Materials are not limited in HOE so much as not entirely appropriate, because no one is left to make things for a specific purpose. These days you find stuff and throw it together in a slap dash fashion as best you can. Accordingly we will have various types of materials of varying quality.
During any roll to use an item a roll of a 1 on either of the dice will indicate it has broken. If the roll was a success then the item breaks after determining the result. In either case the break is temporary and only requires time (10 mins) and a Repair/Craft roll to fix.
During any roll to use an item where both dice show 1's then along with the critical failure, the item is permanently broken.
For non-WCs then a roll of 1 means the weapon is broken after resolving its effect.
The following materials and effects will apply:
Wood: -1 damage. Breakable5* if the damage explodes, but still does the damage.
Obsidian/Glass: Breakable4* if the damage explodes, but still does the damage.
Stone: +25% weight. Breakable5* if the damage explodes, but still does the damage.
Bone: -1AP (less effective against armour). Breakable6* if the damage explodes, but still does the damage.
Chitin: -1 damage, -25% weight. Breakable5 if the damage explodes, but still does the damage.
Ironwood: none.
Lt Metals (Aluminium, Alloys etc) 50% wt, -1 damage/protection
Normal Metals (Steel, Alloys such as Bronze, Tin)
Hvy Metals (High Grade Steel, Titanium) 150% wt, +1 damage/protection
Plastics - 50% wt. Breakable5. 150% cost of metal equivalents.
Exotic - special components from special creatures and places.
*Breakable: a weapon that rolls exploding damage may break, roll 1d6, if you roll equal to or more then the weapon is smashed and useless (can be repaired). If used against metal armour the target is 1 lower (5 becomes 4). Blunt weapons (hammers and maces) need to roll 1 higher (5 becomes 6).
Armour rolls for breakage each time more than one wound is inflicted, but always needs to roll 1 higher. Breakable values can be modified with crafting success as an option for a raise result.
The rarity of metal and its heat effects have resulted in other forms of armour becoming more widely used. Composites and laminates of wood/stone/bone have been developed that compare favourably and do not attract the heats penalties of metals.
LOC: Head, Arms, Legs, Torso. Everything is per location, ie per arm or leg. Creatures with more than 2 of each will carry extra weight.
Shields pretty much work regardless of the material they are made of, although some may be heavier than others.
Canvas shields: Breakable4, half price.
Wood shields: Breakable5, half price.
Bone shields: Breakable5.
Chitin shields: Breakable6, -25% weight. (6/9/15), 2x price.
Leather/Hide Shields: Breakable5.
Heavy Hide Shields: heavy 12/16/25 lb, Breakable5 -1 Parry, +1 Tuff vs Missiles, 2x price
Breakable: a shield used against an exploding damage roll may break, roll 1d6 vs the nominated target, if you roll equal to or more then the shield is smashed and useless (can be repaired). If a metal weapon is used against a Breakable shield the target is 1 lower.
Metal shields will gain the standard +1 Tuff vs missiles. However if you elect you may have a shield at +20% normal weight and gain +1 extra Tuff vs Missiles.
Steel Shields
Small +1 Parry
Medium +1 Parry, +3 Tuffness vs missiles
HvyMedium +1 Parry, +4 Tuffness vs missiles +20% wt
Large +2 Parry, +3 Tuffness vs missiles.
HvyLarge +2 Parry, +4 Tuffness vs missiles +20% wt