
Damage to armor (optional)
Rule, Optional rules
At the judge's option, mundane armor can need repair or replacement after salt water, prolonged wet weather, long falls, heavy fire damage or big single hits; two separate percentile checks are made.
From the book
Because armor soaks up damage it also wears out, and the Game Judge may choose to make non-magical armor need repair or even replacement now and then. When this rule is used, two separate percentile rolls are made after certain events, one to see whether the armor must be replaced and one to see whether it needs repair.
The triggering events are a soaking in salt water, two or more days of wet weather (which troubles metal armor such as chain, ring, scale and plate), a fall of 20 ft. or more, taking 20 or more points of fire damage in a single round, and taking 20 or more points of any other damage from one attack. The odds depend on the armor: cloth and padding are ruined easily by fire or heavy blows, while plate armor is seldom destroyed but can still suffer from falls.
Repairs cost 20-50% of the price of new armor, rolled as d4+1 times 10%. At the Judge's discretion, armor that needs repair usually goes on protecting its wearer as normal in the meantime.
At a glance
- Salt water immersion
- Clothing/padded 1% replace, 10% repair; leather, skins, any metal 5%/15%
- Wet weather 2+ days
- Chain/ring/scale 10%/50%; plate mail/armor 2%/40%
- Fall of 20+ ft.
- Clothing/padded/leather/skins 2%/15%; chain/ring/scale/plate mail 1%/20%; plate armor 5%/50%
- 20+ fire damage in one round
- Clothing/padded/furs 75%/50%; leather/ring 5%/20%; scale/plate mail 2%/10%; plate armor -/2%
- 20+ other damage from one attack
- Clothing 50%/90%; padded/skins 40%/75%; leather 25%/50%; ring/scale/plate mail 10%/25%; plate armor 2%/10%
- Repair cost
- 20-50% (d4+1 x 10%) of replacement cost
- Damaged armor
- Usually still protects normally (judge's option)