Armor
Rules
Armor Class and
Affects of Armor Type:
 | All attack rolls are figured against Armor Class 5.
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 | 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.
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 | 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. |
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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.
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 | For every point of damage, it takes 1 hour (with a successful/applicable
skill role) to repair.
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 | 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).
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 | 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.

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.
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 | 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. |

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.
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Touches
 | Touch initiative is dependant on its use:
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