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Subsections

Armor Attributes

Armor has three main attributes: Type, Armor Value(AV), and Encumbrance.

Type

Armor comes in three basic types - Leather, Chain, and Plate.

Leather is usually the cheapest to produce, and the lightest. It is characteristically good against impact or abrasion, somewhat weak against piercing, and decent against cutting damage. Unfortunately, most leather armors are very lightweight, providing only a small amount of protection.

Chain is common among more experienced warriors. Though more expensive and much heavier than leather, chain usually has even better protection against impact damage, due to the give in the armor and the heavy padding normally worn beneath. It is good versus cutting, as well, but not particularly effective against very fine-tipped piercing weapons.


Table: Armor
Armor Type AV Encumberance Cost($\beta$) Points Notes
[gray]0.7Soft Leather Leather 1 0 10 0  
Padded Clothes Leather 1 0 8 0  
[gray]0.7Stiff Leather Leather 2 1 20 1  
Studded Leather Leather 3 1 24 1  
[gray]0.7Lined Leather Leather 4 1 40 2 Appears to be Stiff Leather.
Chain Vest Chain 6 2 28 1  
[gray]0.7Chain & Leather Chain 7 2 40 2  
Chain & Greaves Chain 9 3 60 3  
[gray]0.7Chain & Scale Chain 9 3 70 3  
Scale & Leather Leather 4 2 48 2  
[gray]0.7Scale & Greaves Leather 5 3 75 3  
Half Plate Plate 14 4 120 5  
[gray]0.7Plate Mail Plate 18 5 140 6  
Hardened Plate Plate 22 5 200 8  
[gray]0.7Full Plate Plate 25 6 250 10  

Plate is almost solid metal, very expensive and heavy. It is usually combined with chain for greater mobility and to reduce costs. Plate is excellent against most forms of attack, though it tends to slow the wearer down and get very hot. Also, although it provides good protection against normal battering and bruising impacts, very concentrated, forceful impact attacks tend to crumple the armor, rendering it useless against these attacks. A very concentrated piercing weapon can also penetrate relatively easily.

Armor Value(AV)

The Armor Value is basically the amount of Damage the armor absorbs. This can be effectively reduced by Armor Piercing, although some magical and high-quality armors have a certain amount of AV that cannot be penetrated.

Encumbrance(Enc)

Wearing armor restricts the movement of the body somewhat, and also weighs down the user. Because of this, some actions the user takes are less likely to succeed, as the wearer is slowed down and less responsive.

If the character wears armor with an Encumbrance greater than their Body, they suffer a Penalty to all actions performed equal to the difference between their Body and the armor's Encumbrance value(for example, an Encumbrance of 4 with a Body of 2 would apply a penalty of -2 to all of the character's actions). This Penalty also applies to the character's Initiative and TN to be Hit.


next up previous contents
Next: Layering Armor Up: Armor Previous: Armor   Contents
Andrew Williams 2005-01-30