Armour Qualities/Flaws
Flexible: Flexible armour can be worn under a layer of non-Flexible armour if you wish. If you do so, you gain the benefit of both.
Impenetrable: The armour is especially resilient, most attacks simply cannot penetrate it. All Critical Wounds caused by attacks scoring an odd number to hit you, such as an 11 or 33, are ignored.
Armour Flaws: Some armours have points of weakness, as described by Armour Flaws.
Partial: The armour does not cover the entire Hit Location. An opponent who rolls an even number to determine hit location, or a Critical Hit, ignores the partial armour’s APs.
Weakpoints: The armour has small weakpoints where a blade can slip through. If your opponent has a weapon with the Impale Quality and scores a Critical, any APs of your armour are ignored.
Overcoat: Certain types of armour can be worn on top of other types. Brigandine pieces and Plate Breastplates can be worn on top of either Leather or Mail armour. However, a Breastplate worn in this way could not be combined with a Soft Kit.
Reinforced: Some Soft Kits are designed with sections of mail placed to compensate for chinks in a full suit of plate armour. If a kit like this is worn under plate armour, that plate armour loses the Weakpoints Flaw.
Visor: Some helmets come with a visor that can be raised to provide a wider field of vision. If the visor is closed the helmet performs as described. If the visor is opened the helmet loses any special abilities associated with its design and gains the Partial Flaw. Perception Tests are made with a –10% penalty when visors are open. It takes an Action to open or close a visor.
Requires Kit: Armour with this flaw can only be worn if a Soft Kit is worn underneath it.
Piecemeal: A haphazard, ungainly piece of armor and reinforced by plates of scrap metal, chain, and various "bitz" into something approaching actual armor. If the attacker succeeds with all even dice (examples: 42, 88) the armor provides the piecemeal rating (minimum 0). Additionally, different locations of the armor may possess different traits.
Scrap Made: Cobbled together from bits of ruined armor scavenged elsewhere, this suit of armor is roughly able to protect its wearer but is unlikely to survive long. You may repair this armor without the relevant skill with a very hard (-30%) DEX test and another suit of armor as materials but the armor is Ruined entirely if reduced to 0 AP. Ruined Scrapmade becomes Ugly rags.
Beastskin: This is a cloak made of the nigh-impervious hide of a dragon or other powerful beast specially treated to remain flexible and protective by methods kept secret from the world. It may be worn over any other armors, providing defense but nothing can be worn over it. Because of the nature of this armor, it is impossible to repair by any normal methods and materials and requires a specialist in the craft.
Obstructing: This armor blocks the hands, imposing a -20 to all tests that requires the use of your hands when worn (at the GM's discretion).
Scaled: The armor is covered in many overlapping scales, which deflect the damage of projectiles better than absorbing blows in close combat. Projectile damage is reduced by an additional 2, unless they have the Penetrating Trait.
Stiff: This armor is made of very close-fitting, inflexible, or otherwise hard to adjust pieces that do not leave sufficient room for other armors. The flexible trait is ignored in armors for wearing under Stiff armor.
Warm: The armor includes either many layers, or a heat-retaining filling material which grants +1SL on any endurance tests related to the cold.
Impenetrable: The armour is especially resilient, most attacks simply cannot penetrate it. All Critical Wounds caused by attacks scoring an odd number to hit you, such as an 11 or 33, are ignored.
Armour Flaws: Some armours have points of weakness, as described by Armour Flaws.
Partial: The armour does not cover the entire Hit Location. An opponent who rolls an even number to determine hit location, or a Critical Hit, ignores the partial armour’s APs.
Weakpoints: The armour has small weakpoints where a blade can slip through. If your opponent has a weapon with the Impale Quality and scores a Critical, any APs of your armour are ignored.
Overcoat: Certain types of armour can be worn on top of other types. Brigandine pieces and Plate Breastplates can be worn on top of either Leather or Mail armour. However, a Breastplate worn in this way could not be combined with a Soft Kit.
Reinforced: Some Soft Kits are designed with sections of mail placed to compensate for chinks in a full suit of plate armour. If a kit like this is worn under plate armour, that plate armour loses the Weakpoints Flaw.
Visor: Some helmets come with a visor that can be raised to provide a wider field of vision. If the visor is closed the helmet performs as described. If the visor is opened the helmet loses any special abilities associated with its design and gains the Partial Flaw. Perception Tests are made with a –10% penalty when visors are open. It takes an Action to open or close a visor.
Requires Kit: Armour with this flaw can only be worn if a Soft Kit is worn underneath it.
Piecemeal: A haphazard, ungainly piece of armor and reinforced by plates of scrap metal, chain, and various "bitz" into something approaching actual armor. If the attacker succeeds with all even dice (examples: 42, 88) the armor provides the piecemeal rating (minimum 0). Additionally, different locations of the armor may possess different traits.
Scrap Made: Cobbled together from bits of ruined armor scavenged elsewhere, this suit of armor is roughly able to protect its wearer but is unlikely to survive long. You may repair this armor without the relevant skill with a very hard (-30%) DEX test and another suit of armor as materials but the armor is Ruined entirely if reduced to 0 AP. Ruined Scrapmade becomes Ugly rags.
Beastskin: This is a cloak made of the nigh-impervious hide of a dragon or other powerful beast specially treated to remain flexible and protective by methods kept secret from the world. It may be worn over any other armors, providing defense but nothing can be worn over it. Because of the nature of this armor, it is impossible to repair by any normal methods and materials and requires a specialist in the craft.
Obstructing: This armor blocks the hands, imposing a -20 to all tests that requires the use of your hands when worn (at the GM's discretion).
Scaled: The armor is covered in many overlapping scales, which deflect the damage of projectiles better than absorbing blows in close combat. Projectile damage is reduced by an additional 2, unless they have the Penetrating Trait.
Stiff: This armor is made of very close-fitting, inflexible, or otherwise hard to adjust pieces that do not leave sufficient room for other armors. The flexible trait is ignored in armors for wearing under Stiff armor.
Warm: The armor includes either many layers, or a heat-retaining filling material which grants +1SL on any endurance tests related to the cold.
Remove these ads. Join the Worldbuilders Guild
Comments