GEAR

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

Inns Cost
Ale 3 silver/12 per gallon
Beer 6 silver/48 per gallon
Meal (prepared) 10 silver
Room for one night
Common room 20 silver
Double room 60 silver
Private room 40 silver
Wine (cheap bottle) 12 silver
Equipment Cost
Anvil 1000 silver
Backpack 150 silver
Barrell (30 gallon water proof) 50 silver
Blanket 8 silver
Boats
Rowboat (fits 6) 15 gold/300 silver
Fishing (fits 12) 25 gold/500 silver
Large Merchant/Raider
(fits up to 45)
100 gold
Book (bound with 100
sheets of paper)
38 gold
Boots
Hard 75 silver
Soft 30 silver
Bowl 3 silver
Bottle/flask 20 silver
Cloth
Poor (3 yards) 15 silver
Good (3 yards) 45 silver
Wool (3 yards) 90 silver
Silk w/Gold Thread (3 yards) 50 gold/1000 silver
Cloth strips and pins
(bindings for wounds)
30 silver
Dried food for a week 50 silver
Flint and tinder 10 silver
Grapple 25 silver
Hammock 30 silver
Ink 3 silver
Iron Blanks (metal rods, 40 lbs for Smithing) 50 silver
Mirror (polished metal) 15 silver
Oil for Lamps (flask) 5 silver
Paper (per sheet) 5 silver
Pot 10 silver
Quiver (12 Arrows/Bolts) 30 Silver
Rope
Rope (standard) 25 silver
Rope (heavy) 100 silver
Sack 20 silver
Tent (holds four) 100 silver
Torch 5 silver
Wagons
Wagon (2 ox/horse team) 500 silver
Wagon (4 ox/horse team) 700 silver
Spare wagon axle 30 silver
Spare wagon wheel 50 silver
Waterskin
(holds enough for 2 days)
10 silver
Wetstone for sharpening & grinding 15 silver
Animals Cost
Bull 400 silver
Oxen 300 silver
Chicken 3 silver
Cow 400 silver
Dog
War/Guard 600 silver
Hunting 400 silver
Pet 20 silver
Goat 20 silver
Horses
Draft Horse 150 gold
Riding Horse 125 gold
Warhorse 400 gold
Sheep 40 silver

Some Common SDPs
Outdoors Armor SDP
Brush -- 5
Rocks (per m/yd) 28 30
Large Tree 10 200

Structures Armor SDP
Furniture 3 15-20
Glass (per m/yd) 3 5
Mud brick wall (per m/yd) 25 30
Reinforced Wood Door 14 10
Wood Door 7 5
Wooden wall (per m/yd) 7 10-15

Quality Equipment
At the GM’s 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 Weapons
Quality Modifiers
OP Cost
Fine WA +1
5
Excellent WA +1, DC +1
15
Superior WA +1, DC +1, STR Min -1
25

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 helmet’s base value is equal to it’s 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.

Quality Armor
Quality
Modifiers
OP Cost
Fine Armor
+3
10
Excellent Armor +3, No INIT penalty
15


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.