Armour in Beyond Ragnarok | World Anvil

Armour


Armour General Requirements

Safety

For all armour types and locations, safety concerns must be adhered to with the construction of the armour. Any metal or polyurethane (or similar) armour, including studded leathers will be subject to inspection.

  • Armour should always be securely fastened to you, to stop the armour moving needlessly.
  • All armour should have rolled or non-sharp edges. Sharp edges on armour it will be failed.
  • All armour and straps should be securely attached together to prevent breaking and separation of armour pieces.

  • Armour Types

    Light Armour

    Light Armour encompasses Leather and similar materials, including thick suede and padded material (e.g. gambesons). Leather armour can be rigid, flexible or studded leather.

    Studs and rivets used to assemble/decorate the armour must protrude no more than 0.25” (approx. 6mm) above the surface of the material and must be firmly secured to the armour. Sharpened studs/rivets are strictly prohibited.

     

    Heavy Armour

    Heavy Armour encompasses Metal and similar materials with metallic appearance, such as Polyurethane. Ideally, this should be comprised of Chainmail and Lamellar style armours, as medieval plate does not fit the era; this does not mean that this style of armour is not permitted, this is a preference!

    Care should be taken to ensure that chainmail links are fully closed to prevent damaging weapons or injuring people.

    Care should be taken to prevent ‘pinch points’ or overlaps in the armour where fingers or weapons could be trapped and cause injury.

    Plastic/Polyurethane armour should be in good condition and flexible enough to take repeated weapon blows without cracking or shearing.

    The edges of the armour should be rolled or filed smooth so that there are no burrs or sharp edges, depending on the thickness of the material. Sharpened studs/rivet are strictly prohibited.


    Coverage

    50% Coverage

    To receive any benefit from wearing armour, there must be a minimum of 50% coverage on each location for that location to gain any additional Armour Points (AP). For Light Armour (Leather) this amount of coverage would grant 1AP, and for Heavy Armour (Metal) this amount of coverage would grant 2AP.

    The diagram below shows two examples of how this could be achieved for each location. However, armour can be combined in many ways to achieve the desired effect. It is not a requirement that armour makes a complete connection around the limb or torso, as LARP armour usually instead attaches via belts or buckles, which count towards the coverage.


    75% Coverage

    Armour covering at least 75% of a location provides additional Armour Points to that location, i.e. Light Armour grants 2AP and Heavy Armour grants 3AP.

    The diagram below shows an example of how this could be achieved for each location. However, armour can be combined in many ways to achieve the desired effect. As with the previous example, it is not a requirement that armour makes a complete connection around the limb or torso, as LARP armour usually instead attaches via belts or buckles, which count towards the coverage.