Equipment-Tiger Eye
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. Also, when wearing hard armor a character is allowed a vigor check to convert the damage to Wind only.
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