| Newcastle Armour Rules | ||||||||||
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� Armour Locations. In order to calculate where armour protects or receives damage it is separated into locations. These correspond to the usual body locations of the head and the four separate limbs; however the torso is divided into separate back and front locations.
� Armour Protection. An armoured location can prevent a number of hits (weapon blows) from causing a wound to that area for the duration of each encounter. The number of hits prevented per encounter depends upon the type armour; as listed below. Only areas actually covered by the armour physrep will receive such protection; therefore an opponent may take advantage of exposed areas of an armoured location. � Armour Damage. If an armoured location receives the maximum amount of hits it can prevent during a single encounter it is damaged. Damage reduces the amount of hits the armoured location can prevent by 1 until repaired. Although a single armoured location can only be damaged once during an encounter, damage may accumulate over further encounters until the armour is rendered useless. � Armour Repairs. Each type of armour has an average cost to restore 1 hit�s worth of protection to a location. You will have to pay multiple times to restore more than 1 hit and to repair more than one location. Repairs can only restore damage not increase the assigned maximum protection of the armour. � Armour and Enchanted Weapons. Armour cannot protect against enchanted weapons. Furthermore enchanted hits will automatically damage an armoured location. � Leather Armour. Fur, padded armour, light leather and heavy leather cannot protect or receive damage against hits from arrows or crossbow bolts; rules-wise the armour is simply ignored by such hits. Studs do not convey any further protection to leather armour. � Metal Armour. Ring, chain, scale and plate mail will always protect against 1 hit per encounter however much damage it may recieve during an adventure. Metal armour cannot be bandaged over to heal wounds. A healer must find a way of bandaging under such armour or use alternative methods of healing. � Stacking Armour. Those with the prerequisite ability may stack two layers of armour to offer increased protection. These two layers have a combined repair cost and amount of protection when stacked together. Stacked armour is considered to have the properties of metal armour. Anyone may add a layer of light armour but this does not yield any benifits beyond comfort or decoration. ARMOUR TYPE HITS REPAIR Fur, padded, light leather Leather 1 -/1 Heavy leather Leather 2 -/3 Mail(scale,chain,ring) Metal 3 -/8 Plate armour Metal 4 1/- Chain/heavy leather Stacked 4 1/- Chain/ringmail Stacked 4 1/- Chain/ringmail/ plate Stacked 5 2/- The standard of the armour physrep may have a bearing upon its effectiveness. |
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