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Armour Rules

1. Armour like Luck (Space Assassin)

Armour is rolled like a luck roll after a character takes damage. The player rolls 2d6 and
adds the damage dealtif the total is equal to or under the Armour Value, the armour
absorbs the blow and no damage is dealt. If the total is higher, the weapon breaks through
the armour and deals full damage. In either case, reduce the Armour Value by one. If
Armour Value is reduced to 0 or less, the armour is damaged beyond repair. Otherwise,
the armour can be restored to its full Armour Value by bringing it to an armourer or
blacksmith after the adventure ends.
Leather Cuirass 5
Leather Hauberk 6
Chain Cuirass 7
Chain Hauberk 8
Breastplate 9
Full Plate Armour 11
Small Shield +1
Large Shield +2
1a. Alternatively, the weapon deals damage equal to the amount by which the total
exceeds the armour roll, up to a maximum of whatever damage the attacker rolled.
2. Armour Increases Miss Chance
Normally, when both combatants roll the same amount on a skill roll, both are said to
have missed. Armour increases the likelihood of your opponent missing by increasing
the amount by which an opponent has to beat your roll in order to do damage. For
example, a leather cuirass has an armour value of +1, which means that an enemy has to
beat your Skill roll by more than 1 in order to avoid a miss and deal damage.
Leather Cuirass +1
Leather Hauberk +2
Chain Cuirass +3
Chain Hauberk +4
Breastplate +5
Full Plate Armour +6
3. Armour Assumed by Default (Scorpion Swamp)
Characters are assumed to be wearing leather armour by default. A character not wearing
armour receives -2 on combat based skill checks. Better armour provides a bonus to these
skill checks.

No Armour -2
Leather Cuirass +0
Leather Hauberk +1
Chain Cuirass +2
Chain Hauberk +3
Breastplate +4
Full Plate Armour +5
Small Shield +1
Large Shield +2
4. Armour Deducts from the Damage Roll (Sims Idea)
Armour deducts from the damage roll of the attacker. For example, if an attacker rolled a
6 for damage, and the defender was wearing leather armour, then the roll counts as a 5
and the attacker consults the 5 on his weapons damage table. If armour reduces the
damage roll result to less than 1, the attack does no damage.
Leather Hauberk -1
Chain Hauberk -2
Breastplate -3
Full Plate Armour -4
Shield as Skill Roll (The Warlock of Firetop Mountain)
If a character is hit during combat, they may attempt to block it with their shield by
making a second skill roll. If the total is equal to or exceeds that of their opponent, the
shield absorbs the blow. A small shield absorbs half damage (rounding up) while a large
shield absorbs all damage. If a character uses their shield, they cannot deal damage next
rounda successful attack roll simply counts as a miss for both. However, they may use
their shield again if they wish.