| Armor Type | Slashing | Piercing | Blunt | Ranged | Integrity Failure | Defense Dice | Vitality Cost | Movement Penalty |
Forged Plate Armor | ||||||||
| Damage Resistance | 100 + 100% CR | 100 + 50% CR | 100 + 25% CR | 100 + 100% CR | 7 | -2 Dice / Breastplate | +2 Vitality / Action | Breastplate -1 Feet per Second |
| Injury Reduction | 40% of Total DR | 20% of Total DR | 15% of Total DR | 30% of Total DR | 7 | -1 Die / Upper Half | +1 Vitality / Action | Upper Half -1 Feet per Second |
| Breakaway | 250% of Total DR | 100% of Total DR | 75% of Total DR | 200% of Total DR | 7 | -1 Die / Lower Half | +1 Vitality / Action | Lower Half -1 Feet per Second |
| Chain Hauberk - 35 lbs. / Chain Shirt - 20 lbs. | ||||||||
| Damage Resistance | 75 +100% CR | 75 + 10% CR | 75 + 15% CR | 75 + 25% CR | 6 | Hauberk -2 Defense Dice | +2 Vitality / Action | Hauberk -1 Feet per Second |
| Injury Reduction | 30% of Total DR | 10% of Total DR | 15% of Total DR | 20% of Total DR | 6 | Shirt -1 Defense Dice | +1 Vitality / Action | Shirt -0 Feet per Second |
| Breakaway | 200% Total DR | 50% of Total DR | 150% of Total DR | 75% of Total DR | 6 | |||
| Brigandine | ||||||||
| Damage Resistance | 80 + 100% CR | 80 + 20% CR | 80 + 30% | 80 + 30% CR | 6 | |||
| Injury Reduction | 35% of Total DR | 15% of Total DR | 15% of Total DR | 25% of Total DR | 6 | |||
| Breakaway | 225% of Total DR | 75% of Total DR | 175% of Total DR | 100% of Total DR | 6 | |||
| Gambeson | ||||||||
| Damage Resistance | 30 + 50% CR | 30 + 10% CR | 30 + 20% CR | 30 + 30% CR | 3 | -0 Defense Dice | +0 Fatigue / Action | -0 Feet per Second |
| Injury Reduction | 15% of Total DR | 10% of Total DR | 15% of Total DR | 10% of Total DR | 3 | |||
| Breakaway | 80% of Total DR | 50% of Total DR | 200% of Total DR | 150% of Total DR | 3 | |||
Character’s have an option to wear Armor and/or use Spells to grant Damage Reduction. Once an Attack is made and determined that it hit, the attacker then rolls their damage and announces that number to the defender hit. The defender, if armor or spells are granting Damage Resistance, reduces the Attacker’s damage by the Damage Resistance number.
Example: An Attacker uses a mace to attack another entity using a staff. The Mace Attack rolls a 98 to Hit, the Staff Defender rolls a 54 to Defend. The Attack takes the difference (44). This gives the Mace Attack a Damage Event roll of 44. The Attacker rolls Event 44 with all appropriate bonuses and ends with a result of 212. On the Hit Chart he rolls a 7 which is the Right Elbow. The Defender is wearing Chain with a Damage Resistance of 134. He takes the 212 dealt Damage and subtracts 134 from it giving a total of 78 total Blunt damage dealt.
The damage would be logged, and Injury Reduction would be checked to see how many, if any, injuries were inflicted.
Every time your Injury Reduction number has been met, you sustain 1 Injury to the current body part.
This is based on damage taken AFTER Damage Resistance has subtracted from the total Damage Roll.
Example: Your IR is 28. An axe strikes your leg, dealing 58 points of damage after your Damage Resistance. The first 28 damage to the leg caused 1 Injury, while the second 28 damage caused another Injury. You would write down the total 58 damage in the appropriate column.
Breakaway is the concept of how much damage your Armor can take before it is tore, cut through, rent, dented and eventually damaged beyond repair. Each Armor piece has a Breakaway (BA) number, and using the chart described below, explains what occurs when each Breakaway number is met to the individual Hit Chart spot.
Breakaway and Injury Reduction are reflected by the current Damage Resistance number. So if the Damage Resistance ever lowers, the Breakaway and Injury Reduction will be recalculated to show the current value.
Note: The multipliers of x2, x4, x8 and x16 happen in that order and also, are shown based upon one singular Attack or Effect.
With the encumbrance of the weight and placement of armor, you might or can have Defense Dice penalties to your Evade, Dodge, and Flank defenses.
These can be overcome by Specializations or Expertise and training.
Note: While armor was heavy and could be encumbering, they also made them mobile and individuals could fight and move for long periods of time. The idea that soldiers had to be picked up from falling, hoisted onto their horse via a crane and that they couldn't move hardly at all, is just plainly a myth.
A Vitality per Action penalty is an extra Vitality cost applied any time Vitality is spent.
Every 3 Spellpower rolled, equals 1 degree in Fahrenheit of change.
Your Elemental Damage Resistance works once.
| PLATE | SLASHING | PIERCING | BLUNT | RANGED | ELEMENTAL | INTEGRITY FAILURE | WEIGHT/LBS. | DEFENSE DICE | PHYSICAL ACTION VITALITY |
| Damage Resistance | 100 + 100% CR | 100 + 150% CR | 100 + 80% CR | 100 + 150% CR | 5 x Crafting Roll | 7 | Breastplate / | -2 Dice | +2 Fatigue / Action |
| Injury Reduction | 30% of Total DR | 30% of Total DR | 20% of Total DR | 30% of Total DR | 10% of Total DR | 7 | Gauntlets, Pauldrons / | -1 Dice | +1 Fatigue / Action |
| Breakaway | 200% Total DR | 150% Total DR | 100% Total DR | 200% Total DR | 20% of Total DR | 7 | Tassets, Sabatons / | -1 Dice | +1 Fatigue / Action |


| Chain | Slashing | Piercing | Blunt | Ranged | Integrity Failure | WEIGHT/LBS. | Evade/Dodge Dice | ACTION FATIGUE |
| Damage Resistance | 80 + 100% CR | 20 + 50% CR | 40 + 60% CR | 20 + 50% CR | 6 | Chain Shirt | -1 Dice | +2 Fatigue / Action |
| Injury Reduction | 30% of Total DR | 20% of Total DR | 20% of Total DR | 10% of Total DR | 6 | Chain Hauberk | -2 Dice | |
| Breakaway | 200% Total DR | 100% Total DR | 150% Total DR | 100% Total DR | 6 | |||







