Armour

Chapter 6 - Armour

Chapter 6.1 - Calculating Armour Points

Armour

Armour protects its wearer from Damage caused by a weapon, except for projectile weapons (see Combat), the magic skill Energy Ball (see Magic Skills) and any alchemistic blade poisons.
The final Armour Points protect all areas equally. This means the total value is not distributed among different areas, only calculated using them. However, this total value is only applied to areas actually covered with armour.
Any part of the body not covered by armour cannot benefit from any Armour Points.
Example:

The Character has 7 Armour Points. This means his armour can deflect up to 7 hits to any area covered with armour. However, any hit to an area not covered with armour will immediately cause a loss of Hit Points.

Calculating Armour Points

To calculate Armour Points, the body is divided into 5 areas:
Torso (upper body), right arm, left arm, right leg, left leg.
As armour in one area might be composed of different types, or not cover it completely, the 5 areas are further divided into 4 subareas.

Area 1: Upper torso front, upper torso back (down to lowest ribs), lower torso front, lower torso back (below ribs).

Areas 2 and 3: For both left and right arms:
Upper arm front, upper arm back, lower arm front, lower arm back.

Areas 4 and 5: For both left and right legs:
Thigh front, thigh back, lower leg front, lower leg back.

Remark:
A subarea of each area counts as a covered by an armour for the purpose of calculating the Armour Points if the armour covers at least ¾ of this subarea. Nevertheless, when hit, Armour Points will only count where armour is actually worn.

Armour Factor

Depending on what kind of armour(s) cover a subarea (Leather >2mm, mail, scale armour or plate armour), this subarea recieves an Armour Factor according to the armour worn.

Note: The Armour Factor of one subarea can be composed of several Factors, e.g. a subarea covered with both leather and mail recieves the sum of both Armour Factors.

The Armour Factors are added up and divided by 2. This gives the total Armour points composed of all worn armour. If in addition to armour worn in the 5 areas any headgear (open helmet, closed helmet, mail coif) is worn, up to two Armour Points are added to the total Armour Points.
This is the final amount of Armour Points recieved from armour worn.

Remark: These Armour Points only in effect if the armour is worn! If any piece of armour involved in calculating your total Armour Points is not worn, the Armour Points drop accordingly.
However, if in addition to the calculated final amount an additional piece of armour is worn, this will also raise the final Armour Points accordingly.

The maximum obtainable Armour Points are always 10 (without headgear), or 12 (with headgear), respectively. Under normal circumstances, this amount cannot be exceeded (Exceptions are magic rituals in the ritual circle and the Guild Skill "Master Smith").

Chapter 6.2 – Armour Table

Leather Mail Scale Armour Plate Armour
Torso
Upper torso front 0.25 0.50 0.75 1.00
Upper torso back 0.25 0.50 0.75 1.00
Lower torso front 0.25 0.50 0.75 1.00
Lower torso back 0.25 0.50 0.75 1.00
Right arm
Upper arm front 0.25 0.50 0.75 1.00
Upper arm back 0.25 0.50 0.75 1.00
Lower arm front 0.25 0.50 0.75 1.00
Lower arm back 0.25 0.50 0.75 1.00
Left arm
Upper arm front 0.25 0.50 0.75 1.00
Upper arm back 0.25 0.50 0.75 1.00
Lower arm front 0.25 0.50 0.75 1.00
Lower arm back 0.25 0.50 0.75 1.00
Right leg
Thigh front 0.25 0.50 0.75 1.00
Thigh back 0.25 0.50 0.75 1.00
Lower leg front 0.25 0.50 0.75 1.00
Lower leg back 0.25 0.50 0.75 1.00
Left leg
Thigh front 0.25 0.50 0.75 1.00
Thigh back 0.25 0.50 0.75 1.00
Lower leg front 0.25 0.50 0.75 1.00
Lower leg back 0.25 0.50 0.75 1.00

Sum of Armour Factors divided by 2 (rounded up) gives total Armour Points (maximum of 10).

Leather Mail Plate Armour
Hedgear
Open helmet 1.00 1.00
Closed helmet 1.00 1.00
Coif 1.00

(total Armour Points + headgear Armour Points = final Armour Points)

Chapter 6.3 - Armour Examples

Examples for Armours of each type:

Leather:
Gambeson/aketon/padded jack (made from leather or fabric), leather armour, studded leather armour

Mail:
Mail in 4-to-1-pattern, mail in asian patterns, heavy and densely studded leather, double-layered leather armour

Scale Armour:
Overlapping scale armour, Brigandines (Small steel plates riveted onto leather)

Plate armour:
Metal plates (1mm+) with no intermediate material

Headgear:
Open, leather: Any helmet made of leather or layers of fabric that does not cover the face.
Closed, leather: Any helmet made of leather or layers of fabric that coveres the whole face, excluding the eyes.
Open, metalr: Any helmet made of metal that does not cover the face.
Closed, metal: Any helmet made of metal that coveres the whole face, excluding the eyes.
Important: If the same subarea is covered by two pieces or armour that are worn on top of each other, each piece counts separately.

Example:

A leather vambrace is worn on the left arm, covering the front and back of the lower left arm. The arm of a mail shirt completely covers the left upper arm (front and back), and lying on top of the vabrace also covers the front and back of the lower left arm by more than ¾. For this area we sum up the Armour Factors as follows:

Left arm: 0.25 lower arm front (leather vambrace)
+ 0.50 lower arm front (mail shirt)
= 0.75 for this subarea

Left arm: 0.25 lower arm back (leather vambrace)
+ 0.50 lower arm back (mail shirt)
= 0.75 for this subarea

Left arm: 0.50 upper arm front (mail shirt)
= 0.50 for this subarea

Left arm: 0,50 upper arm back (mail shirt)
= 0.50 for this subarea

The Armour Factor of the left arm area is 0.75 + 0.75 + 0.5 + 0.5 = 2.5, which will add between 2 and 3 total Armour Points (depending on other areas).

Chapter 6.4 – Armour made from alternative materials

Apart from wearing "real" armour made from the usual materials (fabric, leather, metal), it is possible to wear armours made from alternative materials. This is done by buying the appropriate skill (Light Armour, Medium Armour or Heavy Armour with your Character Points. Additionally, the Armour Points gained have to be visualised by wearing a suitable proxy, e.g. made from rubber foam and/or latex.

Both types of armour - "classical" armours as well as "alternative" ones, cannot be combined in terms of Armour Points. The player has to choose to either benefit from normal Armour Points, or from the ones gained by the armour skills.

Depending on armour grade (light, medium or heavy), a certain amount of areas must be covered by the proxy. Each alternative armour has to be presented to a referee. The referee decides whether the proxy fulfills the requirements for an alternative armour of the grade corresponding to the armour skill the player bought. If so, the armour recieves a badge of a colour corresponding to it's grade. This badge has to be worn on the armour so as to be visible to other players.

Covered areas

Light Armouor (2 Armour Points):
2 areas have to be covered by the proxy.
+cost of 2 Charakter Points.

Medium Armour (4 Armour Points):
3 areas have to be covered by the proxy.
+cost of 4 Charakter Points.

Heavy Armour (8 Armour Points):
All 5 areas have to be covered by the proxy.
+cost of 8 Charakter Points.

Remark: These Armour Points ore only in effect if the full armour proxy is worn. Removal of even one part will result in a loss of all Armour Points.

Note: Just as with "traditional" armour these Armour Points only protect in areas actually covered by the proxy armour.