Rodentia
Equipment - Armour
Armour
Light Armour
Name | AV | Req. [B] | Notes |
Light Armour | A | - | - |
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Reinforced L. Armour | A | 0 | Reduce [M] and maximum [A] by 1 |
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Medium Armour
Name | AV | Req. [B] | Notes |
Medium Armour | AA | 1 | - |
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Reinforced M. Armour | A A | 1 | Reduce [M] and maximum [A] by 1 |
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Heavy Armour
Name | AV | Req. [B] | Notes |
Heavy Armour | AA A | 1 | Reduce [M] and maximum [A] by 2 |
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Reinforced H. Armour | A AA | 2 | Reduce [M] and maximum [A] by 2 |
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Full Plate Armour | AAA | 2 | Reduce [M] and maximum [A] by 3 |
Shields
Name | SV | Req. [B] | Notes |
Light Shield | 1 | 0 | - |
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Buckler | 2* | 0 | Reduce SV to 0 against ranged attacks. |
Medium Shield | 2 | 1 | Reduce [M] and maximum [A] by 1 |
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Heavy Shield | 3 | 2 | Reduce [M] and maximum [A] by 2 |
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Armour Value (AV)
With Narrative Health, Armour Value, or AV, may absorb attacks that target the character. This is written as displayed similarly to Health, as A A A.
Certain other effects or modifiers, such as Piercing, may affect this value, increasing or decreasing it.
Examples:
An Orc Character is wearing Medium Armour which grants AA.
If the character is struck by an attack that deals D , this damage may be absorbed by the armour.
If the character is struck by an attack that deals D , this armour may not be used.
While not a Statistic in the traditional sense, this value will usually be written on the character sheet.
This is usually given by armour or spells or other effects, but certain characters may have a natural AV.
Repairing Armour
With Narrative Health, Armour may be used to absorb damage. If armour absorbs damage, it must be repaired using Armour Repair Kits before it may be used again.
Damaged Equipment
Armour or Shields that are Damaged may cause Disadvantage on Rolls, and Equipment that is Broken might not be usable at all until it is repaired.
Most equipment can be repaired at a Settlement.
Piercing
Piercing attacks may avoid the target’s AV. This lets them deal damage to a target rather than their armour. This may be reduced damage.
Damage for a weapon may be written as DD/P, meaning the attack may deal DD and be affected by armour or P that ignores armour.
Piercing Example:
An Armoured character with AA is struck by an attack dealing DD/P.
The Attacker may choose to deal AA damage or H damage.
Armour and Shield Penalties
Heavier armours and shields may reduce character mobility. This is represented through reduced [M] and reduced maximum [A].
A character with reduced Maximum [A] will reduce their [A] only if it exceeds the maximum value. This maximum value for [A] is 3 for most characters, and can be reduced to below 0. This reduced value for [A] is called their Effective [A].
Examples:
A character wearing Reinforced M. Armour (-1) will have a Maximum [A] of 2 (Default 3 – 1 ).
If the character has 1[A], they will still have 1[A]. If the character had 3[A], their Effective [A] will be 2[A].
Armour and Shield Effects are cumulative, so a character with Heavy Armour (-2) and a Medium Shield (-1) will have a Maximum [A] of 0.
A character's effective [A] will return to normal immediately after removing the shield and/or armour.
Certain effects might reduce this penalty, in which case both values will reduce this penalty number to a minimum of 0. This will specify Armour Penalties or Shield Penalties (or both).
Examples:
Dwarf characters reduce the armour penalty by 1.
A Dwarf wearing Heavy Armour would only reduce their [M] and Maximum [A] by 1.
A Dwarf wearing Medium Armour would reduce each by 0, effectively ignoring the penalties.
Maximum [A] may be reduced below 0, but reduced [M] stops at 0. This is calculated after any effects increasing [M]. If a character's [M] is reduced to 0, they are unable to move and count as being immobile for any effects. They may only move with the help of others.
Maximum [A] cannot reach below -3. If a character with Effective [A] has [A] reduced by other effects, this will only cause their Effective [A] to drop if their actual [A] is lower than Maximum [A].
Examples:
A character has 2[A] but a Maximum [A] of 1, making the character's Effective [A] equal to 1[A].
If an effect reduces [A] by 1 (2[A] -> 1[A]), they will not be affected, as their Effective [A] will still be 1.
If the character's [A] is reduced further, to 0[A] or lower, they will be affected.