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=MRQII Armour.[Revised]= | |||
*[http://wiki.rpg.net/index.php/A_Darker_Age wiki] | |||
=Body coverage= | =Body coverage= | ||
Line 5: | Line 6: | ||
*Arms – Shoulders through hands 15-18 | *Arms – Shoulders through hands 15-18 | ||
*Chest - 13-14 | *Chest - 13-14 | ||
*Abd – | *Abd – Abdomen12-11 | ||
*Legs – Thighs through feet 1- | *Hip - Hips and groin 9-10 | ||
*Upper Legs – Thighs 5-8. | |||
*Lower Legs - Knees through feet 1-4 | |||
*There are considerd to be seven locations for encumberance purposes – 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. | Base encumberance is per location. Complexity of armour for smaller areas accounts for increased enc in those locations. | ||
=Armour ‘type’= | =Armour ‘type’= | ||
*Half Armour. | *Half Armour. Covers roughly half a location. Reduces AP and Enc. | ||
* | *Field Armour. The 'default' armour rating. Base AP | ||
*Full armour. | *Full armour. Total coverage of the location. Adds to AP and Enc. | ||
=Materials: = | =Materials: = | ||
*All materials may be altered in weight to produce lighter | *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 – 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. | *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.] | *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 | 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. | 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 – you could make armours to fit exact replicas of historical styles by fiddling with the layered coverages of different areas. | *You could get as complex as you want with this armour system – 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 ‘type’ appropriate to the era. | *I suggest buying armour by the area and pulling it together as a basic armour ‘type’ 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). | *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 wouldn’t actually have it and can open a lore skill [something obscure] at 10% to compensate. | *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 wouldn’t actually have it and can open a lore skill [something obscure] at 10% to compensate. |
Latest revision as of 12:56, 19 June 2010
MRQII Armour.[Revised][edit]
Body coverage[edit]
- Head – Skull, face and neck. 19-20
- Arms – Shoulders through hands 15-18
- Chest - 13-14
- Abd – Abdomen12-11
- Hip - Hips and groin 9-10
- Upper Legs – Thighs 5-8.
- Lower Legs - Knees through feet 1-4
- There are considerd to be seven locations for encumberance purposes – 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 ‘type’[edit]
- 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:[edit]
- 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 – assume this is the equivalent of knowing the tradeoffs in the armoury business and how to build for them.
Armour flexibility[edit]
- 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[edit]
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[edit]
- 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.[edit]
- You could get as complex as you want with this armour system – 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 ‘type’ 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 wouldn’t actually have it and can open a lore skill [something obscure] at 10% to compensate.