Armour Rules

 

Following are new rules dealing with armour, mainly created so that armour is more important than it is according to the rulebook.

Armour Values | Layering Armour
Damage Changes | Toughness


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Armour Values:

These rules change the armour values of all the different armour types. This is done to increase the importance of armour in the game.

Leather - 1 APs
Chain - 2 APs
Plate - 3 APs
Shield - 1 AP
Pot helm - 2 AP
Knights helm - 3 AP

 

Layering Armour:

Like in the rulebook, armour can be layered. This can still be done with two changes, leather can be layered and there are more penalties. Obviously, layering all three armour types is too cumbersome to be of any use.

Leather/Chain (Arms): -10 I
Leather/Chain (Legs): -10 I
Leather/Plate (Arms): -10 I
Leather/Plate (Legs): -10 I
Chain/Plate (Arms): -10 I, -10 Dex
Chain/Plate (Legs): -10 I, -1 M
Knights helm: -20% listen, -20 I

The I loss only affects reflexes and movement, not observation. Except for the Knights helm where the I loss is observation but not reflexes or movement.

 

Damage Changes:

To make up for the higher armour protection introduced above, the following rules apply to adapt the damage. There are two different approaches given here, but only one of those should be used (at a time at least).

The damage die is changed from d6 to d10.
Spells like Fire ball where armour is not important stay unchanged.
Spells and effects that cause hits at some strength value and take armor into account have their damage die also raised to d10.

OR

All weapons have their damage increased by +2. This is either Damage bonus or Effective strength.
Spells like Fire ball where armour is not important stay unchanged.
All spells and effects that take armour into account also have their damage increased by +2.

 

Alternate Rules:

The above are the core of the rules. Here I present a set of alternate rules that deal with the armour/toughness thing a bit differently. The alternate rules reduce damage reduction due to Toughness and increase it due to armour.

Increase armour values to the same as above in Armour Values.

Toughness is a far too good thing in combat and extremely unrealistic. Not wanting to totally write it off, I only reduced it's effectiveness in resisting damage. How much damage is reduced now depends on half the T value of the creature hit. This gives Toughness some use in reducing damage but increases the importance of wearing armour.

Toughness 1 - Reduces 0 damage
Toughness 2 - Reduces 1 damage
Toughness 3 - Reduces 1 damage
Toughness 4 - Reduces 2 damage
Toughness 5 - Reduces 2 damage
Toughness 6 - Reduces 3 damage
Toughness 7 - Reduces 3 damage
Toughness 8 - Reduces 4 damage
Toughness 9 - Reduces 4 damage
Toughness 10 - Reduces 5 damage

 

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