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Malazan FATE/Weapon Rules
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==Armour rules== Armour functions along the lines of shields. There are four types of armour: *'''Light:''' The armour consist of only leather. Usually worn by those requiring stealth and skirmishers. Add one level 1 stress box. *'''Reinforces light:''' The armour consist mainly of lether with studs, disc, or rings sewn into it. Usually worn by archers. Add two level 1 stress boxes. *'''Medium:''' The body is covered in either chainmail, breatplate, banded metal or other variants. Arms and legs are covered in leather. Worn by medium infantry. Adds two level 1 stress boxes and one level 2 stress box. Requires Physique 1 to wear without gaining "encumbered" aspect. *'''Heavy:''' Wearer is covered with metal and chain armour with leather underneath. Worn by heavy infantry. Adds two level 1, one level 2 and one level 3 stress boxes. Requires Physique 2 to wear without gaining "encumbered" aspect. *'''Super heavy:''' This is a full set of plate armour. Used mainly by knights, nobles or heavy mounted units. Adds two level 1, one level 2, one level 3 and one level 4 stress box. Requires Physique 3 to wear without gaining the "encumberd" aspect. All stress boxes are physical. One stress will always bleed through to the wearer, the rest can be applied to the armour. Example:<br> An attacker lands an attack and inflicts 2 points of stress to a light armour. The wearer take one stress and the armour also takes one stress. An attacker lands an attack and inflicts 6 points of stress to a heavy armour. The wearer takes two points of stress and the armour takes 4 points. *'''Unarmed combat with armour:''' Getting into a fist fight wearing armour can be a mixed blessing. Metal gauntlets will give one extra stress. But any heavy armour will have -1 to attack unless wearer have Athletics 2. Super heavy armour will have -2 to attack unless wearer has Athletics 3. <br> *'''Sundering armour:''' If all the stress boxes of an armour are crossed out the armour is considered sundered. It must be repaired with either a "Craft: Leatherworking" for leather and reinforced leather, or "Craft: Smithing" for all other types of armour. Roll against a passive opposition +1 (average opposition). A sundered armour will never be as good as it once was and so the repaired armour loses its highest stress box unless you roll a success with style (+3) on your repair roll. If your armour looses the last stress box it is destroyed.
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