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 QualityProfile ChangesPrice
InferiorIncreases weight class by one step-25%
CommonNo change-
SuperiorDecreases 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

TypeARMagic ARQualitiesENC/Piece (Suit)ELPrice/Location (Suit)
Partial Chitin11 fire-1 (6)20030 limb / 60 body (210)
Partial Leather11 fireLight2 (12)15025 limb / 50 body (175)
Partial Fur11 frostLight2 (12)10020 limb / 40 body (140)
Partial Netch Leather11 shockLight2 (12)20030 limb / 60 body (210)
Partial Bone2-Medium3 (18)10025 limb / 50 body (175)
Partial Bonemold2-Light2 (12)30050 limb / 100 body (350)
Partial Iron3-Medium3 (18)20050 limb / 100 body (350)
Partial Moonstone31 magicMedium2 (12)50090 limb / 180 body (630)
Partial Dreugh Hide41 magicMedium, Magic3 (18)300100 limb / 200 body (700)
Partial Steel4-Medium3 (18)30075 limb / 150 body (525)
Partial Mithril41 magicMagic1 (6)900300 limb / 600 body (2100)
Partial Dwemer51 magicMedium, Magic4 (24)400150 limb / 300 body (1050)
Partial Orichalcum5-Medium4 (24)400100 limb / 200 body (700)
Partial Adamantium52 magicMedium4 (24)1000500 limb / 1000 body (3500)
Partial Dragonscale52 magicLight, Magic2 (12)12502500 limb / 5000 body (17500)
Partial Malachite52 magicMagic1 (6)200750 limb / 1500 body (5250)
Partial Ebony63 magicHeavy, Magic5 (30)12501500 limb / 3000 body (10500)
Partial Stalhrim66 frostMedium, Magic4 (24)10002000 limb / 4000 body (14000)
Partial Daedric66 magicHeavy, Magic5 (30)15003000 limb / 6000 body (21000)
Partial Dragonbone77 magicHeavy, Magic5 (30)15005000 limb / 10000 body (35000)
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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

TypeARMagic ARQualitiesENC/Piece (Suit)ELPrice/Location (Suit)
Full Padded2-Medium3 (18)5020 limb / 40 body (140)
Full Hide22 frostMedium3 (18)5030 limb / 60 body (210)
Full Chitin31 fireLight2 (12)20060 limb / 120 body (420)
Full Leather31 fireMedium3 (18)15050 limb / 100 body (350)
Full Netch Leather31 shockMedium3 (18)20060 limb / 120 body (420)
Full Fur31 frostMedium3 (18)10040 limb / 80 body (280)
Full Bone4-Heavy4 (24)10050 limb / 100 body (350)
Full Bonemold4-Medium3 (18)300100 limb / 200 body (700)
Full Iron5-Heavy4 (24)200100 limb / 200 body (700)
Full Moonstone52 magicMedium3 (18)500180 limb / 360 body (1260)
Full Dreugh Hide62 magicHeavy, Magic4 (24)300200 limb / 400 body (1400)
Full Steel6-Heavy4 (24)300150 limb / 300 body (1050)
Full Mithril62 magicLight, Magic2 (12)900600 limb / 1200 body (4200)
Full Dwemer72 magicHeavy, Magic5 (30)400300 limb / 600 body (2100)
Full Orichalcum7-Heavy5 (30)400200 limb / 400 body (1400)
Full Adamantium73 magicHeavy5 (30)10001000 limb / 2000 body (7000)
Full Malachite73 magicLight, Magic2 (12)2001500 limb / 3000 body (10500)
Full Dragonscale75 magicMedium, Magic3 (18)12505000 limb / 10000 body (35000)
Full Ebony84 magicSuper-Heavy, Magic6 (36)12503000 limb / 6000 body (21000)
Full Stalhrim88 frostHeavy, Magic5 (30)10004000 limb / 8000 body (28000)
Full Daedric88 magicHeavy, Magic6 (36)15006000 limb / 12000 body (42000)
Full Dragonbone99 magicSuper-Heavy, Magic6 (36)150010000 limb / 20000 body (70000)
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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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10 items under this folder.