by William Tracy
ARES #17 p41
The zamra has been used by the Yazirians
for many centuries; it is a metallic disc about 10 centimeters in diameter,
with sharp edges, used as a hurled weapon. Yazirians wear a gauntlet of
light metal mesh when using this device so they will not be cut by it.
The zamra was used
in the early history of the Yazirians as a dueling weapon. The two Yazirians
in the duel would climb separate poles about 20 meters in height with a
distance of about 5 meters between them. At a given signal the Yazirians
would leap from the poles and glide downwards; each would have one zamra
to throw at the other. If the duel was not between enemies, the Yazirians
would try to hit each other's wing-like membranes, causing opponents to
fall faster. The duelists would try to critically wound or kill each other
if they were enemies.
The winner of the duel
had to fill several conditions. He had to be alive when he landed, the
last one to touch down, and had to land within a two-meter diameter circle
which was clearly marked on the ground. One contestant had to meet all
these requirements or the duel was considered a draw.
Sometimes duels were
carried out using zamras made of softer material. These were generally
non-lethal, but sometimes contestants were badly injured or slain with
them anyway. Over the years the Yazirians started using the zamra not only
in duels but also in any sort of fighting. Even now in the age of space
travel, most Yazirians know how to use the weapon.
The statistics for
using zamras in STAR FRONTIERS gaming follow:
Weapon Type: zamraA yazirian will carry at most two types of zamras. One type is produced in a variety of colors (except red) and can be used anytime the character wishes. The other type is dark red, and can only be used against that Yazirian's life-enemy. Often the red zamra will be carried as a sign of honor if the Yazirian chooses a life-enemy that is not a living being, such as a disease or a competitive company. Typically only one red zamra is ever owned by a Yazirian; to own more is considered disgraceful. A character may own as many other kinds of zamras as he pleases.
Damage: 1d10 (1d6 if non-lethal variety)
Ammo: 1 (itself)
Rate of Fire: 1/turn
Defense: Inertia
Point-blank Range: 0-5 meters
Short Range: 6-10 meters
Medium Range: 11-20 meters
Long Range: 21-30 meters
Extreme Range: 31-40 meters
ZAMRA TRICKS
If cast at a gliding Yazirian, a roll "to
hit" that is less than or equal to 1/10th the thrower's normal "to hit"
score may (at the caster's option) disable one of the target Yazirian's
wing-like membranes, forcing him to cut his gliding distance in half and
land quickly.
If two Yazirians are
throwing zamras at each other, each has a chance to catch the zamra thrown
at him with the battle-gloved hand. The chance is equal to one-half the
character's dexterity plus 3% per zamra skill level. If the gloved character
is hit by a zamra yet makes his catch percentage, he will take no damage.
Any character with
a zamra skill level of our or better ha a chance to try rebound shots.
For example, the character may be pinned down by gunfire in a corridor,
with assailant firing from around the corner. The zamra thrower may attempt
to make the zamra bounce off a wall or other surface and strike the assailant.
There must be a hard surface for a rebound shot to be attempted, and a
zamra can only bounce off one surface to make an effective attack. The
following procedure must be used: