Armoury Thread

Zager Krahl

Mongoose
I don't know if this has been done before, but I thought it would be handy to have a single collection of armour and shields in one thread. I'll start off with my own meager list (some items from the regular LW books, others of my own invention), and would appreciate any additions from other users.

Name
Worn: where it is worn
Layer: what layer it counts as - Outer (Chainmail), Inner (Leather) or Skin (Kagonite Chainmail)
Bonus CS/EP: given when worn
Cost: in applicable currency
Special: any special abilities granted

This is the template I will be using. The Layer reference should make it obvious that a character can wear up to three types of armor on a given location, one each of Outer, Inner and Skin.

Updates to follow...

Helmet
Worn: Head
Layer: Outer
Bonus CS/EP: 0/2
Cost: ?
Special: -

Silver Helm
Worn: Head
Layer: Outer
Bonus CS/EP: 2/0
Cost: ?
Special: Magical

Mail Coif
Worn: Head
Layer: Inner
Bonus CS/EP: 1/1
Cost: ?
Special: -

Drakkar Battlemask
Worn: Head
Layer: Outer
Bonus CS/EP: 1/2
Cost: ?
Special: Bonus on Intimidation checks

Leather Skullcap
Worn: Head
Layer: Inner
Bonus CS/EP: 0/1
Cost: ?
Special: -


Silver Bracers
Worn: Arms
Layer: Outer
Bonus CS/EP: 2/1
Cost: ?
Special: -


Padded Leather Waistcoat
Worn: Chest
Layer: Inner
Bonus CS/EP: 0/2
Cost: ?
Special: -

Ringmail Vest
Worn: Chest
Layer: Outer
Bonus CS/EP: 0/2
Cost: ?
Special: -

Brigandine Coat
Worn: Chest
Layer: Inner
Bonus CS/EP: 0/3
Cost: ?
Special: Disguised as regular coat; Spot check required to detect if nothing worn over it

Scale Hauberk
Worn: Chest
Layer: Outer
Bonus CS/EP: 1/3
Cost: ?
Special: -1 damage from bludgeoning attacks

Chainmail Waistcoat
Worn: Chest
Layer: Outer
Bonus CS/EP: 0/4
Cost: ?
Special: -

Light Plate
Worn: Chest
Layer: Outer
Bonus CS/EP: 2/5
Cost: ?
Special: extra +1 EP if some type of neck armour also worn

Bronin Vest
Worn: Chest
Layer: Outer
Bonus CS/EP: 3/1
Cost: ?
Special: -

Kagonite Chainmail
Worn: Chest
Layer: Skin
Bonus CS/EP: 3/1
Cost: ?
Special: Magical


Krorn-hide Boots
Worn: Legs
Layer: Inner
Bonus CS/EP: 0/1
Cost: ?
Special: Bonus to checks involving traction/grip

Iron Greaves
Worn: Legs
Layer: Outer
Bonus CS/EP: 0/1
Cost: ?
Special: Bladed strikes to legs have chance of deflecting


Pauldrons
Worn: Special
Layer: Outer
Bonus CS/EP: 1/1
Cost: ?
Special: Chance to deflect strikes to head and neck; especially effective if opponent at higher elevation

Plate Suit
Worn: Suit
Layer: Outer
Bonus CS/EP: 0/8
Cost: ?
Special: -


Buckler
Worn: Shield
Layer: -
Bonus CS/EP: 1/0
Cost: ?
Special: -

Shield
Worn: Shield
Layer: -
Bonus CS/EP: 2/0
Cost: ?
Special: -

Glass Buckler
Worn: Shield
Layer: -
Bonus CS/EP: 1/1
Cost: ?
Special: Magical; Bonus to checks to deflect energy projectiles with buckler
 
I put this:

Ranger Armour (Books 1-12 only, no penalty) {Magnakai/Runic Armour suitable for Bk13+}
Bracers 3GC {5GC} +1 Initial Endurance Points.
Gauntlets 3GC {5GC} +1 COMBAT SKILL when Unarmed.
Greaves 3GC {5GC} +1 Initial Endurance Points.
Helmet 6GC {9GC} +2 Initial Endurance Points.
Padded Leather Waistcoat 6GC {9GC} +2 Initial Endurance Points, may be worn under one other Waistcoat/Vest.
Shield 12GC {18GC} +2 COMBAT SKILL; no penalty to two handed Weapons).

Knight Armour (Books 1-12 only, Chainmail Waiscoat penalties apply)
Breastplate 6GC +1 COMBAT SKILL, must be worn with a Waistcoat/Vest. Includes Pauldrons.
Bronin Vest 21GC +3 COMBAT SKILL +1 Initial Endurance Points.
Chainmail Waistcoat 12GC +4 Initial Endurance Points.
Gorget 6GC +1 COMBAT SKILL, must be worn with a Breastplate. Neck protection.
Helm 6GC +1 COMBAT SKILL.
Knight's Shield 18 GC +3 COMBAT SKILL; two handed Weapons must be used one handed (-3CS).
Steel Bracers 9GC +1 COMBAT SKILL +1 Initial Endurance Point.
Steel Gauntlets 6GC +1 COMBAT SKILL, whether Unarmed or not.
Steel Greaves 9GC +1 COMBAT SKILL +1 Initial Endurance Point.

Here: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=42027&start=0&postdays=0&postorder=asc&highlight=

{Breastplate cost in Bk18 I think is the only Armour for sale in any book, Talisman of Defiance +2CS may be sold for 15GC in Bk22 but that is what they give you rather than what you would pay.}

I've actually been fiddling for a while/trawling the books and seems to me that roughly 6GC = +1CS or +2EP or 2 Non-Stat-Powers (Bonus Counts for Psychic Combat too, takes up '0' Spaces, may be worn as an extra layer because it is magically light, etc.) when it coes to Armour (NOT Weapons! A Kai Master's +1CS Sword is worth A LOT more than 6GC!) +50% for Magic/Grand Master's Armour - A Shield+2CS is 12GC, Talisman of Defiance +2CS 18GC. I always figure the -1GC sell back rule applies for each 6GC 'worth' of the object. I.e. 12GC Shield sold back for 10GC, 18GC Talisman of Defiance sells for 15GC. Hey it fits!

N.B. A Silver Helmet with the same powers as the one from Kalte is 23GC; +2CS (12GC) & Psychic Combat bonus (3GC) +50% Magic (+8GC) but the one from Kalte is WORTH more because of it's decoration, etc. I'd actually put it at 24GC because that sells back for 20GC - a price similar to magic Special Items you can sell in Bk21, and I think 22.
 
Vakeros Armour (Blue Steel) May be worn Bk13+

Blue Steel Breastplate 9GC +1 COMBAT SKILL, must be worn with a Waistcoat/Vest. Includes Pauldrons.
Blue Steel Chainmail Waistcoat 18GC +4 Initial Endurance Points.
Blue Steel Gorget 9GC +1 COMBAT SKILL, must be worn with a Breastplate. Neck protection.
Blue Steel Helm 9GC +1 COMBAT SKILL.
Blue Steel Knight's Shield 27 GC +3 COMBAT SKILL; two handed Weapons must be used one handed (-3CS).
Blue Steel Bracers 14GC +1 COMBAT SKILL +1 Initial Endurance Point.
Blue Steel Gauntlets 9GC +1 COMBAT SKILL, whether Unarmed or not.
Blue Steel Greaves 14GC +1 COMBAT SKILL +1 Initial Endurance Point.

Other Magic Armour & Similar Special Items (some new).

Kagonite Chainmail Waistcoat 36GC +3 COMBAT SKILL +1 Initial ENDURANCE POINT, May be worn under one other Waiscoat/Vest.
Silver Bracers 24GC +2 COMBAT SKILL +1 Initial ENDURANCE POINT
Silver Greaves 24GC +2 COMBAT SKILL +1 Initial ENDURANCE POINT
Silver Helm 24GC +2 COMBAT SKILL, Bonus applies in Psychic Combat.
Silver Shield 24GC +2 COMBAT SKILL, Bonus applies in Psychic Combat.
Korlinium Chainmail Vest 18GC +2 COMBAT SKILL.
Talisman of Defiance 18GC +2 COMBAT SKILL.
Ang'Sei Vest 27GC +2 COMBAT SKILL, May be worn under one other Waiscoat/Vest, No need to discard Special Items to wear if at Maximum/12. [Chai Golden 'Armour of Life', technically Enemy-2CS but that's fiddly]
 
N.B. The prices are a lot cheaper than you would expect. This is the price to obtain for a Kai or hero, not just anyone. To get hold of this stuff requires contacts of guild or perhaps even royal level but this will be done for the Kai because of services performed in the past.

The only fly in the ointment is the 30GC Grey Crystal Ring Bk8 +3CS Psychic Combat only. Price must be because it is valuable jewellery too then.

It's Joe's fault for giving such a lousy resale value for the Talisman of Defiance! AND that guy in book 22 is apparently a Collector!
 
@ Snowshadow:

Firstly, are those armour types you posted all from the LWMPGB?

Secondly, what is the difference between Ranger, Knight and Blue Steel armour?
 
Okay made it up/worked it out from the gamebooks but can be used for MGB.

Ranger Armour means light armour for Kai Lords & Masters, does not have any penaltes: Grand Masters only get a bonus from Magnakai/Runic version which is basically the same.
Knight Armour is heavy armour. It provides no bonuses to Grand Masters and each piece has the same penalties as a Chainmail Waistcoat (discard if shipwrecked/swimming, etc.)
Blue Steel Armour provides a bonus for Grand Masters - it is Magic Knight Armour without Chainmail penalties.

Incidently...
Melee Weapons
+1CS Weapons 24GC (any type/non-magic/Weapon)
+0CS Blue Steel Weapon 24GC (any type/magic/Special Item)
+1CS Magic Weapon 36GC (any type/magic/Special Item)
+2CS Magic Weapon 48GC (any type/magic/Special Item)
+3CS Magic Weapon 72GC (any type/magic/Special Item)
+4CS Magic Weapon 96GC (any type/magic/Special Item)
+5CS Magic Weapon 120GC (any type/magic/Special Item)
+5CS/+XCS vs... Kai Weapons 150GC (any type/magic/Special Item).

Missile Weapons/Conditional Weapons (any type)
+1 vs... 18GC (non-magic Weapon)
+2 vs... 24GC (magic Special Item)
+3 vs... 30GC (magic Special Item)
+4 vs... 42GC (magic Special Item)
+5 vs... 60GC (magic SpecalItem)

Magnakai Bow +1 18GC (non-magic Weapon).
White Mountain Ash Bow +2 24GC (magic Special Item).
Silver Oak Bow +3 30GC (magic Special Item).
Copper Studded Bullwhip +0CS/+2CS vs Ghosts 24GC (Special Item, only magic vs Ghosts)
Jewelled Mace +0CS/+5CS vs Dholdaarg 60GC (Special Item only magic vs Dholdaarg... and 'worth' thousands of Gold Crowns)
Main Gauche +1CS when Dual-Wielded 18GC (non-magic Weapon/Dagger)

Non-Magic Arrows +1 (E.g. Armour Piercing) 6GC Each.
Magic Arrows +0 (E.g. Blue Steel Tip) 6GC Each.

Weapons are carried as Special Items if they have magic qualities; anything +2 or better is automatically magical when the bonus applies.
 
Weapons (Normal) {Cost Bk 13+, no brackets = no change in price}
Axe One Handed Edged Weapon. 3GC {6GC}.
Bow Two Handed Edged Weapon when Fired, Unarmed Melee. 7GC {10GC}.
6 Arrows One Handed Edged Weapon for one round before being destroyed (Spike) if used without Bow. 2 Arrows/1GC {1GC ea.} [Quiver & 6 Arrows = 6GC {8GC}]
Broadsword Two Handed Edged Weapon. 7GC {9GC}.
Dagger One Handed Edged Weapon. 2GC {3GC}.
Mace One Handed Non-Edged Weapon. 4GC {6GC}.
Quarterstaff Two Handed Non-Edged Weapon. 3GC.
Short Sword One Handed Edged Weapon. 3GC {6GC}.
Spear Two Handed Edged Weapon. 5GC.
Sword One Handed Edged Weapon. 4GC {7GC}.
Warhammer One Handed Non-Edged Weapon.6GC {7GC}.

Bk1, section "414" Has Helmet +2EP at 2GC and Chainmail Waiscoat +4EP at 4GC but I would say this is cheap/third of price due to the war. After all it is nuts to think that a Potion of Laumspur (usually 5GC, BK5 & BK6) only restores 4EP when drunk after combat and that is 1GC MORE than a Chainmail Waistcoat that permanently adds +4EP - everyone would be walking around in Chainmail!!! Note Laumspur comes down to 3GC BK21+ no doubt in part ue to the "Blessing of the Moonstone" and a period of relative peace.
 
Have been thinking of some material variations that could be introduced:

Silvered weapon
- can damage beings that are normally vulnerable only to magic weapons, but only deals half damage (Silver Mace, Silvered Sword, etc)
- can be used as the Common Man's Cure For Helghasts

Kagonite weapons/armour
- weapons can damage beings that are normally vulnerable only to magic, dealing full damage (but not providing the CS bonuses that magic weapons would provide)
- armour is lighter, more durable, and gains slight resistance to magic
 
Silver is a good idea...
Banedon can acquire a Silver Warhammer in Dawn of the Darklords mini-advenure in the original Magnamund Companion. It is a Special Item with no CS bonus that he must have to fight a Helghast, unless he chooses a different path.
Grey Star can find a Silver Knife in Gyanima, The Forbidden City (World of Lone Wolf Bk2). Again no CS bonus/penalty and again carried as a Special Item, it is a 'Red Herring' and not used - unless you are Unarmed of course!

Kagonite Weapons. I like the idea of using a CS bonus equal to Weaponskill/Mastery bonus at the cost of -1EP each round - a sort of 'lower power' Helshezag.
 
Umm... Kagonite is not evil per se, it is just a magical alloy used by the Darkland forges. Weapons and armour made from it are lighter than wood, yet stronger than steel (according to LW 12). It also results in the weapons gaining a black appearance, something that has a long association with the Darklords and their forces.

So: a kagonite weapon would not drain EP when used, and will probably not give much of a CS bonus - 1 point standard, 2 points max - but will be able to deal full damage to undead/spectral beings. However, wearing a kagonite weapon in public anywhere outside the Darklands would draw some very negative attention - black weapons are associated with Helghasts and Drakkarim, and you do NOT want to be mistaken for one of those if you are a good guy... I would give them a -2 on Charisma checks in human territories, and a +2 on Charisma checks in the Darklands and Drakkarim territories.

As for silver - I was thinking that silvered armour might gain a slight resistance to magic, and especially fire magic (which seems to be a favourite for the Helghasts to use). The armour would typically not be made from solid silver - would be too weak compared to steel - but would instead by alchemically silvered, or inlaid/engraved with fine silver scrollwork that would provide a measure of protection. A silvered shield would be especially useful in that sense, allowing the user to hide behind it when subjected to magic attacks

Another substance idea is glass. For combat purposes, a glass weapon would deal +1 damage on the highest roll possible from the Random Number Table (glass edges are especially sharp, etc), but would break on the lowest possible roll (glass shatters/blade snaps off). Whenever a glass weapon breaks, it is reduced in size by one step as follows:

Broadsword -> Sword -> Shortsword -> Dagger
Axe -> Mace

That way, a Glass Broadsword can break, but still be useable as a Broken Glass Sword due to all the jagged edges at the tip. When fighting with a Broken Glass weapon, you take -1 CS due to the fragile nature of the weapon, but gain the +1 damage bonus automatically.
 
What are the LWMPGB rules for using two hands to wield the same weapon? Are there bonuses involved or anything like that?

I was thinking along the line of a series of weapons that come with the 'Two-handed' prefix - Two-handed Axe, Two-handed Sword, Two-handed Mace, and so forth - that requires the user to use both hands, but allows greater damage. The extra damage from wielding it with two hands would be dependent on the wielder's current EP - if you are weak from too many wounds, you will not have the power to wield the weapon properly - as well as having a fixed CS component.

Example: Two-handed Sword
- increase CS by +2
- increase damage dealt by (current EP / 9)

Example: Two-handed Axe
- increase CS by +1
- increased damage deal by (current EP / 7)

So a CS 15 / EP 26 character at full health can wield a Two-handed Sword for +2 CS, +2 damage (26/9 = 2.8 = 2) or can use a Two-handed Axe for +1 CS, +3 damage (26/7 = 3.7 = 3).

Of course, current EP should look at the character's raw EP value, and not take bonuses from items into account - wearing a +4 EP Chainmail Waistcoat turns the above example into a CS 15 / EP 30 character, which means the damage profile on both the sword and the axe goes up by 1 point. Dealing more damage for wearing armour... That makes little sense.
 
Gosh I thought I made things complicated!

So a Broadsword gives +2CS, can you use a Shield as well?

Not sure about the glass weapons idea myself but if it works for you and your group that's great.

Always good to see new ideas, keep up the good work!
 
Well, a Shield and a Two-handed (2H) weapon would obviously not be compatible. A 2H weapon requires a minimum of two hands, so dual-wielding them is also out.

As example:
1H weapon in two hands -> get +1 CS, or +2 CS if user has weaponskill with that weapon.
- so having weaponskill with an Axe and wielding it with two hands gives you +4 CS (+2 from skill, +2 from using two hands)
2H weapon in two hands -> get CS and damage bonus as indicated by weapon.
 
Some possible 2H weapons that come to mind:

Greatsword
Type: Broadsword
CS: +2
Damage: +1 per 8 EP

Xaghash-zag (the axes wielded by the Xaghash)
Type: Axe
CS: +1
Damage: +1 constant, +1 per 7 EP

Toran Hammer (Magnamund Companion, p.44/45)
Type: Spear
CS: +1
Damage: +2 vs. mounted, +1 per 8 EP

Cener Blightstaff (used by Cener druid in LW 18)
Type: Quarterstaff
CS: +1
Damage: +1 per level of Mindforce attack, +1 per 8 EP
 
Zager Krahl said:
Well, a Shield and a Two-handed (2H) weapon would obviously not be compatible.
Does this mean you don't allow Shields with other more traditinal two-handed Lone Wolf Weapons; Spear, Quarterstaff & Broadsword.? It doesn't say anywhere you can't use a Shield with these - I assume a Shield is either small enough not to interfere or the fighting style technique with it strapped to your forearm (rather than held with one hand) gives the same bonus even though it gives the shield a more passive role. (I overcame this problem by creating a Knight's Shield +3CS same rules as for Chainmail Waiscoat for discarding, etc., I think costs 18GC this can only be used with one handed weapons. The rules I come up with though apply to the Gamebooks rather than the RPG so prices will vary).

The problem I have with Glass Weapons... Imagine two heros - Moon Blade a Kai Lord armed with an Axe and Xenyth a Brotherhood Wizard armed with a Glass Dagger. Let's say their GM has sent them on the quest for the Lorestones and they are underneath Tekaro Cathedral hacking away at the sewer door there. Assuming they both have the same combat ratio (from Weaponskill/Vigour Spell/Item bonuses, etc.) it seems hard to believe that the Kai will be told he does 1 point of damage less than the wizard if they both pick the same Random Number '0'.
 
When I say 2H weapon, I'm refering to the weapons I created and posted here that are specifically stated as 2H weapons. As far as I am concerned, when it comes to using shields with any of the regular melee weapons from the LW gamebooks, those weapons all count as 1H.

The only shield I would allow to be used with an explicit 2H weapon is a Buckler, strapped to the forearm of the wielder, and even then the character would have to make a roll before resolving combat to see whether the weight of the buckler unbalances his blow or not. If he fails the Unbalance Test, he simply ignores any bonuses the Buckler might have given him that round. If he succeeds the Unbalance Test, he gets the full bonus from the buckler. To speed combat up, simply roll two die when consulting the Damage Table - the first die determines whether you fail/succeed the Unbalance Test, and the second determines which row to use on the Damage Table.

As for the Glass Weapons - firstly, the +1 damage on a rolled '0' should only come into play against organic opponents. Secondly, an intelligent GM will penalise the dagger-wielding player, through a combination of CS and damage reduction, for using an ineffectual weapon for trying to wear down an inanimate object like a door/sewer grille.
 
Zager Krahl said:
As for the Glass Weapons - firstly, the +1 damage on a rolled '0' should only come into play against organic opponents.

I should have said Axe/Glass Dagger vs Tree! :D Fair enough, this is a Fantasy setting after all - players want cool stuff over normal/boring equipment.
 
The extra damage depending on EP is a nice idea.

I'd put it as +1 (or more with better weapons) per each FULL 10EP rather than dividing it by different numbers, we're not all that quick at maths in the heat of the game.

So something like:
1-9EP = +0
10-19EP = +1
20-29EP = +2 (Initial EP here doesn't descriminate between players at full strength if they had bad initial rolls, it's only if they get wounded there is a difference), etc.

But that's just my opinion.
 
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