Post by aribjorn on Nov 1, 2012 15:06:44 GMT -5
Historical Norse armour consisted of helmets, round shields, and chain hauberks or leather tunics. Heavier plate armour had not yet been invented, and Viking helmets were certainly not horned.
In Dwarven Glory, the available types of armour are expanded to reflect both the ingenuity of dwarves as well as the fantasy milieu. And horned helmets are de rigueur as a post-Ragnarök fashion statement.
As noted in the Core Rules, a lower AC makes you harder to hit, but is detrimental in other ways. Listed here are additional armour types and special options. The expanded armour table also provides movement rates for humans, dwarves, and elves.
Shields: The expanded armour table adds small shields. A small shield’s AC bonus can only be used against a single attack per round. You can carry other items in that hand, although you cannot use weapons with it. A large shield is so heavy that you can’t use your shield hand for anything else.
Class Restrictions: Fighters may use all armour and shield types without restriction. A thief cannot use thieves’ tools while wearing heavy armour or using a shield. A runecaster cannot prepare or trigger runes while wearing medium or heavy armour or using a shield.
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Expanded Armour Table
Cost Armour Movement Rate
Class Human Dwarf Elf
Light Armour:
Unarmoured – 9 12″ 9″ 15″
Skins / Furs 5 gp 8 12″ 9″ 15″
Soft Leather 10 gp 8 12″ 9″ 15″
Hide Armour 15 gp 7 12″ 9″ 15″
Leather Jerkin 20 gp 7 12″ 9″ 15″
Medium Armour:
Ring Mail 40 gp 6 10½” 8″ 10½”
Chain Byrnie 75 gp 6 10½” 8″ 10½”
Chain Hauberk 150 gp 5 9″ 7½” 9″
Breastplate 250 gp 5 9″ 7½” 9″
Heavy Armour:
Double Chain 300 gp 4 7½” 7″ 7½”
Plate & Chain 750 gp 4 7½” 7″ 7½”
Dwarven Plate 1500 gp 3 6″ 6″ 6″
Shields:
Small Shield 10 gp -1 * – – –
Large Shield 20 gp -1 – – –
* A small shield’s AC bonus can only be used against a single attack per round.
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Special Armour Qualities
In general, the following qualities do not stack with one another. You cannot, for example, have dwarfcraft mastercraft adamantine dwarven plate armour.
Dwarfcraft Armour: These dwarf-made armour suits function like the normal versions except that they improve the armour’s AC by 1. Only metal armour can have the dwarfcraft quality. Cost: Standard armour price + 300 gp.
Mastercraft Armour: These well-made armour suits function like the normal versions except that they are considered a half ‘step’ lighter than normal (equal to 1 AC point) for purposes of movement. Cost: Standard armour price + 150 gp.
Mithral Armour: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armour. Mithral armour is considered one ‘step’ lighter than normal (equal to 2 AC points) for purposes of movement. Cost: Standard armour price + 1000 gp for light armour, + 4000 gp for medium armour, and + 9000 gp for heavy armour.
Adamantine Armour: This ultrahard metal adds to the quality of a suit of armour. Armour made from adamantine grants its wearer Damage Reduction of 1 (DR 1/-). This DR is non-magical in nature. Cost: Standard armour price + 5000 gp.
In Dwarven Glory, the available types of armour are expanded to reflect both the ingenuity of dwarves as well as the fantasy milieu. And horned helmets are de rigueur as a post-Ragnarök fashion statement.
As noted in the Core Rules, a lower AC makes you harder to hit, but is detrimental in other ways. Listed here are additional armour types and special options. The expanded armour table also provides movement rates for humans, dwarves, and elves.
Shields: The expanded armour table adds small shields. A small shield’s AC bonus can only be used against a single attack per round. You can carry other items in that hand, although you cannot use weapons with it. A large shield is so heavy that you can’t use your shield hand for anything else.
Class Restrictions: Fighters may use all armour and shield types without restriction. A thief cannot use thieves’ tools while wearing heavy armour or using a shield. A runecaster cannot prepare or trigger runes while wearing medium or heavy armour or using a shield.
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Expanded Armour Table
Cost Armour Movement Rate
Class Human Dwarf Elf
Light Armour:
Unarmoured – 9 12″ 9″ 15″
Skins / Furs 5 gp 8 12″ 9″ 15″
Soft Leather 10 gp 8 12″ 9″ 15″
Hide Armour 15 gp 7 12″ 9″ 15″
Leather Jerkin 20 gp 7 12″ 9″ 15″
Medium Armour:
Ring Mail 40 gp 6 10½” 8″ 10½”
Chain Byrnie 75 gp 6 10½” 8″ 10½”
Chain Hauberk 150 gp 5 9″ 7½” 9″
Breastplate 250 gp 5 9″ 7½” 9″
Heavy Armour:
Double Chain 300 gp 4 7½” 7″ 7½”
Plate & Chain 750 gp 4 7½” 7″ 7½”
Dwarven Plate 1500 gp 3 6″ 6″ 6″
Shields:
Small Shield 10 gp -1 * – – –
Large Shield 20 gp -1 – – –
* A small shield’s AC bonus can only be used against a single attack per round.
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Special Armour Qualities
In general, the following qualities do not stack with one another. You cannot, for example, have dwarfcraft mastercraft adamantine dwarven plate armour.
Dwarfcraft Armour: These dwarf-made armour suits function like the normal versions except that they improve the armour’s AC by 1. Only metal armour can have the dwarfcraft quality. Cost: Standard armour price + 300 gp.
Mastercraft Armour: These well-made armour suits function like the normal versions except that they are considered a half ‘step’ lighter than normal (equal to 1 AC point) for purposes of movement. Cost: Standard armour price + 150 gp.
Mithral Armour: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armour. Mithral armour is considered one ‘step’ lighter than normal (equal to 2 AC points) for purposes of movement. Cost: Standard armour price + 1000 gp for light armour, + 4000 gp for medium armour, and + 9000 gp for heavy armour.
Adamantine Armour: This ultrahard metal adds to the quality of a suit of armour. Armour made from adamantine grants its wearer Damage Reduction of 1 (DR 1/-). This DR is non-magical in nature. Cost: Standard armour price + 5000 gp.