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The armor rules can look intimidating at first glance but it can be boiled down to a few simple rules that allow you to interact with the armor system in combat.
Armor stops hits by losing points in the location it is hit. Once a location is out of points the armor doesn't stop hits anymore and the player is hit. All hits remove a single point from the armor in the location struck unless the strike is Armor-Breaking or Armor-Destroying. The three most common Armor-Breaking strikes are from an arrow, a great weapon swung two-handed, or a strike from a Barbarian. Armor-Destroying strikes are much rarer.
Armor-Breaking strikes will reduce the armor to zero in the location struck unless the player struck is wearing more than three points of armor in that location. That can only happen if they are playing Warrior, Paladin, or Anti-Paladin. If the player struck has more than three points of armor in the location struck, then all hits to their armor remove a single point until they are at three points or less and then it behaves as stated earlier.
Armor-Destroying strikes will reduce armor to zero in the location struck regardless of how much armor remains.
Keeping track of your own armor is simple. If you are playing any class other than Warrior, Paladin, or Anti-Paladin then each hit removes a single point of armor unless it's one of the above types of strikes, which reduces your armor to zero. If you are playing a Warrior, Paladin, or Anti-Paladin and wearing more than three points of armor then all Armor Breaking strikes do one point in the location struck until you get to three points, and then it behaves as above. An Armor-Destroying strike gets rid of all of the armor, period.
There are a few more abilities that interact in different ways with armor, but this covers the vast majority of the situations encountered on the field of play. If you want more information read the Abilities section. If you run into a situation you are not sure of you can always ask a reeve or the player who affected you.
Each Armor Type is rated with base points equal to its tier. Armor may also receive bonuses and penalties, which change its rating by one Armor Point. These modifiers may not result in the armor type receiving more than its maximum rating, except for Heavy Helms.
| Tier | Max Pts | Armor Types |
|---|---|---|
| 1 | 2 | Cloth/Padded |
| 2 | 3 | Light Leather, Flexible Synthetic |
| 3 | 4 | Heavy Leather, Butcher’s Mail, Rigid Synthetic |
| 4 | 5 | Light Scale, Chainmail |
| 5 | 6 | Heavy Scale, Butted Plate (Splint, Kikko, etc) |
| 6 | 7 | Lamellar, Laminar, Brigandine, Plate |
| Special | Ambiguous Armor | |
Exceptionally aesthetically pleasing armor may be awarded a bonus. Armor that is well below standard in appearance may be given a penalty.
Exceptionally durable or well-crafted armor may be given a bonus. Some examples of this would be being made from at least 75% steel, being made of significantly thicker material than standard, riveted or welded chainmail rings, and so on. A penalty may be given if armor is in poor repair, is made of thinner materials than standard, and so forth.
Where multiple layers of armor overlap, such as chainmail over cloth or leather over chainmail, the overlapping area is given a bonus over the highest rated armor's usual rating.
Helms provide a bonus to the Torso location, and are divided into two categories: Light Helms, and Heavy Helms. The helm must cover at least 50% of the area from the base of the neck upwards.
| Material | Minimum | Standard | Superior |
|---|---|---|---|
| Cloth | Cannot be substandard | 1/16" | 1/8" |
| Flexible Synthetic | Cannot be substandard | 3/32” | 1/8" |
| Light Leather | 4oz (1/16”) | 6oz (3/32”) | 8oz (1/8") |
| Heavy Leather | Cannot be substandard | 10oz (5/32”) | 12oz (3/16”) |
| Rigid Non-Metal/Rigid Synthetic | Cannot be substandard | 3/16” | 1/4" |
| Aluminum Round Rings | 18ga swg (0.048”) | 16ga swg (0.064”) | 14ga swg (.080”) |
| Aluminum Flat Rings | 20ga swg (0.048”) | 18ga swg (0.048”) | 16ga swg (0.064”) |
| Aluminum Scales | 20ga (0.030”) | 18ga (0.040”) | 16ga (0.051”) |
| Aluminum Sheet Metal | 18ga (0.040”) | 16ga (0.051”) | 14ga (0.064”) |
| Steel Round Rings | 20ga swg (0.036”) | 18ga swg (0.048”) | 16ga swg (0.064”) |
| Steel Flat Rings | 22ga swg (0.028”) | 20ga swg (0.036”) | 18ga swg (0.048”) |
| Steel Scales | 22ga (0.030”) | 20ga (0.036”) | 18ga (0.048”) |
| Steel Sheet Metal | 20ga (0.036”) | 18ga (0.048”) | 16ga (0.060”) |
All armor must meet certain construction requirements according to its type.
If an armor type is not listed here, it has no special construction requirements beyond material thickness.
Must be visually distinct from garb.
This armor type is for machine-welded chain mesh. There are no material thickness requirements for this armor, and it may receive no modifiers for superior construction. Any weave pattern is permitted, but it must not allow a 1/8" dowel to pass through.
Rigid armor that utilizes unusual materials must meet any non-material requirements for the style of armor that it is mimicking. The density of the material must be at least equal to 0.9g/cm³, equal to HDPE plastic.
Any weave is permitted, but a 1/2" dowel must not pass through. Rings must have an aspect ratio (AR) of 8 or less.
Scales must overlap by at least 10%, and the backing must not be visible through the scales. Scales are individually mobile.
Scales must overlap by at least 10%, and the backing must not be visible through the scales. Scales are held rigidly together.
Plates are spaced no more than 1/2" apart, and cover at least 75% of the armor.
Plates must overlap by at least 10%, and connect to one another with no supportive backing.
75% of plates must overlap by at least 10%. Plates are attached to a backing and are held firmly together when worn.
75% of the plates used must be large enough to cover 10% of the full hit location, excepting joint articulations.
Armor that doesn't clearly fit into any of the typical armor styles should be rated at the discretion of the reeve and matched to the nearest style. If it is not made of metal, it should be rated no higher than Tier 3.