Based on The Armoury and Killer Shrike's High Fantasy Hero

Material Name DEF Locations Weight Cost Notes Locale
Bezanted Coat 2 10,11,12 0.13 42   Town
Bezanted Jack 2 7-12 0.1 32   Town
Brigandine Coat 4 10,11,12 0.15 360   Town
Cuirbouilli Cuirass 4 10,11,12 0.05 270   Town
Cuirbouilli Greaves 4 15,16 0.02 210   Town
Cuirbouilli Helmet 4 4,5 0.01 110   Town
Cuirbouilli Vambraces 4 7,8 0.01 90   Town
Lamellar Coat 5 10,11,12 0.11 120   Town
Lamellar Greaves 5 15,16 0.04 190   Town
Lamellar Vambraces 5 7,8 0.02 110   Town
Leather Coat 3 10,11,12 0.06 54   All
Leather Helmet 3 4,5 0.01 12   All
Leather Jack 3 7-12 0.04 44   All
Leather Leggings 3 13-18 0.07 92   All
Leather Mask 3 3 0.01 8 -1 PER All
Leather Sleeves 3 7-9 0.03 55   All
Mail Coif 6 4,5 0.02 180   City
Mail Habergeon 6 10,11,12 0.14 500   Town
Mail Hauberk 6 8-14 0.17 700   Town
Mail Leggings 6 13-18 0.19 690   Town
Mail Sleeves 6 7-9 0.12 365   Town
Plate Arm Harness 7 6-9 0.11 420   City
Plate Breastplate 7 10,11,12 0.12 740   City
Plate Full 8 3-18 0.38 2000 +3 PRE Rare
Plate Greaves 7 15,16 0.06 600   City
Plate Half 8 6-12 0.21 1640   City
Plate Helmet 7 4,5 0.03 100   Town
Plate Leg Harness 7 13-18 0.16 840   City
Plate Vambraces 7 7,8 0.04 320   Town
Plate Visored Helm 8 3,4,5 0.04 225 -3 PER City
Ring Coat 5 10,11,12 0.1 340   Town
Ring Jack 5 7-12 0.13 390   Town
Ring Sleeves 5 7-9 0.08 185   Town
Scale Habergeon 5 10,11,12 0.17 475   City
Scale Hauberk 5 8-14 0.23 530   City
Scale Sleeves 5 7-9 0.14 265   City
DEF is the resistent protection provided.
Location specifies the locations covered on the hit location table.
Time specifies the approximate time to make this kind of armour.
Weight is weight of armour expressed as a percentage of body weight.
Cost is in pennies and is based on a normal version of armour for someone of human size.
Notes applies to the character while wearing this armour in addition to any other rules.

Armour Material Descriptions:

Bezanted: Cloth or leather sewn or rivetted with small, non-overlapping metal plates.

Brigandine: Also called “coat of plates,” this armour is made of shaped pieces of metal rivetted onto leather.

Cuirbouilli: Leather hardened by boiling it in wax.

Lamellar: A more advanced form of scale armour, in which the scales are longer, interlaced, and not sewn to a fabric.

Leather: Tanned and prepared animal skin.

Mail: A fabric of interwoven metal rings. One wears mail over a padded garment. The term maille is Middle French, brought into English in the 14th century (Hundred Years' War). The term chain mail is probably anachronistic, and at least redundant.

Plate: Armour made of shaped metal pieces, not attached to any backing. It is still assumed to be worn over a padded garment.

Ring: An earlier, or simply cheaper, form of mail, in which the links are larger and sewn onto a leather backing.

Scale: Armour made from overlapping scales sewn onto cloth or leather.


Cloth based Double DEF vs Falling Damage, Destroyed by Fire, Insulated
Leather based Double DEF vs Fire and Explosions (For Wearer Only)
Metal scales Reduce DCV Penalty by -1
Mail Reduce DEX Penalty by -1
Plate Rigid (protects vs some forms of Nerve Strike)
Heavy +1 DEF, +2 PRE ,x1.2 weight, x1.5 cost
Ornate +1 DEF, +5 PRE, x1.2 weight, x1.5 cost
Improved +1 DEF, x0.9 weight, x2 cost
Halay Steel +1 DEF, x0.6 weight, x4 cost


Total Weight Carried DCV/ DEX Roll Movement END Cost per Turn
Up to 10% -0 - 0
10-24% -1 - 0
25-49% -2 -1" 1
50-74% -3 -2" 2
75-89% -4 -4" 3
90-100% -5 -8" 4


Total Weight Carried: A percentage of the total weight a character can lift , as indicated by the Strength Table (page 34). For example, a character with a 20 STR can lift 400 kilograms; if carrying 200 kilograms, he would suffer a -3 to DCV and DEX Rolls.

Movement: Moving characters can carry up to 24% of the weight they can carry with their STR at no penalty. However, carrying more than that slows them down. The Movement column shows the impact that carrying 25% or more of their carrying capacity has on their movement. The number of inches listed in the table is subtracted from the character's movement rate. As explained on page 364, characters can use their movement to improve their STR; this may allow them to overcome some or all effects of encumbrance at less cost in velocity.

END Cost Per Turn: When Encumbered in combat, the character uses this much END per Turn in addition to any other END used for STR, Powers, and the like. Additionally, you can use this number as the amount of Long Term END he loses every hour which he carries that much weight.

A character must pay the END cost for Encumbrance in his first Phase of each Turn. As a default, he pays the entire END cost in his first Phase, but the GM may, if he wishes, divide the END cost equally over the character's Phases for the Turn. At the GM's option, characters so Encumbered that they must pay END do not get Post-Segment 12 Recoveries (and possibly not even normal Recoveries) until they get rid of enough weight to remove the penalty, or sit down and do nothing but rest.

Hit Location table

Hit Locations Image 3d6 Roll Location STUNx N STUN BODYx To Hit
3-5 Head x5 x2 x2 -8 OCV
6 Hands x1 -6 OCV
7-8 Arms x2 -5 OCV
9 Shoulders x3 x1 x1 -5 OCV
10-11 Chest x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
13 Vitals x4 x1½ x2 -8 OCV
14 Thighs x2 x1 x1 -4 OCV
15-16 Legs x2 -6 OCV
17-18 Feet x1 -8 OCV


STUNx: Multiplier to stun for killing attacks, after defenses have been applied.

N STUN: Multiplier to stun for normal attacks, after defenses have been applied.

BODYx: Multiplier to body for all attacks, after defenses have been applied.

To Hit: Penalty to target this location.


For the purposes of the material herein, it is assumed that to use armour a character must be proficient with its use. This is handled via 2 point armour Familiarities (AF) for each Category of armour, and a 1 point armour Familiarity for Shields. Characters lacking the appropriate proficiency may wear armour, but suffer major penalties for doing so for both Equipment and Magic based armours bought with the "Real armour" Limitation.


Armour is cumbersome and imposes penalties upon the wearer. Whenever attempting a DEX Roll or using a DEX Based Skill the Character sufferers the encumberance penalty; further if the character is taking a physical action which the GM determines is precarious or awkward the Character must make a DEX or Skill Roll at the listed penalties to avoid falling over or otheriwise inconveniencing themselves at the GM's discretion. These penalties can be counteracted with the use of Penalty Skill Levels.


A character can purchase PSL's to offset the DEX and DCV Penalties of wearing armour. The character can purchase the 1.5 point Single Penalty levels vs either DEX or DCV, or the 2 point Tight Group levels vs both DEX and DCV, at their discretion. It is almost always more efficient to purchase the Tight Group levels.


Cost Name Effect
1.5 Shield DEX Offset Penalty Skill Levels: +1 to Offset DEX Penalty of Shield
1.5 Armour DCV Offset Penalty Skill Levels: +1 to Offset DCV Penalty of armour
1.5 Armour DEX Offset Penalty Skill Levels: +1 to Offset DEX Penalty of armour
2 Armour Total Offset Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of armour
4 Shield Master AF: Shield plus Penalty Skill Levels: +1 to Offset DEX and DCV Penalties for Shields
4 Medium armour Master AF: Medium armour plus Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of armour
6 Heavy armour Master AF: Heavy armour plus Penalty Skill Levels: +2 to Offset DEX and DCV Penalties of armour