First, a quick review of the base armor types.
Armor Material | Type | Notes | $/DR | Lbs/DR | |
Layered Cloth | Textile | -2 DR vs imp/pi; Flexible | 100 | 12 | |
Leather | Hide | -2 DR vs imp/pi; Flexible | 60 | 13 | |
Bone | Bone | Semi-Ablative | 60 | 14 | |
Wood | Plant | Combustible | 60 | 14 | |
Scale | Scale | -1 DR vs cr | 250 | 10 | |
| 500 | 6 | |||
Plate | Plate | 700 | 7 |
Armor Modifiers
Armor modifiers can define the armor's workmanship, base material, or some other characteristic of the armor. All workmanship modifiers are mutually exclusive with each other, and all base material modifiers are also mutually exclusive with each other. All other modifiers can be combined with each other except as specifically noted.Generic
Fine: Fine armor is well-made and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +3 CF, -20% to weight.Very Fine: Very Fine armor is made by master smiths and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +14 CF, -30% to weight.
Cheap: Cheap armor is either mass-produced or made by inferior craftsman or from inferior materials. There is a +2 bonus to target armor gaps. Workmanship modifier. -0.4 CF, +25% to weight.
Textile
Silk: Armor made from silk is lighter and more resistance to piercing, impaling, and cutting damage. Gives +1 DR vs cu, imp, and pi damage (though textile armor starts with -2 DR vs imp and pi). Material Modifier. +4 CF, -10% to weight.Spider Silk: Spidersilk is stronger than normal silk, but harder to farm. Gives +1 DR vs cu, imp, and pi damage (though textile armor starts with -2 DR vs imp and pi). Material Modifier. +9 CF, -30% to weight.
Giant Spider Silk: The silk made from the webs of giant spiders is stronger than steel, though still flexible. Gives +1 DR vs cu, imp, and pi damage (though textile armor starts with -2 DR vs imp and pi) and reduce armor thickness by one category. Material Modifier. +29 CF, -50% to weight.
Meditative: Grants the wearer +1 Chi Talent. +3 CF.
Hide
Layered Leather/Hardened Leather: Multiple thin layers of leather are heavier but stronger than a single thicker layer. Alternately, a single thick piece of layer can be hardened by boiling. Either way, these treatments remove the DR penalty against piercing and impaling attacks as well as the Flexible quality. Material Modifier. +0.1 CF, +25% to weight.Quality Leather: The hides of certain exotic creatures (giraffes, sharks, trigers, reptile men) are stronger than the hides of creatures normally used to make leather, and makes for better armor. Material Modifier. +2 CF, -30% to weight.
Quality Layered/Hardened Leather: Quality leather can be layered or hardened, for armor that is nearly as strong as steel but still organic. Quality layered/hardened leather is not flexible and has no DR penalty. Material Modifier. +3.3 CF, -15% to weight.
Dragonhide: The skin of dragon's wings can be used to make strong and light weight leather armor without the need for hardening or layering. Dragonhide has no DR penalty, triple DR against fire and heat attacks, and reduces its thickness by one category. Exotic variants do not cost any more but give triple DR against other types of elemental damage - most commonly cold, but acid and lightning resistant versions exist. Material Modifier. +49 CF, -50% to weight.
Bone
Horn: Armor made from sculpted animal horns, tusks, or shells is reasonable strong and cheap, but bulky. Remove the semi-ablative quality of bone armor. Material Modifier. +0.5 CF, -20% to weight.Dragonbone: The bones of a dragon are much stronger than normal animal bones and make excellent armor. Remove the semi-ablative quality of bone armor and reduce the bulk by one category. Dragonbone provides triple DR against fire and heat attacks just like dragonhide. Material Modifier. +29 CF, -50% to weight.
Wood
Straw: Straw mat armor is cheap but doesn't provide much protection. Add Flexible to the armor qualities, and increase the bulk by one category. Material Modifier. -0.4 CF.Paper or Barkcloth: Layered paper is bulky but reasonably strong. Material Modifier. +0.5 CF, -20% to weight.
Cane: Flexible cane rods can be woven into a weak protective garment. Cane armor is heavy, bulky, and tends to come apart quickly under attacks. Add semi-ablative to its qualities. Material Modifier. -0.3 CF, -10% to weight.
Ironwood: Elves, druids, and faeries use this remarkable wood to create armor nearly as light and protective as steel plate, at nearly the same cost. Material Modifier. +9 CF, -40% to weight.
Scale
Cloth armors with some kind of metal reinforcement such as ring mail or penny-plate are examples of cheap scale armor.Star Scale: Making the scales in scale armor out of a star shape allows them to withstand impact better. Remove the DR penalty against crushing attacks. +0.4 CF, no change to weight.
Brigandine: Advanced scale armor puts the scales inside a cloth or leather framework and tailors and overlaps them more efficiently than standard scale. Remove the DR penalty against crushing attacks. +1.25 CF, -20% to weight.
Dragonscale: The heavy body scales of a dragon are stronger and lighter than steel. Removes the DR penalty against crushing attacks, reduces the bulk of the armor by one category, and provides triple DR against heat and fire attacks just like dragonhide. Material Modifier. +19 CF, -40% to weight.
Mail and Plates: Mail can be reinforced by small overlapping plates of metal, similar to scale. Reduce the DR penalty versus cr to -1 and remove the flexible quality. +0.2 CF, +25% to weight.
Elven: Advanced elven techniques make mail flexible but still resistant to crushing damage. Remove the DR penalty versus cr. +3 CF.
Mithril: The silver moon metal is nearly as strong as orichalcum, but cannot be forged into large plates, only wire. Reduces the armor bulk by one category. Material Modifier. +29 CF, -20% to weight.
Textile, Hide, or Mail
Athletic: The encumbrance of the armor doesn't penalize Acrobatics, Jumping, Running, or Swimming rolls, nor attacks with Fencing weapons. +5 CF.Thieves: The encumbrance of the armor doesn't penalize Climbing or Stealth rolls. +3 CF.
Plate
Spiked: As per DF1 p 27. +2 CF.Segmented Plate: Less advanced metal workers cannot forge large plates, and must carefully construct armor from smaller pieces riveted together. Unlike scale, there is no underlying textile or hide layer. -0.2 CF, +15% to weight.
Dwarven: Dwarven techniques provide articulation of even the thickest armor in exchange for increased weight. Reduces the armor bulk by one category. Incompatible with the Cheap or Segmented Plate modifiers. +1 CF, +5% to weight.
Orichalcum: Essential metal makes excellent armor, but cannot normally be made in large plates and must be combined with the Segmented Plate modifier. Extremely skilled smiths can harden it, add fluting, and tailor it so well that an impenetrable harness weighs little more than heavy clothing. Reduces the armor bulk by one category. Material Modifier. +29 CF, -35% to weight.
Celestial Steel: Armor made from the metal of the gods glows with an inner light and resists the forces of corruption. The glow eliminates darkness in a 3 hex radius (as a Daylight Continual Light Spell). Reduces the armor bulk by one category, and provides its full DR (Cosmic Irresistable) against any attack made by Unholy, Demonic, or Undead powers. Material Modifier. +29 CF, -20% to weight.
Scale, Plate, or Dragonparts
Fluting: Carefully designed fluting, ribs, bosses, and vertical ribs can strengthen key components of armor, making it effectively stronger. For dragonparts, using the parts of elder dragons produces a similar effect. +4 CF, -10% weight.Scale, Mail, or Plate
Copper: Metal armor can be made from copper, which is an inferior metal for the purpose. No one does this if they have access to iron or more exotic alternatives. Material Modifier. +3 CF, +20% weight. Low-Tech suggests +0 CF for copper, but doing so means that copper scale is 1/3rd the cost of copper by weight, which doesn't seem right.Bronze: Metal armor can also be made from bronze, which is as good a choice as iron. Material Modifier. +3 CF. Assume in DF settings that tin is plentiful. In historical games set outside Britain, bronze should probably be +9 or +14 CF.
Hardened Metal: Any metal armor can be made from hardened metal, produced from master mages, dwarven smiths, or gnomish factories. Can also be applied to dragonhide, dragonbone, and dragonscale, to represent the use of elder dragons parts to produce a similar effect. +4 CF, -10% weight.
Meteoric Iron: Armor made from sky-metal is resistant to magic. No spell can affect it, and counts as cosmic DR against spells normally ignore armor (such as a wizard's Mystic Bolt or Deathtouch) if the spell has to pass through the armor (ie, a meteoric iron helmet won't prevent a Deathtouch to the unarmored hand, but it will act as armor against a Mystic Bolt targeted at the face). Material Modifier. +19 CF.
Soulsteel: Armors made from the tortured souls of the damned are disturbing, but are a cheap and effective armor for the champions of the unholy. Provides the wearer with Resistance to Holy Powers +8 and Frightens Animals. Material Modifier. +3 CF, -20% to weight.
0 Comments