Difference between revisions of "Equipment-Tiger Eye"

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(Ranged Weapons)
(Ranged Weapons)
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<nowiki>*</nowiki>These weapons are unreliable.  They will go bust on a 1 or 2, special rules apply.<br>
 
<nowiki>*</nowiki>These weapons are unreliable.  They will go bust on a 1 or 2, special rules apply.<br>
 
AP Weapons ignore the first point of both hard and soft armor.<br>
 
AP Weapons ignore the first point of both hard and soft armor.<br>
& Entangling effect
+
& Entangling effect<br>
STR cannot exceed the weapons die type for bows.
+
STR damage dice cannot exceed the weapons die type for bows.

Revision as of 11:37, 3 July 2009

What follows is the equipment list for The Tiger Eye Cameo of Ibn-al Azrad. The costs, weights and general information is right out of the warhammer book, but the damage and other effects are approximated using Deadlands, Warhammer and my own opinions. Thoughts are appreciated.

Armor

Cost Weight Locations Effect
Leather Skullcap 3 GC 10 Head 1 Soft
Leather Jerkin 6 GC 40 Guts (upper and lower) 1 Soft
Leather Jack 12 GC 50 Guts, Arms 1 Soft
Leather Pants 10 GC 20 Legs 1 Soft
Full Leather Armor 25 GC 80 All 1 Soft
Mail Coif 20 GC 30 Head 1 Hard
Mail Shirt 60 GC 60 Body 1 Hard
Sleeved Mail Shirt 95 GC 80 Guts, Arms 1 Hard
Mail Coat 75 GC 80 Guts, Legs 1 Hard
Sleeved Mail Coat 130 GC 100 Guts, Arms, Legs 1 Hard
Mail Leggings 20 GC 40 Legs 1 Hard
Full Mail Armor 170 GC 210 All 1 Hard 1 Soft
Plate Helmet 30 GC 40 Head 2 Hard
Breastplate 70 GC 75 Guts 2 Hard
Plate Bracers 60 GC 30 Arms 2 Hard
Plate Leggings 70 GC 40 Legs 2 Hard
Full Plate Armor 400 GC 395 All 2 Hard, 2 Soft

Soft armor reduces the amount of damage rolled to determine wounds. Hard armor reduces the damage die type one step until d4, after that it reduces number of dice rolled. Hard armor reduces both the weapon and strength damage rolled.

A character who is wearing only soft armor suffers no penalties of any kind. If a character is wearing 120 encumbrance of mail or plate they suffer a reduction in their Nimbleness die type. This affects all associated skills and movement, and is in addition to normal encumbrance rules.

Weapons

Cost Weight Damage Defensive Bonus Speed
Buckler 2 GC 10 1 (small) 2 1
Dagger 1 GC 10 1d6(small) 1 1
Flail* 15 GC 95 2d8+ 1 2
Knuckleduster 1 GC 1 1d4(small) 0 1
Great Weapon 20 GC 200 2d10 1 2
Halberd 15 GC 175 3d8 3 2
Sword 10 GC 50 2d8 2 1
Axe 10 GC 50 2d8+2 1 1
Main Gauche 4 GC 15 1d4(small) Level 1
Morningstar 15 GC 60 2d8+1 2 2
Quarterstaff 3 S 50 2d4 2 1
Rapier 18 GC 40 2d6 3 1
Shield 10 GC 50 4 1
Spear 10 GC 50 2d8 3 1
Swordbreaker 5 GC 40 1d6 1 1

*This weapon does an extra die of damage on the first action.

Ranged Weapons

Cost Weight Damage Reload Range
Bow 10 GC 80 2d8+STR Action 10
Crossbow 25 GC 120 4d8 Action+ 12
Crossbow Pistol 35 GC 25 2d8 Action+ 8
Elfbow 70 GC 75 2d8+STR AP Action 15
Firearm* 300 GC 30 3d10 2 Action+ 10
Hochland Long Rifle* 450 GC 70 3d10 2 Action+ 18
Javelin 25 S 30 STR+2d6 Action 8
Longbow 15 GC 90 2d8+STR AP Action 12
Net 3 GC 60 None& Action+ 4
Pistol* 200 GC 25 2d10 2 Action+ 8
Repeater Crossbow 100 GC 150 3d6 0 10
Repeater Firearm* 600 GC 30 3d10 0 10
Repeater Pistol* 400 GC 25 2d10 0 8
Shortbow 7 GC 75 STR+2d8 Action 8
Sling 4 GC 10 STR+2d8 Action 8

*These weapons are unreliable. They will go bust on a 1 or 2, special rules apply.
AP Weapons ignore the first point of both hard and soft armor.
& Entangling effect
STR damage dice cannot exceed the weapons die type for bows.