A given piece of armor protects a single hit location on a character’s body. The standard uniform of the Imperial Legionnaire, for example, is a steel breastplate (body), helmet (head), pauldrons/bracers (arms), and greaves/boots (legs).
A piece of armor’s Armor Rating (AR) is a measure of how much protection it offers to that hit location: any physical attacks that strike that hit location have their damage reduced by its AR. Some armors also have additional AR values that protect against other damage types (such as magic AR).
Armor & Shield Quality
The overall quality with which a piece of armor is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the profile.
| Item Quality | Profile Changes | Price |
|---|---|---|
| Inferior | Increases weight class by one step | -25% |
| Common | No change | - |
| Superior | Decreases weight class by one step | +100% |
Special Armor Qualities
Certain extra qualities that can be used to enhance existing armor. Often only provided by skilled craftsmen.
Armor Qualities
Many armor pieces and shields possess special rules, known as Armor Qualities, that represent specific effects or certain differences between armor types.
Weight Classes
Most armors and shields have a weight class, reflected by one of the qualities below, that represents how heavy and restrictive that armor is. When wearing multiple different types of armor and/or carrying a shield, the character always uses the effects of their heaviest armor piece.
Worn Armor
Worn armor encompasses anything that a character wears to protect their body from harm.
Armor Rating & Hit Locations
Armor Classes
Instead of trying to keep track of the myriad styles of armor that exist, all armor in the UESRPG is divided into one of two classes: partial and full armor.
Partial Armor Types
Partial Armor (Armor Quality)
Partial Armor is any piece of armor that does not entirely cover the hit location it is protecting. As a result it typically offers lower protection than full armor but weighs much less.
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Partial Armor Types
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Type AR Magic AR Qualities ENC/Piece (Suit) EL Price/Location (Suit) Partial Chitin 1 1 fire - 1 (6) 200 30 limb / 60 body (210) Partial Leather 1 1 fire Light 2 (12) 150 25 limb / 50 body (175) Partial Fur 1 1 frost Light 2 (12) 100 20 limb / 40 body (140) Partial Netch Leather 1 1 shock Light 2 (12) 200 30 limb / 60 body (210) Partial Bone 2 - Medium 3 (18) 100 25 limb / 50 body (175) Partial Bonemold 2 - Light 2 (12) 300 50 limb / 100 body (350) Partial Iron 3 - Medium 3 (18) 200 50 limb / 100 body (350) Partial Moonstone 3 1 magic Medium 2 (12) 500 90 limb / 180 body (630) Partial Dreugh Hide 4 1 magic Medium, Magic 3 (18) 300 100 limb / 200 body (700) Partial Steel 4 - Medium 3 (18) 300 75 limb / 150 body (525) Partial Mithril 4 1 magic Magic 1 (6) 900 300 limb / 600 body (2100) Partial Dwemer 5 1 magic Medium, Magic 4 (24) 400 150 limb / 300 body (1050) Partial Orichalcum 5 - Medium 4 (24) 400 100 limb / 200 body (700) Partial Adamantium 5 2 magic Medium 4 (24) 1000 500 limb / 1000 body (3500) Partial Dragonscale 5 2 magic Light, Magic 2 (12) 1250 2500 limb / 5000 body (17500) Partial Malachite 5 2 magic Magic 1 (6) 200 750 limb / 1500 body (5250) Partial Ebony 6 3 magic Heavy, Magic 5 (30) 1250 1500 limb / 3000 body (10500) Partial Stalhrim 6 6 frost Medium, Magic 4 (24) 1000 2000 limb / 4000 body (14000) Partial Daedric 6 6 magic Heavy, Magic 5 (30) 1500 3000 limb / 6000 body (21000) Partial Dragonbone 7 7 magic Heavy, Magic 5 (30) 1500 5000 limb / 10000 body (35000)
Full Armor Types
Full Armor (Armor Quality)
Full Armor is any piece of armor that almost entirely covers the hit location it is protecting. As a result it typically offers improved protection at the cost of increased weight. The combination of an armor’s class and materials are what make up its complete profile. It is these combinations that characters choose from when picking armor. Unlike the weapon tables on the previous pages, the armor tables on the next page have already factored in the effects of an armor’s material. Simply pick the one you want, and you’re ready to go!
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Full Armor Types
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Type AR Magic AR Qualities ENC/Piece (Suit) EL Price/Location (Suit) Full Padded 2 - Medium 3 (18) 50 20 limb / 40 body (140) Full Hide 2 2 frost Medium 3 (18) 50 30 limb / 60 body (210) Full Chitin 3 1 fire Light 2 (12) 200 60 limb / 120 body (420) Full Leather 3 1 fire Medium 3 (18) 150 50 limb / 100 body (350) Full Netch Leather 3 1 shock Medium 3 (18) 200 60 limb / 120 body (420) Full Fur 3 1 frost Medium 3 (18) 100 40 limb / 80 body (280) Full Bone 4 - Heavy 4 (24) 100 50 limb / 100 body (350) Full Bonemold 4 - Medium 3 (18) 300 100 limb / 200 body (700) Full Iron 5 - Heavy 4 (24) 200 100 limb / 200 body (700) Full Moonstone 5 2 magic Medium 3 (18) 500 180 limb / 360 body (1260) Full Dreugh Hide 6 2 magic Heavy, Magic 4 (24) 300 200 limb / 400 body (1400) Full Steel 6 - Heavy 4 (24) 300 150 limb / 300 body (1050) Full Mithril 6 2 magic Light, Magic 2 (12) 900 600 limb / 1200 body (4200) Full Dwemer 7 2 magic Heavy, Magic 5 (30) 400 300 limb / 600 body (2100) Full Orichalcum 7 - Heavy 5 (30) 400 200 limb / 400 body (1400) Full Adamantium 7 3 magic Heavy 5 (30) 1000 1000 limb / 2000 body (7000) Full Malachite 7 3 magic Light, Magic 2 (12) 200 1500 limb / 3000 body (10500) Full Dragonscale 7 5 magic Medium, Magic 3 (18) 1250 5000 limb / 10000 body (35000) Full Ebony 8 4 magic Super-Heavy, Magic 6 (36) 1250 3000 limb / 6000 body (21000) Full Stalhrim 8 8 frost Heavy, Magic 5 (30) 1000 4000 limb / 8000 body (28000) Full Daedric 8 8 magic Heavy, Magic 6 (36) 1500 6000 limb / 12000 body (42000) Full Dragonbone 9 9 magic Super-Heavy, Magic 6 (36) 1500 10000 limb / 20000 body (70000)
Armor Attributes
All armor pieces have these attributes associated with them:
Qualities
Any armor qualities the armor has.
ENC
The Encumbrance value for a given piece of armor. ENC is halved when armor is worn (but not for carried shields).
Enchant Level (EL)
The maximum Soul Energy of any enchantment that can be placed on the piece of armor.
Price
The price of the armor piece in Drakes both for an individual piece (for one hit location) and the full suit.
Shields
Shields are defensive weapons used to protect their wielders from enemy attack. They are considered a type of armor in this system but do not follow the normal rules for armor.
Block Rating
Block Rating
Instead of an AR, shields have a Block Rating (BR), which reflects a combination of the shield’s coverage and toughness. If a character blocks an attack with a shield, then the attacker rolls damage with the attacking weapon. If the damage result is less than or equal to the shield’s BR, nothing happens. If the damage result exceeds the shield’s BR, then the character takes that damage on their shield arm. Shields count their BR as being half as much (round up) against attacks that deal magic damage unless they have a unique BR listed for magical attacks.
This reflects the way that, while a shield can protect its user from harm, using a shield to block repeated heavy hits can quickly drain a defender’s energy even if they are still able to avoid direct harm. Eventually they will find themselves tiring and unable to maintain their defense.
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Shield Types
Tower Shield
All shields can be purchased as a tower shield instead. Tower shields are 1 weight class heavier (to a maximum of super-heavy) than a normal shield of their type, have 1 higher ENC, and cost 25% more. Tower shields grant the wielder a +10 bonus to tests made to block attacks, but carrying one reduces a character’s Speed by 1.
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Targe
All shields can be purchased as a targe instead. Targes are 1 weight class lower than normal Shields of their type and cost 25% less. Targes halve their BR (rounding up) and count as a free hand, but only for wielding Small weapons or when grappling.
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Buckler
All shields can be purchased as a buckler instead. Bucklers are 1 weight class lower than a normal shield of their type, have 1 lower ENC, and cost 25% less. Bucklers can not Block (Reaction). Instead, they add an extra degree of success to all successful Parry (Reaction) tests. Additionally, when the defender wins an opposed Parry test they always gain Advantage, but they must pay the AP cost if picking the Special Action Advantage.
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