Armor & Armor Points
A character’s Armor value is determined by the best armor they are wearing.
| Armor Type | Armor Value | Typical Equipment |
|---|---|---|
| None | 0 | Unarmored or padded clothing |
| Leather | 1 | Leather jerkin, studded leather |
| Chain | 2 | Chainmail, scale mail |
| Plate | 4 | Full plate armor |
Armor Points (AP)
Rather than directly decreasing Damage or being a target to be rolled against for an accuracy die roll, your Armor score is instead used to calculate Armor Points (AP). AP is, functionally, an ablative pool of additional HP.
Your AP is derived from Armor × HD. This represents the armor’s structural capacity to absorb damage before it is compromised; it is relative to the strength of the character who is wearing the armor.
Each time a character takes Physical damage, AP is reduced before HP, at a rate of 1 AP per 2 damage (or fraction thereof). When AP reaches 0, the armor is breached and all subsequent damage goes directly to HP.
Armor and Speed
Characters wearing chain armor reduce their Run speed by 5’. Characters wearing plate armor reduce their Run speed by 10’.
Shields
A shield provides +1 Armor Value against Physical damage from the direction the shield is facing. Shields can be sacrificed (destroyed) to negate one hit entirely.
Healing Armor
Your AP recovers when you Rest Rest, similar to HP. See the rules for resting to find out how.