HiveWorld

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Armor Rules
Armor Class and Affects of Armor Type
Damage to Armor
Armor Repair
Weapon Breakage
Critical Hits
Attack
Initiative
Standard
Touches

Armor Rules

Armor Class and Affects of Armor Type:

All attack rolls are figured against Armor Class 5.
Armor Type (Hide, Leather, Copper, etc.) does NOT affect an attacker's chance to hit, but it absorbs damage.
The only exception to this rule is for a shield (relatively unknown to HiveWorlders), which improves AC by 1 and absorbs damage.
Armor Type absorbs hit and evasion points of damage.
Amount of damage absorbed is determined by the specific type of armor struck (see Equipment Chart).
Therefore, if a person has  a leather helm, any head blow would have the protective value of the helm subtracted from the weapon's damage.
One evasion point of damage is always transmitted by any successful blow.

 

Damage to Armor:

Any blow that causes more damage than the armor's protective value will damage armor. Damage to armor from combat gradually degrades the protective nature of armor over time.

The following table lists the more common armor types and the effects of damage.

.

Points of Protection

Points of Damage

Hide

Leather

Copper
0-9 1 2 3
10-19 0 1 3
20-39 . 0 2
40-59 . . 1
60 . . 0

 

Armor Repair:

Damaged armor can be repaired.

For every point of damage, it takes 1 hour (with a successful/applicable skill role) to repair.

Each time armor is repaired, the total number of blows it can take is reduced by 1, e.g. with hide armor missing 5 points, only 4
could be repaired (bringing it to a new maximum of 9 points).

A critical hit automatically reduces the armor protection level by 1.

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Weapon Breakage

After 5 fumbles with a weapon, a roll is made to determine damage to the weapon, like breaking, -1 to hit, etc.

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Critical Hit

% chance is the same as in D D&D.
With evasion points:
Critical damage goes directly against Hit Points, with all applicable AC subtractions from damage, but always causes a minimum 1 hit point of damage.
The critical blow reduces the protective value of the location struck by 1 point.
Without evasion points:
Critical damage directly affects Hit Points, avoiding the protective value from Armor Type.
The critical blow reduces the protective value of the location struck by 1 point.

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Attack

Attack modes are the same as in D D&D, i.e. Full Attack, Partial Attack, Standard, Partial Defense, Full Defense.

Attack Tables:

Bulls and Miners attack on the Fighter Tables.
Terries on the Thief Table.
Touched on the Mage Table.

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Initiative

Standard

Roll initiative on a d10.
Modified by Speed and Size.
An initiative roll greater than 10, indicates the ability for two attacks per melee.
Initiative can not be greater than 15. If a roll total is greater than 15, the first attack proceeds at initiative 15.
1st Attack is at the initiative roll.
2nd Attack is at the total initiative roll minus 10.

Touches

Touch initiative is dependant on its use:

 

On an ally/friend:
Full initiative roll and bonuses.

 

On an opponent with no physical harm:
Initiative roll without bonuses (but with subtractions).

 

On an opponent and causing physical harm:
Half initiative roll without bonuses (but with subtractions).

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