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Advanced Armour and Hit Location Rules
by Wayne Imlach

These rules are designed to be used in conjunction with my alternative weapon damage system, although they should also work reasonably well with traditional Dragon Warriors rules. They incur a little more book keeping for players and GM, but allow really detailed customization of how a warrior looks, and the exact armour he wears.

Characters now have four separate areas of the body to worry about when arming themselves and receiving damage: Head, Torso, Arms and Legs. In combat, this translates to a Hit Chart to be used to determine where a blow has landed. A d10 is rolled, and the following chart consulted:

1: Head

2-5: Torso

6-8: Arms

9-10: Legs

Characters can also try to aim specifically for a body location. For every point of attack the character takes as a penalty to strike, he may modify the Hit Chart roll by a similar amount toward the chosen location. As an example, Svarl the Barbarian takes a -4 penalty to his attack, and tries to aim for the head of his opponent, Hurg the Helmless (who is haevily armoured on all locations bar head). He successfully strikes his opponent, and rolls on the Hit Chart: 7 (arms). This is reduced by -4 to give a final result of 3 (torso). Close, but not close enough. The blow glances off Hurg's mighty breastplate, and the combat continues.

Fighting from an elevated position (such as horseback) may modify the d10 roll by -1 or -2, at the GM's discretion. Similarly, fighting at a height disadvantage may add +1 or +2 to the roll.

Now that characters have Hit Locations, they may want to customise the armour they wear. Armour is now broken down into it's constituent parts, so you can wear as much or as little as you want. Armour has an Encumbrance value, and each profession can wear up to a certain encumbrance of armour before taking combat penalties.

Knights and Warlocks: 24 encumbrance

Barbarians, Foresters and Tricksters: 18 encumbrance

Assassins, Mystics and Sages: 12 encumbrance

Elementalists and Sorcerers: 6 encumbrance

Every 2 points of encumbrance over the maximum for a profession incurs a penalty of -2 Attack, -1 Defence and -1 Evasion. A penalty of -5% (-1 casting ability) chance of miscasting spells for every 2 points over encumbered also applies to Elementalists and Sorcerers.

Particularly strong or weak characters may wear more or less armour. Modify maximum encumbrance by a characters strength, as shown on the following chart:


As many as two (or even three in certain cases) layers of armour may be worn on any location, subject to common sense. Two pot helms is ridiculous, but a mail hood and a pot helm on top is acceptable.


TypeAreas Covered (AF given)EncumbranceFlorins
Pot HelmHead (1)115
Nasal Helm & CoifHead (2)230
Mail HoodHead (3)260
Full Helm (Visored)Head (3)370
Heavy Cloth/Soft Leather
VestTorso (1)215
JerkinTorso & Arms (1)320
HauberkTorso, Arms & Legs (1)430
LeggingsLegs (1)210
BootsLegs (1)115
Ring Mail/Studded Leather
VestTorso (2)360
JerkinTorso (2) & Arms (1)470
HauberkTorso (2), Arms (1) & Legs (1)590
Chain Mail
VestTorso (3)4140
Half JerkinTorso (3) & Arms (2)5180
JerkinTorso & Arms (3)6200
Half HauberkTorso (3), Arms (2) & Legs (2)6230
HauberkTorso (3), Arms (3) & Legs (2)7250
Half SurcoatTorso (3), Arms (2) & Legs (3)7300
SurcoatTorso (3), Arms (3) & Legs (3)8340
LeggingsLegs (3)4200
GlovesArms (1)140
Hero HarnessTorso (1)250
BreastplateTorso (3)380
Back PlateTorso (3)280
Shoulder PlatesArms (0.5)160
Brassairts (upper arm)Arms (0.5)130
Elbow GuardsArms (0.5)160
Vambraces (forearm)Arms (1)140
GauntletsArms (0.5)1100
Guissarts (thigh)Legs (0.5)180
Knee GuardsLegs (0.5)160
Greaves (shin)Legs (1)140
Sollerets (foot)Legs (0.5)150

In the cases of arm and leg armour, the above cost and encumbrance values represent buying a set for both limbs.

Helms, chain mail and plate may be bought at improved quality.

If applied to Arm or Leg Plate, the above values are only added to the whole set, not each individual part. A full arm of plate would normally be AF 3, Encumbrance 5. If bought at Superior Quality, it would be AF 4, Encumbrance 4.

Note also that the Encumbrance reduction only applies if the armour fits well - unless you are of the same build as the armour's intended wearer, no bonus is gained.


Coif: Chain mail covering neck and upper shoulders.

Jerkin: Jacket covering body and arms.

Half: Indicates short sleeved version (up to elbow only).

Hauberk: Long jacket covering body, upper legs and arms.

Hero Harness: Small chest plate, held by straps.

Surcoat: Long coat covering body, legs and arms.

Vest: Covers body only.

An example Knight Character, in full armour

Mail hood and nasal helm. Mail hauberk, with mail leggings. Front and back plate, with shoulder, elbow and forearm plate. Knee guards with greaves, including sollerets.

Head - AF: 5
Torso - AF: 6
Arms - AF: 5
Legs - AF: 5

Total Encumbrance: 24

An example Barbarian Character

Mail hood and pot helm. Chain mail half hauberk, with Hero harness. Vambraces and mail gloves. Heavy cloth leggings, with leather boots and greaves (technically 3 pieces of leg armour, but an acceptable case. GM discretion and common sense should be applied in such situations).

Head - AF: 4
Torso - AF: 4
Arms - AF: 4
Legs - AF: 4

Total Encumbrance: 18

Very wealthy characters might be able to increase the maximum armour values on some locations by up to 2 points, by purchasing superior quality armour. A knight could thus have an AF of 8 on his Torso! This is rare however, and only the wealthiest of adventurers would pay for armour of such craftsmanship.

Indirect Attack Spells and Other Effects

Where damage is applied to no specific body area, such as from a blasting spell, take the average armour factor of all areas to determine damage reduction. This can also be used if you do not wish to employ the hit location rules; allow the players to customize their characters armour, but at the end of the day use the average of all locations to determine the characters overall AF.

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