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Armour of the Known Realms v3.0

Fair thee well, my friends. And unto you I bring this, a tome of armours from all of the known kingdoms of men – and even some from beyond! Or something like that… The following are statistics using the Sundered Epoch: Generations armor creation rules. We tried to organize the armors based on their appearance through history and region. Thus you will find European armors together and Asian armors together, etc. This document will be updated frequently. Each version will include a revision number. If significant changes are made, such as the inclusion of a new set of species, it will be considered a “full version” change (thus 1.0, 2.0, 3.0 and so on). Minor revisions to add new races or make corrections will be minor versions (thus 1.1, 1.2, 1.3, etc.)

Arms & Armours of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

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Table of Contents
Legal .............................................................................2 Armor ...........................................................................3 Terms .......................................................................3 Creating Armor.........................................................3 Armor Type ..............................................................3 Metal Armor Description .........................................4 Bronze Age/Iron Age (3300 BC – 600 AD) ....................5 Asia ...........................................................................5 Assyria ......................................................................8 Celt (450-200 BC) .....................................................9 Egypt ......................................................................11 Greece ....................................................................12 Persian Empire .......................................................14 Rome ......................................................................16 Middle Ages (400-1500 AD) .......................................18 Asia .........................................................................18 Europe ....................................................................20 Fantasy Armor ............................................................27 Weapons ....................................................................30 Designing Weapons................................................30 Bagh Nakh (Tiger Claw) ..........................................32 Bastard Sword ........................................................32 Boar Spear ..............................................................32 Brass Knuckles ........................................................33 Broadsword ............................................................33 Bullwhip .................................................................33 Butcher Knife ......................................................... 34 Chinese Hook Swords ............................................ 34 Claymore ................................................................ 34 Cleaver ................................................................... 35 Dagger.................................................................... 35 Dirk......................................................................... 35 Flail......................................................................... 35 Flanged Mace......................................................... 36 Glaive ..................................................................... 36 Halberd .................................................................. 36 Hand Axe................................................................ 36 Hurlbat ................................................................... 36 Kama ...................................................................... 37 Katana .................................................................... 37 Longsword ............................................................. 37 Machete ................................................................. 37 Main Gauche.......................................................... 38 Rapier ..................................................................... 38 Sabre ...................................................................... 38 Scimitar .................................................................. 38 Stiletto ................................................................... 39 Shuriken ................................................................. 39 Tanto ...................................................................... 39 Triple Dagger.......................................................... 40 Wakizashi ............................................................... 40

Legal
This is a free document which includes images found freely about the internet. No claims of ownership or rights are claimed in the reproduction of these images or use of the trademarked names. The author and our affiliates’ use of these items are for entertainment purposes only under the fair-use clause. Please notify us at sunderedepoch@hotmail.com if you wish to report any infringement on your copyright or trademark.

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Armor
The armor system below can be used in any RPG to create piece-meal armor for fantasy, science fiction, or modern games. You can adapt this system to any RPG simply by changing the Base Armor Rating to match the materials that you are using in your game.

Terms
BAR – Base Armor Rating. This is the rough average protection that the armor provides. C/P/S/B – Crush, Pierce, Slash, Burn. Armor acts differently against various types of attacks. However, these are optional in the SEG system. Hit Locations – There are twelve Hit Locations including the Head, Face, Chest, Abdomen, Forearms & Hands (x2), Arms & Shoulders (x2), Legs (x2), and Shins & Feet (x2). TAR – Total Armor Rating is an average of the protection for each of the 12 hit locations

Creating Armor
Armor in the Sundered Epoch: Generations RPG reduces damage. You can create virtually any kind of armor for the game by mixing and matching different types of armor. To create your own armor, start with the Base Material table to help determine your armor’s Base AR. Then decide which Hit Locations the armor protects. There are twelve Hit Locations including the Head, Face, Chest, Abdomen, Forearms & Hands (x2), Arms & Shoulders (x2), Legs (x2), and Shins & Feet (x2). At its most basic, SEG uses the Total AR, which is an average of all armor on the character’s body. But if you are using the optional rules for Hit Locations you can use the armor value in each location. Lastly, you can use the C/P/S/B values to determine your armor value verses weapons of each type. Finally we come to Armor Weight. The Hit Location/Weight table lists the percentage weight of a each location. The Base Material table lists the Weight of an entire suit made of each material. This assumes all 12 hit locations are covered. Lastly, a Hit Location can be covered by different materials. Assuming that approximately ½ of the hit location is covered by each material, use the average AR of the two materials. Decimals round up. The most obvious example would be vambraces and gauntlets or shins and boots.

Armor Type
Base Material Aluminum Bamboo or Wood Bone Bronze Cloth, Unpadded Cloth, Padded Copper Gold Iron Leather, Soft Thin Leather, Soft Thick Leather, Cuir Bouilli Steel Titanium Wicker, Twine, Hemp BAR 5 3 3 7 1 2 4 4 6 1 2 5 8 7 3 C/P/S/B 5/5/5/3 3/3/3/1 3/3/3/3 7/7/7/5 1/1/1/0 2/2/2/1 4/4/4/1 4/4/4/1 6/6/6/4 1/1/1/1 2/2/2/2 5/5/5/3 8/8/8/6 7/7/7/5 3/3/3/3 Weight 16kg 15kg 17kg 35kg 3kg 5kg 35kg 35kg 35kg 5kg 17kg 17kg 35kg 14kg 15kg Fantasy Materials Adamantine Darkwood Dragonhide Mithral Hit Location Full Head & Face Head Face Full Torso Front or Back Body Full Legs Thighs BAR 12 4 5 8 C/P/S/B 12/12/12/10 4/4/4/2 5/5/5/3 8/8/8/6 Weight 35kg 7kg 17kg 17kg Weight 24% 12% 12% 6% 6% 14% 7%

Weight 18% 12% 6% 30% 15% 28% 14%

Hit Location Full Arms Upper Arms Forearms & Hands Forearms Hands Shins & Feet Feet

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Metal Armor BAR Mod C/P/S/B Plate -0 0/0/0/0 Chainmail -2 -4/-4/0/0 Doublemail* -1 -2/-2/0/0 Lamellar -1 -2/-2/0/0 Laminated 0 0/0/0/0 Scale -1 -2/-2/0/0 Splinted -1 0/-2/-2/0 * Increases the weight by 50%

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Armor Quality Good Fair Poor Horrible Lite (-20% weight) Heavy (+20% weight) BAR Mod 0 -1 -2 -4 -1 +1

Metal Armor Description
Plate Armor is designed with large plates covering a majority of the hit location. This provides maximum protection by the metal. At joints, they are generally articulated and joined together to create overlapping protection similar in appearance to a lobster tail. Chainmail is made by linking together thousands of rings of metal. This makes for incredibly flexible armor that it is highly effective against slashing weapons but very poor against crushing and piercing weapons. Doublemail is chainmail with twice as many links. Lamellar is made of hundreds of small plates that are laced together. This creates a rather flexible suit that also retains its strength. Brigandine armor is often lamellar armor that has been covered with a layer of leather or cloth. Laminated armor is made from overlapping plates of metal creating an effect similar to shingles on a roof. Scale armor is made of hundreds of small overlapping plates in the shape of triangles, half-circles, or other shapes. Splinted armor is made with a backing of leather with steel strips or splints to reinforce it.

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Bronze Age/Iron Age (3300 BC – 600 AD)
This early time period ranges from thousands of years of human development. Much of the foundation for all armors began during this time.

Asia
China
Shang Dynasty (1500-1066 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Iron None Cloth, Padded Cloth, Padded Cloth, Unpadded Cloth, Unpadded Cloth, Padded Cloth, Padded Total AR BAR 6 -2 2 1 1 2 2 3 C/P/S/B 6/6/6/4 0/0/0/0 2/2/2/1 2/2/2/1 1/1/1/0 1/1/1/0 2/2/2/1 2/2/2/1 2/2/2/1 Weight 4kg -1.5kg ---1.5kg -7kg

Zhou Dynasty (1066-771 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel None Steel, Lamellar Steel, Lamellar Cloth, Unpadded Cloth, Unpadded Cloth, Padded Cloth, Padded Total AR BAR 8 -7 7 1 1 2 2 3 C/P/S/B 8/8/8/6 0/0/0/0 6/6/8/6 6/6/8/6 1/1/1/0 1/1/1/0 2/2/2/1 2/2/2/1 3/3/3/3 Weight 4kg -6kg ---1kg -11kg

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Free Downloadable Content Warring States Period (476-221 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel None Steel, Lamellar Steel, Lamellar Cloth, Unpadded Leather, Soft Thick Steel, Lamellar Steel, Lamellar Total AR

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BAR 8 -7 7 1 2 7 7 4

C/P/S/B 8/8/8/6 0/0/0/0 6/6/8/6 6/6/8/6 1/1/1/0 2/2/2/2 6/6/8/6 6/6/8/6 3/3/4/4

Weight 4kg -11kg --0.5kg 2.5kg 2.5kg 20.5kg

Qin Dynasty (221-206 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Steel, Lamellar Steel, Lamellar Cloth, Unpadded Cloth, Unpadded Cloth, Padded Cloth, Padded Total AR BAR --7 7 1 1 2 2 2 C/P/S/B 0/0/0/0 0/0/0/0 6/6/8/6 6/6/8/6 1/1/1/0 1/1/1/0 2/2/2/1 2/2/2/1 2/2/2/2 Weight --11kg -4kg -1kg -16kg

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Free Downloadable Content Han Dynasty (206 BC – 220 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel None Steel, Lamellar Steel, Lamellar Leather, Soft Thin Leather, Soft Thin Cloth, Unpadded Cloth, Unpadded Total AR

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BAR 8 -7 7 1 1 1 1 3

C/P/S/B 8/8/8/6 0/0/0/0 6/6/8/6 6/6/8/6 1/1/1/1 1/1/1/1 1/1/1/0 1/1/1/0 3/3/4/2

Weight 4kg -11kg -0.5kg 0.5kg 0.5kg 0.5kg 17kg

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Assyria
Warrior
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Iron None Iron Lamellar Iron Lamellar None None Iron Scale Iron Scale Total AR Reinforced Wood BAR 6 0 5 5 0 0 5 5 3 5 C/P/S/B 6/6/6/4 0/0/0/0 4/4/6/4 4/4/6/4 0/0/0/0 0/0/0/0 4/4/6/4 4/4/6/4 3/3/4/2 TAR 3 Weight 4kg -11kg ---10kg -25kg 6kg

Spearman
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Target Material Bronze None Cloth, Unpadded Cloth, Unpadded None None Cloth, Unpadded Cloth, Unpadded Total AR Reinforced Wood BAR 7 0 1 1 0 0 1 1 1 5 C/P/S/B 7/7/7/5 0/0/0/0 1/1/1/0 1/1/1/0 0/0/0/0 0/0/0/0 1/1/1/0 1/1/1/0 1/1/1/0 TAR 2 Weight 4kg -1kg ---1kg -6kg 4kg

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Celt (450-200 BC)
Warrior
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material Bronze None Cloth, Padded Cloth, Unpadded None None Cloth, Unpadded Cloth, Unpadded Total AR Reinforced Wood BAR 7 0 2 1 0 0 1 1 1 5 C/P/S/B 7/7/7/5 0/0/0/0 2/2/2/1 1/1/1/0 0/0/0/0 0/0/0/0 1/1/1/0 1/1/1/0 1/1/1/1 TAR 2 Weight 4kg -1kg ---1kg -6kg 5kg

Huntsman
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Leather, Thin Soft Leather, Thin Soft None None Leather, Soft Leather, Soft Total AR BAR 0 0 1 1 0 0 1 1 1 C/P/S/B 0/0/0/0 0/0/0/0 1/1/1/1 1/1/1/1 0/0/0/0 0/0/0/0 1/1/1/1 1/1/1/1 1/1/1/1 Weight --1.5kg ---1.5kg -3kg

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Berserk
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material None None Cloth, Unpadded None None None Cloth Cloth Total AR Reinforced Wood BAR 0 0 1 0 0 0 1 1 1 5 C/P/S/B 0/0/0/0 0/0/0/0 1/1/1/1 0/0/0/0 0/0/0/0 0/0/0/0 1/1/1/0 1/1/1/0 1/1/1/0 TAR 3 Weight --1kg ---1kg -2kg 5kg

Chieftain
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material Bronze None Leather, Thick Leather, Thick Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Leather, Soft Thin Total AR Reinforced Wood BAR 7 0 2 2 1 1 1 1 1 5 C/P/S/B 7/7/7/5 0/0/0/0 2/2/2/2 2/2/2/2 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/1 1/1/1/1 TAR 2 Weight 4kg -5kg ---1kg 0.5kg 10.5kg 5kg

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Egypt
Cloth Armor
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material Cloth, Padded None Cloth, Padded Cloth, Padded None None Cloth, Padded None Total AR Reinforced Wood BAR 2 0 2 2 0 0 2 0 1 5 C/P/S/B 2/2/2/1 0/0/0/0 2/2/2/1 2/2/2/1 0/0/0/0 0/0/0/0 2/2/2/1 0/0/0/0 1/1/1/0 TAR 2 Weight 1kg -1.5kg ---1kg -2.5kg 5kg

Imperial Armor
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Leather, Cuir Boulli None Bronze Scale Bronze Scale Bronze Scale Leather, Thick Cloth, Padded None Total AR BAR 2 0 6 6 6 2 2 0 3 C/P/S/B 2/2/2/1 0/0/0/0 5/5/7/5 5/5/7/5 5/5/7/5 2/2/2/2 2/2/2/1 0/0/0/0 2/2/3/1 Weight 2kg -11kg --1kg 1kg -15kg

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Greece
Dendra Panoply (1200 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Bronze & Bone None Bronze Bronze Bronze Bronze Bronze Bronze Total AR BAR 7 0 7 7 7 7 7 7 5 C/P/S/B 7/7/7/5 0/0/0/0 7/7/7/5 7/7/7/5 7/7/7/5 7/7/7/5 7/7/7/5 7/7/7/5 7/7/7/5 Weight 4kg -11kg -4kg 2kg 5kg 5kg 31kg

Hoplite (500 BC-200 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material Bronze Bronze Leather, Soft Thick Bronze Scale None None Leather, Soft Thick Bronze Total AR Bronze BAR 7 7 2 6 0 0 2 7 3 7 C/P/S/B 7/7/7/5 7/7/7/5 2/2/2/2 4/4/7/5 0/0/0/0 0/0/0/0 2/2/2/2 7/7/7/5 3/3/3/2 TAR 3 Weight 6kg -2.5kg 5kg --2.5kg 5kg 21kg 8kg

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Hoplite (500 BC-200 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Medium Material Bronze Bronze Bronze Bronze None None Leather, Soft Thick Bronze Total AR Bronze BAR 7 7 7 7 0 0 2 7 4 7 C/P/S/B 7/7/7/5 7/7/7/5 7/7/7/5 7/7/7/5 0/0/0/0 0/0/0/0 2/2/2/2 7/7/7/5 4/4/4/2 TAR 3 Weight 4kg -11kg ---2.5kg 3kg 20.5kg 8kg

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Persian Empire
Imperial Guard (600-300 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield Material Cloth, Padded None Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded None Cloth, Unpadded Leather, Soft Total AR Wood, Reinforced BAR 2 0 1 1 1 0 1 1 3 4 C/P/S/B 2/2/2/1 0/0/0/0 1/1/1/0 1/1/1/0 1/1/1/0 0/0/0/0 1/1/1/0 1/1/1/1 3/3/3/3 TAR 2 Weight 0.5kg -1kg ---1kg 0.5kg 3kg 8kg

Cavalry (300 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Bronze None Bronze Scale Bronze Scale Cloth, Padded Cloth, Padded Bronze Scale Bronze Scale Total AR BAR 7 0 6 6 2 2 6 6 3 C/P/S/B 7/7/7/5 0/0/0/0 5/5/7/5 5/5/7/5 2/2/2/1 2/2/2/1 5/5/7/5 5/5/7/5 3/3/3/3 Weight 4kg -11kg ---10kg -25kg

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Infantry (400 BC)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Cloth, Padded None Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Total AR Wicker BAR 2 0 2 2 2 2 2 2 3 3 C/P/S/B 2/2/2/1 0/0/0/0 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 3/3/3/3 TAR 1 Weight 0.5kg -3kg ---1.5kg -5kg 4kg

Immortals
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Target Material Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Total AR Wicker/Leather BAR 1 1 1 1 1 1 1 1 1 4 C/P/S/B 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 TAR 1 Weight 0.5kg -1.5kg ---1kg -3kg 2kg

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Rome
Chainmail (300 BC – 700 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Steel Chainmail Steel Chainmail Cloth None Steel Chainmail Leather, Soft Thin Total AR BAR 0 0 6 6 1 0 6 1 2 C/P/S/B 0/0/0/0 0/0/0/0 4/4/8/6 4/4/8/6 1/1/1/0 0/0/0/0 4/4/8/6 1/1/1/1 2/2/3/3 Weight --21kg -3kg --0.5kg 24.5kg

Lorica Segmentata (100-400 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Steel Steel Laminated Steel Laminated Steel Laminated Steel None Cloth, Unpadded Leather, Soft Thin Total AR Wood, Reinforced BAR 8 8 8 8 8 0 1 1 4 4 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 0/0/0/0 1/1/1/0 1/1/1/1 4/4/4/3 TAR 2 Weight 4kg -15kg ----0.5kg 19.5kg 8kg

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Lorica Squamata (300 BC – 700 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Bronze Bronze Bronze Scale Bronze Scale Leather, Thin None Leather, Thick Bronze Total AR Wood, Reinforced BAR 7 7 6 6 1 0 2 7 4 4 C/P/S/B 7/7/7/5 7/7/7/5 5/5/7/5 5/5/7/5 1/1/1/1 0/0/0/0 2/2/2/2 7/7/7/5 4/4/4/3 TAR 2 Weight 6kg -11kg ---2.5kg 2.5kg 23kg 6kg

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Middle Ages (400-1500 AD)
Asia
Japan
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel, Laminated Steel, Laminated Steel, Laminated Steel, Splinted Steel, Laminated Steel, Splinted Total AR BAR 8 8 8 8 8 7 8 7 7 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/6/6/6 8/8/8/6 8/6/6/6 8/8/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

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Mongolia
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel None Steel, Lamellar Steel, Lamellar Steel, Lamellar Cloth, Unpadded Steel, Lamellar Leather, Soft Total AR BAR 8 0 7 7 7 1 7 1 5 C/P/S/B 8/8/8/6 0/0/0/0 6/6/8/6 6/6/8/6 6/6/8/6 1/1/1/0 6/6/8/6 1/1/1/1 4/4/5/4 Weight 4kg -11kg -4kg -5kg 0.5kg 24.5kg

Location Head Face Chest Abdomen Arms Forearms Legs Shins Total

Material Cloth, Unpadded Cloth, Unpadded Cloth, Padded Cloth, Padded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Cloth, Unpadded Total AR

BAR 1 1 2 2 1 1 1 1 1

C/P/S/B 1/1/1/0 1/1/1/0 2/2/2/1 2/2/2/1 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0 1/1/1/0

Weight 0.5kg -1.5kg -0.5kg -0.5kg -3kg

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Europe
Vikings (700-1000 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Steel None Steel Chainmail Steel Chainmail Steel Chainmail Cloth, Padded Steel Chainmail Leather, Soft Total AR Wood, Reinforced BAR 8 0 6 6 6 2 6 1 4 4 C/P/S/B 8/8/8/6 0/0/0/0 4/4/8/6 4/4/8/6 4/4/8/6 2/2/2/1 4/4/8/6 1/1/1/1 3/3/5/4 TAR 2 Weight 4kg -11kg -4kg -5kg 0.5kg 24.5kg 8kg

Norman Knight (900-1300 AD)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large Material Steel Steel Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Total AR Wood, Reinforced BAR 8 8 6 6 6 6 6 6 6 4 C/P/S/B 8/8/8/6 8/8/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 5/5/8/6 TAR 2 Weight 4kg -11kg -5kg 2.5kg 5kg 5kg 32.5kg 8kg

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Crusades (1000-1300)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Cloth, Padded Total AR BAR 0 0 2 2 2 2 2 2 2 C/P/S/B 0/0/0/0 0/0/0/0 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 2/2/2/1 Weight --3kg ---1.5kg -4.5kg

Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large

Material Steel Steel Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Steel Chainmail Total AR Wood, Reinforced

BAR 8 8 6 6 6 6 6 6 6 4

C/P/S/B 8/8/8/6 8/8/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 4/4/8/6 5/5/8/6 TAR 2

Weight 6kg -11kg -5kg 5kg 5kg 5kg 37kg 8kg

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Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Shield, Large

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Material Steel Steel Steel Chainmail Steel Chainmail Steel Chainmail Steel, Splinted over Chain Steel Chainmail Steel Chainmail Total AR Wood, Reinforced BAR 8 8 6 6 6 8 6 6 7 4 C/P/S/B 8/8/8/6 8/8/8/6 4/4/8/6 4/4/8/6 4/4/8/6 8/6/8/6 4/4/8/6 4/4/8/6 5/5/8/6 TAR 2 Weight 6kg -11kg -5kg 5kg 5kg 5kg 37kg 8kg

Scotland (1300s)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Steel Lamellar Steel Lamellar Cloth, Unpadded Leather, Cuir Bouilli Cloth, Padded Leather, Soft Total AR BAR 0 0 7 7 1 4 2 1 3 C/P/S/B 0/0/0/0 0/0/0/0 6/6/8/6 6/6/8/6 1/1/1/0 4/4/4/2 2/2/2/1 1/1/1/1 2/2/3/2 Weight --11kg -0.5kg 2kg 4kg 0.5kg 18kg

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Crossbowman (1300s)
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material None None Leather, Ringed Leather, Ringed Steel Leather, Thick Leather, Thick Leather, Thick Total AR BAR 0 0 3 3 8 2 2 2 3 C/P/S/B 0/0/0/0 0/0/0/0 2/2/4/2 2/2/4/2 8/8/8/6 2/2/2/1 2/2/2/1 2/2/2/1 3/3/3/2 Weight --5kg -4kg 2kg 2.5kg 2.5kg 16kg

1400 AD
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel Steel Steel Steel Steel Steel Total AR BAR 8 8 8 8 8 8 8 8 8 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

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Location Head Face Chest Abdomen Arms Forearms Legs Shins Total

Material Steel Steel Steel Lamellar Steel Lamellar Steel Steel Steel Steel Total AR

BAR 8 8 7 7 8 8 8 8 8

C/P/S/B 8/8/8/6 8/8/8/6 6/6/8/6 6/6/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6

Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

1500 AD
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel Steel Steel Steel Steel Steel Total AR BAR 8 8 8 8 8 8 8 8 8 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

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by Randal Snyder sunderedepoch@hotmail.com

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1600 AD
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel Steel Steel Steel Steel Steel Total AR BAR 8 8 8 8 8 8 8 8 8 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

Location Head Face Chest Abdomen Arms Forearms Legs Shins Total

Material Steel None Steel Steel Leather, Soft Thin Steel Leather, Soft Thin Leather, Soft Thin Total AR

BAR 8 0 8 8 1 8 1 1 4

C/P/S/B 8/8/8/6 0/0/0/0 8/8/8/6 8/8/8/6 1/1/1/1 8/8/8/6 1/1/1/1 1/1/1/1 4/4/4/3

Weight 4kg -11kg -2.5kg 4kg 2.5kg -24kg

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by Randal Snyder sunderedepoch@hotmail.com

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Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel Steel Steel Steel Steel Steel Total AR

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BAR 8 8 8 8 8 8 8 8 8 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

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Fantasy Armor
Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Leather, Cuir Bouilli Cloth, Unpadded Leather, Cuir Bouilli Leather, Cuir Bouilli Leather, Cuir Bouilli Leather, Cuir Bouilli Leather, Cuir Bouilli Leather, Soft Thin Total AR BAR 5 1 5 5 5 5 5 1 4 C/P/S/B 5/5/5/3 1/1/1/0 5/5/5/3 5/5/5/3 5/5/5/3 5/5/5/3 5/5/5/3 1/1/1/1 4/4/4/2 Weight 2kg -5.5kg -2kg 2kg 2.5kg 0.5kg 14.5kg

Location Head Face Chest Abdomen Arms Forearms Legs Shins Total

Material Steel Steel Steel Steel Steel Steel Steel Steel Total AR

BAR 8 8 8 8 8 8 8 8 8

C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6

Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

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by Randal Snyder sunderedepoch@hotmail.com

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Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Steel Steel Steel, Laminated Steel, Laminated Steel, Lamellar Steel Steel, Lamellar Steel Total AR

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BAR 8 8 8 8 7 8 7 8 8 C/P/S/B 8/8/8/6 8/8/8/6 8/8/8/6 8/8/8/6 6/6/8/6 8/8/8/6 6/6/8/6 8/8/8/6 7/7/8/6 Weight 6kg -11kg -4kg 4kg 5kg 5kg 35kg

Location Head Face Chest Abdomen Arms Forearms Legs Shins Total

Material None None Leather, Soft Thin Leather, Soft Thin Cloth, Unpadded Leather, Soft Thick Leather, Soft Thin Leather, Soft Thin Total AR

BAR 0 0 1 1 1 2 1 1 1

C/P/S/B 0/0/0/0 0/0/0/0 1/1/1/1 1/1/1/1 1/1/1/0 2/2/2/2 1/1/1/1 1/1/1/1 1/1/1/1

Weight --1.5kg -1kg 2kg 0.5kg 0.5kg 5.5kg

Arms & Armours of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

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Location Head Face Chest Abdomen Arms Forearms Legs Shins Total Material Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Leather, Soft Thick Total AR

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BAR 2 2 2 2 2 2 2 2 2 C/P/S/B 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 2/2/2/2 Weight 3kg -5.5kg -2kg 2kg 2.5kg 2.5kg 17.5

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Weapons
Almost any object can be used as a weapon. As a result the SEG system uses the following method to help you design weapons for your game.

Designing Weapons
In this section, we cover the basics of weapons, their designs, and accessories. By following the guides below, you can convert almost any type of weapon from the real world into the game. All weapons have the following common traits: 1. Weapon Accuracy 2. Glance Dice 3. Glance Modifier

Weapon Accuracy
All weapons are assumed to be of average quality. However, some weapons may have a modifier to their Accuracy due to their quality. Generally speaking, well-made weapons will give a bonus to the Shot Accuracy while poor quality weapons will give a penalty. Typically this modifier is no greater than +/-1.

Glance Dice
Glance Dice are used to determine how much Damage a weapon is capable of causing. Most weapons have from 1 to 5 dice to roll for Glance. As you can see from the Glance Dice table, no weapon can have less than 1d5 Glance however smaller weapons that become less lethal cause Temporary or Instantaneous damage.
Glance Dice
Dice 1d5 1d5 1d5 2d5 3d5 4d5 Damage Type Instantaneous Temporary Physical Physical Physical Physical Sample Weapons Pepper spray, Cat Scratch Unarmed Attacks, Cat Bite Tiny Weapons (Up to 25cm) Small Weapons (Up to 50cm) Medium Weapons (0.5m to 1m) Large Weapons (Over 1m)

Glance Modifiers
Glance Dice can have modifiers added to them determined by the weight of the weapon, quality, and other considerations.  

Hand weapons add the character’s Strength score to the Glance. Hand weapons add the weight of the weapon to the Glance. Round decimals of .5 up.

Melee Weapons
Melee weapons are objects that are used in close combat, face to face; hand to hand. They have special traits that are different than other weapons.

Melee Weapon Properties
Some melee weapons have special properties. Awkward – Awkward weapons are and cumbersome and less accurate. As a result they suffer a -2 penalty to both attacks and defense. These are typically larger or heavier weapons. Combination – A weapon that combines crushing and piercing, such as a flanged mace or a spiked club, is treated as a crushing weapon for Glance. When a combination weapon hits a character in the head, face, chest, or abdomen and its Glance is equal to or higher than the target’s Resilience, the target must roll a Stun Check even if it did not cause damage. If you Arms & Armours of the Known Realms 30 | P a g e
Unarmed Slashing Crushing Piercing

Weapon Type
1d5 Temp No Change -1d5 Glance, Stun Check -2 Shot Accuracy, +1d5 Damage

are not using hit locations then any attack roll that results in an even number is treated as a head or body shot. In addition, the weapon gains +1d5 physical damage if it penetrates armor. Crush – When a crushing weapon hits a character in the head or face and its Glance is equal to or higher than the target’s Resilience, the target must roll a Stun Check even if it did not cause damage. If you are not using hit by Randal Snyder sunderedepoch@hotmail.com

Free Downloadable Content locations then any attack roll that results in an even number is treated as a head or body shot. Entanglement – Entanglement weapons can be used to entangle an opponent instead of causing damage. Entanglement is treated like a Grab, which is described under Grabbing & Wrestling under the Optional Combat Rules. To break free of entanglement, the character must spend Combat Actions on a Contest to break the hold. Both characters use their appropriate weapon skill and the winner succeeds in their action. Finesse – Finesse weapons are typically light weight and rely on accuracy rather than raw strength. As a result they can use either Precision/Reaction or the Athletics sub-attribute to determine the Shot Accuracy. Flail – A weapon that is a type of flail is flexible and can wrap over shields and around weapons. These weapons cause a -2 penalty to any block with a shield or weapon used against them. Many flails can also cause entanglement. One or Two Handed – Almost all weapons can be used two-handed, however some weapons require two hands due to their size or weight. Generally speaking, a character can use a weapon single-handed if it is about ½ the height of the character. A normal human can be as tall as 2 meters and can use a 1 meter sword single handed. An ogre that is 4 meters

www.SunderedEpoch.org tall could use a 2 meter sword one-handed. The height of the weapon is only a rough estimate and the Narrator has the final rule. If a character uses a single-handed weapon in two hands, they can cause more damage and gain +1d5 bonus to their Glance Roll. Conversely, using a two-handed weapon in one hand will cause a -2 Accuracy and -2 Glance due to lack of leverage. Pierce – Piercing weapons gain a bonus +1d5 physical damage if they penetrate armor and cause damage, but suffer a -2 penalty to the Shot Accuracy since the damaging surface is much smaller and easier to deflect. This extra die is not used for a Glance of Fives. Push – Some weapons can generate enough force to push characters back. If the Glance Roll total is equal to or higher than the target’s Resilience score then they are pushed 1d5 meters. These weapons are typically very heavy and possibly awkward. Shield-like – Weapons with large surface areas can be used like shields to block archery weapons, firearms, etc. and use the weapon’s Defense SA. Slash – Slashing weapons gain no specific bonuses and are considered the standard by which melee weapons are measured.

¤ Defending with Weapons
A character can try to defend against a Melee attack using a hand weapon instead of his Dodge. Unless the weapon is specifically designed for defense it will suffer a -2 penalty to any defense rolls. On a successful block, the weapon absorbs the Glance and could be damaged as a result (see the rules for durability on the website). Most weapons cannot be used to block firearms or archery weapons. However, shield-like weapons can.

Arms & Armours of the Known Realms

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Bagh Nakh (Tiger Claw)
Single-Handed Slash Notes: Length: 0.1m Accuracy: 0 Weight: 0.1kg Glance: 1d5 -4

Bastard Sword
One or Two-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 1.0m Accuracy: 0/-2 Weight: 2.1kg Glance: 3d5 or 4d5 -3

Boar Spear
Two-Handed Length: 2.0m Weight: 2.1kg Crush/Slash/Pierce Accuracy: 0/0/-2 Glance: 3d5c/4d5s/4d5 -3p Notes: Crushing causes Stun Roll if Glance is greater than target’s Resilience Piercing gains +1d5 damage

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Brass Knuckles
Single-Handed Crush Notes: Length: 0.1m Accuracy: 0 Weight: 0.1kg Glance: 1d5 -4

Broadsword
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 0.8m Accuracy: 0/-2 Weight: 1.6kg Glance: 3d5 -3

Bullwhip
Single-Handed Slash Notes: Entanglement Length: 2.0m Accuracy: 0 Weight: 1.0kg Glance: 1d5

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Butcher Knife
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.4m Accuracy: 0/-2 Weight: 0.3kg Glance: 2d5 -5

Chinese Hook Swords
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Entanglement Length: 1.0m Accuracy: 0/-2 Weight: 1.2kg Glance: 3d5 -4

Claymore
Two-Handed Length: 1.2m Slash/Pierce Accuracy: 0/-2 Notes: Piercing gains +1d5 damage Weight: 2.9kg Glance: 4d5 -2

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Cleaver
Single-Handed Slash Notes: Finesse Length: 0.3m Accuracy: 0 Weight: 1.3kg Glance: 2d5 -3

Dagger
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.3m Accuracy: 0/-2 Weight: 0.4kg Glance: 2d5 -4

Dirk
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.3m Accuracy: 0/-2 Weight: 0.4kg Glance: 2d5 -4

Flail
Single-Handed Combination Notes: Piercing gains +1d5 damage Finesse Length: 0.8m Accuracy: 0 Weight: 2.0kg Glance: 2d5 -2

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Flanged Mace
Single-Handed Combination Notes: Crushing forces a Stun Roll Piercing gains +1d5 damage Length: 0.8m Accuracy: 0 Weight: 2kg Glance: 2d5 -2

Glaive
Two-Handed Crush/Slash/Pierce Notes: Crushing forces a Stun Roll Piercing gains +1d5 damage Length: 2.3m Accuracy: 0/0/-2 Weight: 4.0kg Glance: 3d5/4d5 -1

Halberd
Two-Handed Crush/Slash/Pierce Notes: Crushing forces a Stun Roll Piercing gains +1d5 damage Entanglement Length: 2.3m Accuracy: 0/0/-2 Weight: 4.0kg Glance: 3d5/4d5 -1

Hand Axe
One-Handed Length: 0.5m Crush/Slash Accuracy: 0/0 Notes: Crushing forces a Stun Roll Weight: 1.6kg Glance: 1d5/2d5 -2

Hurlbat
One-Handed Crush/Slash/Pierce Notes: Piercing gains +1d5 damage Length: 0.4m Accuracy: 0/0/-2 Weight: 1.0kg Glance: 3d5/4d5 -1

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Kama
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Entanglement Length: 0.5m Accuracy: 0/-2 Weight: 1.0kg Glance: 2d5 -4

Katana
One or Two Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 1.0m Accuracy: 0/-2 Weight: 1.4kg Glance: 3d5 -3

Longsword
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 1.0m Accuracy: 0/-2 Weight: 1.5kg Glance: 3d5 -3

Machete
One-Handed Slash Notes: Length: 0.8m Accuracy: 0 Weight: 1.0kg Glance: 3d5 -4

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Main Gauche
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.5m Accuracy: 0/-2 Weight: 0.6kg Glance: 2d5 -4

Rapier
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 1.0m Accuracy: 0/-2 Weight: 0.8kg Glance: 3d5 -4

Sabre
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 0.9m Accuracy: 0/-2 Weight: 1.4kg Glance: 3d5 -3

Scimitar
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Length: 0.9m Accuracy: 0/-2 Weight: 1.4kg Glance: 3d5 -3

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Stiletto
One-Handed Length: 0.3m Pierce Accuracy: -2 Notes: Piercing gains +1d5 damage Weight: 0.3kg Glance: 2d5 -5

Shuriken
One-Handed Length: 0.2m Pierce Accuracy: -2 Notes: Piercing gains +1d5 damage Weight: 0.1kg Glance: 1d5 -5

Tanto
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.3m Accuracy: 0/-2 Weight: 0.6kg Glance: 2d5 -4

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Triple Dagger
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 1.0m Accuracy: 0/-2 Weight: 0.8kg Glance: 3d5 -4

Wakizashi
Single-Handed Slash/Pierce Notes: Piercing gains +1d5 damage Finesse Length: 0.6m Accuracy: 0/-2 Weight: 0.8kg Glance: 2d5 -4

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