Resolving Combat
Armour Table
Except in the case of crush damage to flexible armour (padding, mail etc.) if a character is injured through armour then the armour in that area of the body has been rendered permanently useless for further protection.
Armour type | Slash | Crush | Pierce | Initiative Penalty |
---|---|---|---|---|
human, no armour | 0 | 0 | 0 | 0 |
padding | 1 | 1 | 0 | 0 |
leather | 1 | 1 | 1 | 1 |
cuir bouilli | 1 | 1 | 1 | 1 |
ring mail | 2 | 1 | 1 | 1 |
scale | 3 | 0 | 2 | 2 |
jazerant | 3 | 0 | 2 | 2 |
chain mail | 3 | 0 | 2 | 1 |
splint | 3 | 1 | 2 | 2 |
plate | 3 | 2 | 3 | 3 |
Armour protects against fall damage in the same way as against crush damage. If combinations of armour are used on the same area their protective values are totalled.
If an area hit has only partial armour cover, e.g. a face hit against a character wearing a helm with a nasal, the GM may allow a reduced deduction from the weapon profile in this case a 1 against slash and 0 against crush.
Armour defences apply separately to each body part covered. The GM may judge how much a particular piece of armour counts towards initiative. However, unless the GM rules otherwise, the piece of armour resulting in the greatest reduction in initiative covering either the weapon arm or torso should be regarded as the armour type that represents the armour initiative contribution.
The armour values assume the inclusion of typical accoutrements, for example plate armour is usually worn over light padding. If additional armour is worn over an area the values are cumulative. However the GM should restrict the movement of characters wearing multiple layers of protection.