Gear is stuff your character might need in an adventure. The following items may be found in a Dawn of Legends campaign. During character creation, you can convert Option Points into money at the rate of 1 OP = 100 silver coins. In Dawn of Legends the next higher unit of money is the gold coin, which is equal to 20 silver coins. Note that there are no starting funds otherwise.
Key:
1.5h = One and a half hand weapon. If used with both hands, add 1D6 to the damage done.
2h = Two handed weapon. Requires both hands.
CH = May use Mounted Charge maneuver.
DC = Damage Class. This is how much base damage the weapon does.
Fatigue = Wearer must pay extra END per round of combat due to the weight and/or inflexibility of his armor. This effect is cumulative. For example, a warrior outfitted in Chain Mail (Fatigue 2), also carried a Medium Round Shield (Fatigue 1), then he would pay 3 extra END every round of combat.
Grab = The wielder may use the Grab maneuver with this weapon.
INIT = INITiative penalty. Add this to your Reflex to find your initiative.
L = Long weapon, Adds +2 to DV.
M = Medium weapon, Adds +1 to DV.
ROF = Rate of Fire. 1 means that it may be fired only once per round. 1/2 means that it may be fired only once every other round.
Rng = Range of the weapon.
RP = Reduced Penetration. Versus armor, total damage to Stun as normal, but multiply defenses by 2, and subtract from your damage total for HITS.
Set = May perform Set maneuver.
ST = Stunning weapon. Add +1 Knockout damage for each die damage done.
STR Min = STRength Minimum. All these weapons have a minimum amount of strength necessary to use them. For every point of strength over the STR Min, add 1D6 up to twice the base damage of the weapon. For every point of strength under the minimum, subtract one die of damage from the base and subtract one from the Attack roll. Exception: All bows, crossbows and slings have a flat amount of damage possible. If your STRength is less than the STR Min, you may not use these weapons.
WA = Weapon Attack roll modifier. Add this to your attack roll to find the final total.
* Vulnerable to upward thrusts from attackers in a lower elevation. The type of weapon here is important, as only sharp-pointed weapons have this effect. Halve the effective Armor (rounding up) from these attacks. Example: Infantry attacking a cavalryman in Scale armor.
** Vulnerable to blunt weapon attacks, such as Quarterstaffs, clubs, etc. Apply only half the effective Armor (rounding up) from these attacks.
Notes for Armor
Prices for Armor are for pieces that cover the shoulders, chest, stomach and vitals. To aquire armor for arms, thighs, and legs, pay 25% of the cost for each. Thus to buy Ring Mail armor for your arms and thighs, you would need to pay an additional 50 gold.
Average Armor Value
Against non-targeted attacks, use the average amount of Armor you have covering your shoulders, chest, stomach and vitals against damage.
Weapons |
WA
|
DC
|
STR Min
|
INIT
|
Rng
|
RoF
|
Other |
Cost
|
Arrows/Bolts |
|
|
|
|
|
|
|
3 silver each
|
Battle Axe |
-1
|
5
|
4
|
-1
|
|
|
1.5h |
400 silver
|
Bow |
0
|
4
|
3
|
-2
|
60yds
|
1
|
No Mounted Use |
150 silver
|
Bow, Short |
0
|
3
|
2
|
-2
|
40yds
|
1
|
|
100 silver
|
Caltrop |
|
|
|
|
|
|
If char enters area, they take damage |
15 silver each
|
Clubs |
-1
|
1+
|
=to DC
|
-1
|
|
|
M to L, ST, Knockout damage only |
5 silver/DC
|
Composite Short Bow |
+1
|
4
|
4
|
-2
|
80yds
|
1
|
No Mounted Use |
200 silver
|
Crossbow (Pict) |
+1
|
3
|
4
|
-1
|
200yds
|
1/2
|
AP |
400 silver
|
Dagger/Knife |
0
|
1
|
1
|
0
|
STR x 5
|
|
|
30 silver
|
Dart |
0
|
2
|
1
|
0
|
STR x 10
|
|
|
50 silver
|
Dwarven Crossbow |
0
|
4
|
4
|
0
|
200yds
|
1/2
|
AP |
500 silver
|
Francesca |
0
|
4
|
4
|
-1
|
STR x 5
|
|
|
300 silver
|
Javelin |
0
|
3
|
3
|
-2
|
STR x 5
|
|
M |
75 silver
|
Lance, Heavy |
0
|
4
|
4
|
0
|
|
|
L, CH, no use dismounted |
280 silver
|
Lance, Light |
0
|
3
|
3
|
0
|
|
|
L, CH |
200 silver
|
Mace, Infantry |
-1
|
4
|
4
|
-1
|
|
|
|
250 silver
|
Mace, Horseman's |
-1
|
3
|
3
|
-1
|
|
|
|
200 silver
|
Maul |
-1
|
6
|
5
|
-2
|
|
|
2h, ST |
200 silver
|
Quarterstaff |
+1
|
4
|
4
|
0
|
|
|
M, 2h, ST, RP |
20 silver
|
Saxon Sword |
+1
|
3
|
3
|
0
|
|
|
|
500 silver
|
Seax |
+1
|
1
|
2
|
0
|
|
|
(Saxon single-edged 12" knife) |
70 silver
|
Short Sword |
0
|
2
|
2
|
0
|
|
|
|
200 silver
|
Sling |
-1
|
2
|
3
|
-2
|
60yds
|
1
|
ST |
20 silver
|
Spatha (British/Roman sword) |
0
|
3
|
3
|
0
|
|
|
|
400 silver
|
Spear |
-1
|
4
|
3
|
-1
|
STR x 5
|
|
M, 1.5h, Set |
100 silver
|
Spear, Long |
-1
|
5
|
4
|
-2
|
|
|
L, 2h, Set |
160 silver
|
Staff Sling |
-1
|
3
|
4
|
-2
|
100yds
|
|
ST, 2h |
120 silver
|
Trident |
-1
|
5
|
4
|
-2
|
STR x 5
|
|
RP |
300 silver
|
Warhammer |
-1
|
3
|
4
|
-1
|
|
|
1.5h, ST |
300 silver
|
Whip |
-2
|
2
|
1
|
-2
|
|
|
Grab, ST, RP |
80 silver
|
Woodsman's Axe |
-1
|
3
|
4
|
-3
|
|
|
|
80 silver
|
Armor
The main piece of armor covers Shoulders, Chest and Vitals areas (Locations 9-13). To cover other parts of the body, purchase additional armor. For instance, if your character wished to purchase Boiled Leather armor for his body and right arm, you would purchase the main shirt for 400 silver coins, and then a sleeve for an additional 50 silver. Note that purchasing armor for both arms would cost 100 silver for a pair of sleeves. Leggings cover all the way from the Thigh (Location 14), knees and shins (Locations 15-16). Armored thighguards, kilts or skirts protect Location 14.Greaves protect only the shins and knees (locations 15-16). Boots cover Locations 17-18.
Buying portions of armor or picking up portions of still-functional armor from the battlefield can certainly happen in a Dawn of Legends game. Sometimes buying just one sleeve or legging can also make sense. For instance, some warriors may choose not to purchase expensive armor for an off-hand if they typically fight only one handed. Others wear a shield on the off-hand and thus that limb is much more difficult to hit (GMs may add an additional -3 penalty to the AV on top of normal targeting penalties).
Armor | Cost | |
Heavy Cloth (2 Armor) | 100 s./5 gold | |
Cloth Sleeve | 13 silver | |
Cloth Legging | 25 silver | |
Boiled Leather (4 Armor) | 400s./20 gold | |
Boiled Leather Sleeve | 50 silver | |
Boiled Leather Legging | 100 silver | |
Boiled Leather Boots | 75 silver | |
Leather Scale (5 Armor, vuln. to upward thrusts*) | 480s./24 gold | |
Leather Scale Sleeve | 60 silver | |
Leather Skirt/Kilt | 60 silver | |
Leather Leggings | 120 silver | |
Studded Leather (6 Armor) | 500s./25 gold | |
Studded Leather Sleeve | 65 silver | |
Studded Leather Skirt/Kilt | 65 silver | |
Studded Leather Legging | 130 silver | |
Leather Lamellar(6 Armor, -1 INIT) | 460s./23 gold | |
Leather Lam. Thigh Guard | 58 silver | |
Ring Mail (8 Armor, 2 Fatigue, vuln. to crushing**) | 100 gold | |
Ring Mail Sleeve | 13 gold | |
Ring Mail Skirt/Kilt | 13 gold | |
Metal Scale (10 Armor, 2 Fatigue, vuln. to upward thrusts* ) | 150 gold | |
Metal Scale Sleeve | 19 gold | |
Metal Scale Legging | 38 gold | |
Bone Lamellar(10 Armor, -1 INIT, fearsome looking!) | 200 gold | |
Bone Thigh Guard | 25 gold | |
Bone Greeve | 25 gold | |
Chain Mail (12 Armor, 2 Fatigue, vuln. to crushing**) | 375 gold | |
Chain Mail Sleeve | 37 gold | |
Chain Mail Skirt/Kilt | 37 gold | |
Chain Mail Legging | 94 gold | |
(2 Leggings add +1 Fatigue) | ||
Metal Lamellar (12 Armor, -1 INIT, 2 Fatigue) | 300 gold | |
Metal Sleeve | 38 gold | |
Metal Thigh Guard | 38 gold | |
Metal Legging | 75 gold | |
(2 Leggings add +1 Fatigue) |
Helmets
Helmets usually are long enough to cover the neck, have chain or leather hung from them, or are worn with a collar or gorget in order to provide protection to the neck. Thus, they protect the head and neck Locations 3-5.
Helmets | Cost |
Simple Infantry Helm (6 Armor) | 80 s./4 gold |
Roman Cavalry Helm (10 Armor) | 200s./10 gold |
Spangenhelm (12 Armor) | 400s./20 gold |
Blocking with Shields
Shields are made for blocking. To reflect this, add the DV bonus for a shield to your melee or unarmed fighting skill whenever you attempt to block an attack.
Shields | Cost |
Small Round (+1 DV) | 120 silver |
Medium Round (+2 DV, 1 Fatigue ) | 160 silver |
Large Round (+3 DV, 2 Fatigue) | 180 silver |
Standard Equipment
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Quality Equipment
At the GMs option, players may purchase fine, excellent, or superior items at the game start. However, these may not be purchased with money. Instead, the player must purchase them with Option Points. In addition, the GM should encourage the player to write up a description of the weapon or armor, as such items are a work of art, as well as utility.
Quality Weapons
There are three levels of improvement in weapon quality including: Fine, Excellent, and Superior. In the game, these weapons have a great deal of craftsmanship behind them. Fine weapons are extremely well balanced. The weight has been distributed to work with the human body for a more natural swing, or in the case of ranged weapons, a more stable flight. Excellent weapons have had their edges honed to a razor sharpness and hardened, or in the case of non-edged weapons, they may have had extra mass inserted, without destroying the fine balance. Superior weapons are not only well balanced and honed, but the weapon has actually been crafted from steel or other high grade alloy. This is where the craftsmanship becomes truly legendary.
These have quantitative results in game terms. A weapon of Fine quality has an additional Weapon Accuracy bonus of +1. Thus, a spear whose WA is normally a -1 would have a WA of +0 if it were of Fine quality. A weapon of Excellent quality has a WA +1 and +1 to the Damage Class of the weapon. A weapon of Superior quality has a WA +1, a DC +1 and a -1 to the STRength Minimum.
Weapons like these would sell, should they ever actually be sold by some fool, for astronomical prices. It would not be out of line for traders to ask 10, 20, or 50 times the price for a standard weapon. If a player has good reason, perhaps entertaining the GM with a good background story, then one of these beauties can be purchased with option points at the start of the game. To find the cost of the weapon, first determine the base cost. This is the same no whatever the quality of weapon the player desires. First find the cost, in silver, of the standard weapon. Divide that number by 100 and round all remaining fractions up. This is the base cost. Next, apply the Option Point cost of the weapon. For Fine quality it costs 5 OPs. Excellent quality costs 15 OPs. Finally, Superior quality costs 25 OPs.
Example: Maelgwn the sword master wishes to start the game with an Excellent quality spatha. The generous GM okays the request, so Maelgwn goes about calculating the OP cost. A spatha retails for 400 silver in a typical Dawn of Legends town and dividing that number provides us with the base cost of 4 OPs. Next, we add in the Excellent quality cost of 15 OPs, for a total cost of 19 OPs. The modified weapon stats for this outstanding weapon becomes: spatha (WA +1, DC 4, STR Min 3, INIT 0, M).
The following chart is provided as a quick reference.
|
Quality Armor
Armor follows a similar concept, except that only Fine and Excellent qualities are available. Lighter, tougher armor that offers better coverage is worth a great deal in Dawn of Legends. Quality armor is purchased in the same way as quality weapons; find the base value (the Armor value equals the Base OP cost) and add the cost of the level of quality. The cost for Armor pieces are found the same way, but use the following chart to find the cost:
Type | Armor Cost Multiplier |
Body |
x 1
|
Sleeve |
x 1/8
|
Thigh Guard |
x 1/8
|
Kilt/Skirt |
x 1/8
|
Legging |
x 1/4
|
Greeve |
x 1/8
|
A helmets base value is equal to its Armor value divided by 2. Shields are a little different. Multiply the DV bonus granted by the shield by 3 to find its base value in OPs.
Fine armor offers special hardening and thus greater protection without adding overall weight. This is worth an Armor bonus of +3 and costs 10 OPs over the base cost of the armor. Excellent armor adds the Armor bonus of +3 and eliminates any INITiative penalty normally associated with the armor. Excellent armor costs 15 OPs. To enhance pieces of armor, such as a helmet, sleeves, etc., purchase the quality at 25% of the listed OP Cost.
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Enchantments
Any item may have a special enchantment placed on it. This gives the wielder a special edge in the game. Enchantments are placed on quality weapons and armor more often than standard equipment. After all, who wants to hold aloft an old, slightly bent and rusty mighty Slayer Sword, enchanted to slice through any armor. No sir. You want to hold aloft a sword that gleams silver and gold, giving it a mystical aura and terrifying your enemies as you cut them down. You get the idea.
The following is a list of enchantments that can be purchased at game start. Remember to always check with your GM to see if these will be allowed at character creation.
Weapon, Armor & Item Enchantments | |
OPCost | Description |
10 | Affect Ethereal creatures (which normally can not be harmed by physical attack). |
15 | Armor Piercing. Divide any Armor by 2 before applying damage. |
5+ | Anti-Magic. Increase the DV of all magic cast at the bearer by +4 for every 5 OPs spent. |
10 | Brutal. Add +1 Knockout damage per Die of damage. This is not cumulative with any normal Stunning (ST) bonus the weapon may have. |
20 | Defender. Gain one free Block action per turn. |
10 | Fearsome. +3 to PRE for Leadership skill rolls and +3D6 for Presence attacks. |
10/20 | Flaming item. +1 DC (10 pts) or +2 DC (20 pts) of fire damage is done to target. |
10/20 | Frost item. +1 DC (10 pts) or +2 DC (20 pts) of freezing damage is done to target. |
10 | Hardened. Ignore Armor Piercing effects of weapons. Do not divide armor by 2, but otherwise take dam age as normal. This enchantment applies to armor only. |
15 | Illuminating. Casts light in an 8 m/yd radius upon command. |
10 | Indestructable. This item can only be destroyed under special conditions. Note that if this is taken for armor, it does not grant the wearer inside any kind of indestructability. |
20 | Resist Heat. Reduce damage from fire-based attacks by 50% after armor. |
20 | Resist Cold. Reduce damage from cold-based attacks by 50% after armor. |
15 | Wounding. Each hit causes bleeding at 1 Hit per turn. First Aid roll vs. DV 14 to stop the bleeding. |
-10 | Cursed item. The weapon will bond permanently to the flesh of the weilder/wearer on any roll of a 3 or 18 on an attack. You may not spend Luck to reroll such a critical result. The GM should apply the appropriate Interaction penalties from then on depending on the nature of the bonded item. Armor cannot be removed without killing the character, weapons may be removed by amputation of the limb. |
Musical Instrument Enchantments
(Coming soon.)
OP Cost Description
War March.
Dirge.
Rally Cry.
Sounding the Charge.