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=MRQII Armour.[Revised]= *[http://wiki.rpg.net/index.php/A_Darker_Age wiki] =Body coverage= *Head β Skull, face and neck. 19-20 *Arms β Shoulders through hands 15-18 *Chest - 13-14 *Abd β Abdomen12-11 *Hip - Hips and groin 9-10 *Upper Legs β Thighs 5-8. *Lower Legs - Knees through feet 1-4 *There are considerd to be seven locations for encumberance purposes β the head, the chest, the arms [2], the abdomen, the hips, the thighs [2], and lower legs [2]. Base encumberance is per location. Complexity of armour for smaller areas accounts for increased enc in those locations. =Armour βtypeβ= *Half Armour. Covers roughly half a location. Reduces AP and Enc. *Field Armour. The 'default' armour rating. Base AP *Full armour. Total coverage of the location. Adds to AP and Enc. =Materials: = *All materials may be altered in weight to produce lighter armour, with corresponding changes in AP and Enc. *Metals may also be made thicker and heavier. *They have been set to predetermined changes to make it work for the system optimum armour types β assume this is the equivalent of knowing the tradeoffs in the armoury business and how to build for them. =Armour flexibility= *Flexible armours can be worn under [or sometimes over] other armour types. *Hard or semi-rigid armours can be worn under rigid armour only if carefully fitted. This adds to cost, generally doubling it. *Rigid armours can only be worn on more or less inflexible parts of the body. *All costs and enc are per location. =The Base Armours= Flexible Armour, organic. *Heavy Layered or Quilted Cloth 1 [enc 0.5] cost 35s *Leather, soft.1 [enc 0.75] cost 20s *Linen 2 [enc 1] cost 75s *Leather, Hard. 2 [enc 1.5]cost 40s *Heavy Quilt 3 [enc 1.5] cost 115s Flexible armour, metal. *Light mail 4 [enc 2.5] cost 300s *Mail 5 [enc 3] cost 400s *Heavy Mail 6 [enc 3.5] cost 500s *Steel adds +1 to Mail. Costs double. *Bronze is -1AP. Costs drop 20% Rigid armour, organic. *Cuirboilli/Kurbul/Treated Hvy Leather 3 [enc 1.5] cost 80s *Stiff Linen 4 [enc 2] Cost 250s Rigid Armour, metal. *Lt Bronze 4 [enc 2.5] Cost 600sp *Bronze 5 [enc 3] Cost800sp *Hvy Bronze 6 [enc 3.5] Cost 1000sp *Lt Iron 5 [enc 2.5] Cost 1000s *Iron 6 [enc 3] Cost 1200s *Hvy Iron 7 [enc 3.5] Cost 1400s *Steel Adds +1 to Iron plate. Costs double. Hard [semi-rigid] Armour, Organic. *Scaled Kurbul, Horn. 3 [enc 2.25] Cost 100s *Banded Kurbul 4 [enc 2.5] Cost 120s Hard [semi-rigid] Armour, Metal. (Note: All these armours assume 1pt leather as a backing/coat. You may adjust enc and price for any other 1 or 2 pt flexible armour) *Lt Ring 3 [enc 1.75] cost 150s *Ring 4 [enc 2.25] cost 250s *Lt Scale 5 [enc 2.75] Cost 450s *Hvy Scale 6 [enc 3.75] Cost 500s *Banded Plate 5 [enc 2.75] 650s *Plated mail 6 [enc 3.25] Cost 1200s *Brigandine 6 [enc 3] Cost 1500s *Bronze -1AP and 20% cheaper *Worked steel is +1AP Cost is doubled. *Encumbrance is done by location [sorry about the % stuff, but assume that all % changes are added and subtracted before armour enc is determined.] Add the final Enc and divide by ten to get your Strike rank reducton and other effects. A maximum of three layers of armour is arbitrarily declared, as it allows for pretty much all the historical examples I can think of. =Full and Half Armours, layers= *To get any basic 'full' or 'half' armour effects, work it by AP. Full iron plate (6AP) adds +2 to AP and 25% to enc. Half-plate becomes -2AP and -25% to enc. The same ratio is in effect for Kurbul but 2/3/4. *Armours of 1 or 2 AP are 'set' - they dont adjust. *Armours of 3 or 4 AP can be made 'full' or 'half' by +1AP, adjusting enc and cost appropriately. *Armours of 5 or 6 AP can be made full or half by +2AP, adjusting as above. =Special Helms, etc.= *You could get as complex as you want with this armour system β you could make armours to fit exact replicas of historical styles by fiddling with the layered coverages of different areas. *I suggest buying armour by the area and pulling it together as a basic armour βtypeβ appropriate to the era. *An Open Helm, for instance, would be 'half' plate armour. A composite Helm would be 3/4 Banded with Heavy Leather instead of light. A Kettle Helm would be 3/4 plate, a knights full helm complete plate (8AP, weighs a ton). *I also declare a specialist skill for soldiers, warriors, etc called Wear Armour [con x 2] which is never rolled but reduces SR reduction by 1 for every 10% in the skill, to a maximum of half the armours reduction (rounding down but always at least 1). *Warrior types get +10% in it, courtly types get it at base and add 10% to their courtesy, The reeve would have it at base and cop Streetwise at base. *The herbalist wouldnβt actually have it and can open a lore skill [something obscure] at 10% to compensate.
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