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Revised Weapons and Armour for Shadow of the Demon Lord

Page history last edited by Adrian 2 years, 7 months ago

Shadow of the Demon Lord – Weapon and armour changes, using the Simplified weapons and armour from Forbidden Rules as a base.

 

BASIC MELEE WEAPONS

Name

Damage

Hands

Properties

Price

Availability

Basic Hand Weapon (Club, cleaver)

1d6

One

+1 dmg if Str 12+

5cp

C

Light Weapon (Dagger, hatchet, hammer)

1d3

Off

Finesse, Thrown, Range (S), +1 dmg if Str or Agi 11+

1ss

C

Heavy Weapon (Zweihander, great axe, maul, poleaxe)

2d6

Two

Cumbersome (loses this if Str 13+), +1 dmg if Str 11+, another +1 dmg if Str 12+

2gc

R

Improvised - offhand

1d3

Off

Cumbersome

-

-

Improvised – one handed

1d6

One

Cumbersome

-

-

Improvised – two handed

1d6+2

Two

Cumbersome

-

-

Javelin

1d3

One

Finesse, Thrown, Range (M), +1 dmg if Str or Agi 11+

1ss

C

Knuckledusters

Spec.

Off

Adds 1 dmg to Unarmed Strikes

5cp

U

Lance

1d6

One

Assumes mounted, otherwise treat as pike. Reach +2, +2 dmg if charging

5ss

U

Military Hand Weapon (Sword, mace, battleaxe, warhammer, flail)

1d6

One

+1 dmg if Str 11+, another +1 dmg if Str 12+

5ss

U

Pike

1d6+1

Two

Size 1, Reach +2, +1 dmg if Str 12+(Half Pike is Size 0, Reach +1, 3ss)

5ss

U

Polearm (halberd, glaive, bill)

1d6+1 (2d6)

Two

Reach +1, +1 dmg if Str 12+. If Str 11+ can be swung for higher damage but becomes Cumbersome.

1gc

U

Short Spear

1d6

One

Finesse, +1 dmg if Str or Agi 12+, Range (S) if Str 11+

1ss

C

Staff

1d6

Two

Finesse, +1 dmg if Str or Agi 12+

5cp

C

Swift Hand Weapon (shortsword, rapier, cutlass, scimitar, sabre)

1d6

One

Finesse, +1 dmg if Str or Agi 11+, if Agi 13+ can be wielded in off-hand

1gc

U

Unarmed Strike

1

Off

Finesse, +1 dmg if Str 12+

-

-

Whip

1d3

Off

Finesse, Reach +1, +1 dmg if Agi 11+

5ss

U

 

All one handed weapons except the lance gain +1 damage if wielded with two hands.

 

RANGED WEAPONS

Name

Damage

Hands

Properties

Price

Availability

Blowgun

1*

One

Range (M), needles

1ss

R

Blunderbuss

Special**

Two

Range (variable), reload, shrapnel

2gc

R

Bomb

Special**

One

Thrown, Range (M)

1gc

R

Bow

1d6

Two

Range (L), arrows, +1 dmg if Str 11+, another +1 dmg if Str 12+

5ss

C

Crossbow

2d6

Two

Range (L), reload, bolts

1gc

C

Hand Crossbow

1d6

Off

Range (S), reload, bolts

2gc

R

Harpy Pistol 2d6*** One Misfire, Range (M), reload, uses grenades 10gc E

Pistol

2d6

Off

Misfire, Range (M), reload, bullets

5gc

R

Musket

3d6

Two

Misfire, Range (L), reload, bullets

10gc

R

Sling

1d3

Off

Range (M), stones

5cp

C

* Needles are usually poisoned as per p.107 of SotDL. One action can be used to coat up to six needles with poison.

** Refer SotDL Companion p.27.

*** Inflicts damage to everything in a 2 yard radius, including in case of a misfire. Agility challenge to take half damage.

 

SHIELDS

Name

Damage

Hands

Properties

Price

Availability

Buckler

1

Off

Defensive +1

5cp

C

Large Shield

1d3

Off

Defensive +2 (Defensive +1 only and Cumbersome if Str less than 11)

1ss

C

 

SIMPLIFIED CLOTHING AND ARMOUR

Name

Defence

Price

Availability

Clothing (No Strength Requirement)

Clothing

Agility

Varies

C

Light Armour (Requires Strength 11 or higher)

Leather or Brigandine

Agility +2

5ss

C

Medium Armour (Requires Strength 13 or higher)

Scale or Mail

15

1gc

U

Heavy Armour (Requires Strength 15 or higher)

Plate

17

5gc

R

 

If you do not meet the Strength requirement for armour, you make all Agility challenge rolls with 1 bane and suffer from -2 Speed. In addition, all Strength challenge rolls to swim are at 1 bane if wearing light armour, 2 banes if wearing medium armour and 3 banes if wearing heavy armour.

 

Extra Damage inflicted by Size 2 or greater Creatures

Instead of the rules in SotDL, unarmed strikes increase in damage from a base of 1 to 1d3, weapons dealing less than 1d6 increase to a base of 1d6 and all weapons dealing 1d6 or more usually increase by 1d6 damage. For example, a Size 2 creature with Strength 13 does an unarmed strike of damage 1d3+1 (instead of 2), dagger damage of 1d6+1 instead of 1d3+1, and sword damage of 2d6+2 instead of 1d6+2.

 

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