range and -5 at long range. Weapons Table
All pole arms can be set to receive a charge. Sadly, cavalry don't charge in Zakhara. Animals still do, however.
Weapon RulesA 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 NakhTiger 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. BlowgunBlowguns have variable characteristics, depending on it's length. All characteristics labelled # are variable, with # being equal to the length of the pipe, in feet. BolaA 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, HeavyThe 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, LightThe light crossbow takes one round to reload. Crossbow, RepeatingThese 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. DaraqThis 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. KatarThis 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 StarThis 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. NetNets 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. PeliseThe 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. SpearThe spear can be used with any shield the wielder can carry, regardless of the size of the shield. TufenkThe 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. WhipThe 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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