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.