General Armor Rules

Availability and Type of Armor in Valdoria

Since Oron the Conciliator’s armor in Valdoria has been degrading in quality and availability. At one time suits of plate armor were readily available throughout the empire. Now it is extremely rare to see someone in plate armor. There are very few armorers who know how to make quality plate armor and the price is outrageously high (5000 sp per suit).

The prevalent type of armor throughout the empire is some type of leather armor. This can range from just a heavy leather suit of armor, to leather armor with metal rings or scale attached to the leather armor. The best one can expect with this type of armor is 4 PD/ED. After every battle the armor will need to be repaired. After a few battles it will need to be replaced.

The next most common armor is a form of scale mail. It is expensive, heavy and does not provide much more protection than leather armor.

The best armor available today in Valdoria is chain mail. A full suit of chainmail is very expensive.

Time to get in and out of armor

One of the consequences of the Real Armor limitation is that it takes time to get in or out of. The time actually varied greatly depending on the construction of the armor and the experience of the person putting it on, but as a general rule of thumb, you can use the following guide:

  • Putting on a helmet, grabbing a shield – 1/2 phase
  • Putting on simple body armor, such as a hauberk or byrnie – 2 Phases
  • Putting on a full suit of leather armor and strap it on – 1 Turn
  • Putting on simple leg or arm protection (vambraces, mail chausses) – 1 Phase per limb
  • Putting on complex harnesses – 1 minutes for each limb

Getting out of armor takes about the same time as getting in, except that if the character can use a blade, the time can be reduced one step on the time chart, since straps and bindings can be sliced away. Of course the armor won’t be of much use afterwards!

Using shields in combat

Although there is more to the use of a shield than just holding it in front of you like piece of wood, I have assumed that learning to use a weapon also includes basic instruction on how to use a shield defensively. This allows you to use the shield to gain a DCV bonus (only against attacks on your front or shield side). If you want to use the shield offensively, then you have to buy WF: shield (although shields are included in WF: Common Melee weapons for most cultures). A shield used offensively can use its DCV bonus as an OCV bonus in a block. It may also be used to thump opponents, acting as a 2d6 HA, or a 1/2 d6 HKA if equipped with a thrusting spike. Shields are not ideal weapons however, and take an OCV penalty equivalent to their DCV bonus.

Smashing armor and shields

Combatants may decide to target their opponent’s armor and/or shield instead of directly attacking. In this case, the attack is assumed to be directed at a focus, and thus takes a penalty of -2, but if attacking a shield, it gets no DCV bonus and instead gives the attacker an OCV bonus equivalent to its normal DCV bonus. This is because you are normally holding your shield between you and an incoming weapon (even though you normally try to deflect an attack with a shield rather than block passively). Shields are often thus destroyed in combat. Most shields are made of wood (DEF 4) and are designed to take a beating, so they have a higher BOD score than their mass would suggest (twice their DCV bonus). Shields often had metal reinforcing to prevent their wood being split (giving them DEF 6) and small and medium shields were sometimes made entirely of metal (the weight precluded larger shields entirely of metal) or faced with metal, and are thus DEF 7. The DEF of Armor is given above. Generally, each hit location will have 2-3 BOD, depending on its mass.

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General Armor Rules

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