Weapons of Hyboria
Weapons of Hyboria
Weapons of Hyboria
Shields
Name Material Special Ability Note Cost Damage Type
Strength
Buckler (WD, Gd/Gd/Ex/ Pr Body Armor, Can be Can be strapped to the 2SP/ Bludgeoning
BRZ, IRN, STL) Rm used as a weapon for -2CS arm instead of hand if so - 5SP/
damage 1CS to Fighting and Agility
and +1CS Agility vs 1GP/ 4GP
projectiles, Civilian, Noble
Heater (WD, Gd/Gd/Ex/ Pr Body Armor or +1CS to None 3SP/ Bludgeoning
BRZ, IRN, STL) Rm defense rolls and +2CS to 1GP/
ranged attack defense,
Can be used as a weapon 3GP/ 6GP
for -1CS damage
Scutum (WD, Gd/Gd/Ex/ Ty Body Armor or +1CS to None 7SP/ Bludgeoning
BRZ, IRN, STL) Rm defense rolls and +3CS to 2GP/
ranged attack defense,
Can be used as a weapon 5GP/ 8GP
for -1CS damage
Pavise (WD, Gd/Gd/Ex/ Gd Body Armor or +2CS to Can be planted on he field 1GP/ Bludgeoning
BRZ, IRN, STL) Rm defense rolls and +4CS to as mobile cover providing 4GP/
ranged attack defense, EX Body Armor or +1CS to
Must have EX or higher Armor protection from 7GP/
STR to carry, Can be used projectiles 11GP
as a weapon for -1CS
damage
Armor
Name Material Protection Note Cost Equipment
Strength
Gambeson Ty 5 Pr 4 A thick and heavy cloth, 1SP Cap, tunic
Overheat sleeved, Pants,
gloves, boots
Cuirboulli Ty 5 Ty 5 Made from boiled leather or a 3SP/5SP Tunic, bracers
(LTR, CRD) tough plant greaves, boots
Brigandine Gd 10 Gd 10 Cuirboulli with metal studs 7SP Cap, tunic,
bracers
greaves, boots
Breastplate Gd/ Gd/ Ex Gd 10 A metallic breastplate, can be 1GP/ Breastplate,
(BRZ, IRN, worn over Cuirboulli or 2.3GP/ helmet
STL) Gambeson for Gd 15 protection 4GP
if made of Steel
Chain (BRZ, Gd/ Gd/ Ex Gd 15 A metallic coat of small rings, 4GP/ Coif, tunic
IRN, STL) provides Excellent protection 4.5GP/ sleeved,
against piercing projectiles 6GP greaves or
pants, mittens
Scale (SHL, Gd/ Gd/ Ex/ Gd 15/Ex 20 A suit of armor made of small 4GP/ Helm, tunic
BRZ, IRN, STL) Rm overlapping scale like plates on 6GP/ half sleeve,
-2CS Agility cloth or leather, requires 8SP in 7GP/ bracers,
repairs every time you enter 9GP greaves with
town after a battle; Must have
foot covering
GD or higher STR to wear
Lamellar (LTR, Gd/ Gd/ Ex/ Gd 15/Ex 20 A series metallic or lacquered 5GP/ Helm(metal
BRZ, IRN, STL) Rm square plates laced together on 8GP/ plate),
-1CS Agility top of leather or cloth; Must 10GP/ pauldron,
have TY or higher STR to wear 13GP breastplate
w/skirt,
mittens (mail),
greaves,
bracers, foot
covers
Splint (SHL, Gd/ Gd/ Ex/ Gd 15/Ex 20 Long series of metal plates 5GP/ Helm (metal
BRZ, IRN, STL) Rm bound to together in semi- 8GP/ plate),
-1CS Agility flexible manner overtop of cloth 10GP/ pauldron,
or leather or both; Must have 13GP breastplate,
TY or higher STR to wear
mittens (plate),
cuisses,
greaves
bracers, boots
Plate (IRN, Ex/ Rm (STL) A formed set of metallic plates 25GP Helm,
STL) Ex 20 made to fit the human body and pauldron
-2CS Agility envelop it entirely in metal; breastplate,
(IRN) must have Ex or higher STR to greaves,
recover from a fall without
Ex 20 cuisses, boots,
using 1 turn;
-2CS Agility, must have GD or higher STR to
upper arm
-1CS wear guards,
Fighting bracers,
gauntlets
Note:
1. Shell armor is brittle and sections must be repaired whenever possible, costing 7SP for the
repairs.
2. If a weapon strikes an armor of lesser material strength, the armor makes a check to break. On a
White FEAT it breaks. The opposite is true if the armor is of a greater material strength than the
weapon, on a White FEAT the weapon breaks. This check occurs only once in a conflict between
individuals. Both weapons and armors can be repaired from the broke state. If one weapon
matches against many individuals wearing different armors, then this check can happen multiple
times.
3. A weapon that is “broken” can still be used at a -2CS material strength. It must make it’s
strength check as if it is a new weapon. This continues until the weapon hits Shift-0 in which
case it is totally destroyed
4. An armor that is “broken continues to protect but at a -5 lower level or -1CS whichever is less. It
must make the check again at the lower level as if it was a new armor. If the armor continues to
fail checks, it stops at Shift 0 where it offers no protection but an still be repaired if taken to a
blacksmith. Armor penalties remain and do not lessen with the loss of protection.
1
Think a shack
2
Shoes of all kinds are very expensive
10 Mounted Archers (per day) 1SP 30CP
Captain (per day) 1SP
Lieutenant (per day) 50CP
10 Basic Infantry (per day) 60CP
Laborer (per year/day) 1GP/2.5CP
Craftsman-Master (per day) 6CP
Low Nobility (Income) 400GP
High Nobility (Income) 8,000GP
Ruler (Income) Mid size 50,000GP
kingdom