OpenRPG armor and layered protection

Introduction

Armor is a layered protection system shaped by material, proficiency, and the type of threat you expect to face.

Armor reduces incoming damage through Damage Reduction (DR). When a hit lands, DR is subtracted from raw damage before it reaches the target. With hit point pools kept deliberately low, good armor is a primary survival tool — not a supplement to HP but an alternative to losing it.

Armor is built in layers. Each layer sits on top of the last, and their DR values stack at each body location. A character in mail over a gambeson over a linen shirt has three layers of DR on their torso — each contributing its value to the total absorbed before damage lands.

Heavier armor costs more than gold. It slows movement, drains fatigue faster, and demands proficiency to wear effectively. Non-proficient wearers pay a penalty in both fatigue and movement — they can still wear it, but the cost mounts quickly in a long fight.

Story Lens

The Weight of Protection

Coverage is explicit. What you do not protect can still be reached.

Armor in this system reduces damage through Damage Reduction (DR). When a hit lands, DR is subtracted from the raw damage before it is applied to the target. DR is not absolute — a sufficiently powerful blow will still deal damage — but against typical combat threats, layered armor changes the outcome of a fight.

Armor is organised into layers numbered 0 through 5, plus add-ons and shields. Each layer represents a different class of protection. Layers stack additively when worn together, and each layer can only contribute one piece per body location.

Each armor piece covers specific body locations. DR only reduces damage dealt to a covered location. A blow that targets an exposed location ignores armor entirely.

  • Each armor piece applies its DR to a specific body location — coverage is explicit, not assumed.
  • Layers stack within rules: underlayer, padding, leather, mail, composite, and plate each contribute their DR.
  • Sunder tracks structural integrity — a piece that takes enough punishment degrades and eventually fails.
  • Proficiency determines how efficiently you carry the weight.

How Armor Works

Armor reduces damage through DR, degrades through sunder, and creates pressure through fatigue and movement costs.

The Basics

Five operating principles cover how armor layers, stacks, degrades, costs, and requires proficiency.

  • One piece per layer per location: you cannot wear two breastplates on the same body location, but you can layer different categories on one location and plate on different locations.
  • Damage Reduction stacks: the DR of every piece covering a location is summed and subtracted from incoming damage at that location.
  • Sunder tracks degradation: the outermost piece on a hit location absorbs the blow. Excess damage beyond that piece's DR drains its sunder pool. When the pool empties the piece loses 1 DR permanently. When DR reaches 0 the piece is destroyed.
  • Proficiency determines cost: wearing armor outside your proficiency tier adds fatigue every round and drops your movement to the next tier down, with a minimum of ×0.5 base movement.
  • Coverage is explicit: DR only applies to locations the piece actually covers. Exposed locations receive no reduction.

How Armor Works

Armor in OpenRPG is built from underlayers upward, combining damage reduction, sunder, and encumbrance into a layered system.

Protection in OpenRPG is built from the ground up. Start with basic cloth underlayers, add quilted padding, then layer on leather, mail, composite, or plate depending on budget, need, and proficiency. Each layer adds its DR to the total — more layers means more protection at each location.

Armor is organized into three proficiency tiers — Light, Medium, and Heavy — each unlocking a wider set of layers. Wearing armor within your proficiency tier costs nothing beyond the weight. Exceeding it adds fatigue pressure and reduces movement.

Each armor piece has a sunder pool that tracks structural integrity. The outermost piece on a struck location takes the hit. When raw damage exceeds that piece's individual DR, the excess drains the sunder pool. A depleted pool means a permanently degraded piece. Repair restores the pool; only a craftsman can restore lost DR.

Layer Reference

The layer system defines what armor can be worn together, what DR each layer contributes, and how pieces stack.

Every armor piece belongs to a layer. Layers are numbered so that outer layers sit on top of inner ones. Each layer can only contribute one piece per body location. DR values are per piece — total DR at a location is the sum of all pieces covering it.

Layer #CategoryDR rangeSunder poolCan stack?Examples
0Underlayer13YesLinen shirt, wool hose, braies
1Padding25YesGambeson, arming doublet, padded coif
2Leather36YesLeather cuirass, bracers, leather greaves
3Mail4–510YesMail hauberk, mail coif, mail chausses
4Composite5–612YesScale, lamellar, brigandine
5Plate6–815No — one plate piece per locationBreastplate, vambraces, greaves, great helm
–1Add-on1–34–8Yes — fills gaps onlyGorget, pauldrons, knee cops

Plate restriction

Plate armor does not stack with other plate pieces at the same body location. A character can wear one plate piece per location. Wearing a breastplate and a full plate harness on the torso simultaneously is not possible — the harness already covers the torso completely. Plate from different locations (chest and legs, for example) is fine.

Layer Overrides & Special Cases

Not every armor piece fits neatly into its default category, so some pieces intentionally override the normal layer progression.

Armor PieceCategoryOverride LayerReason
Heavy GambesonPaddingLayer 2Thick enough to function as standalone armor rather than a pure underlayer.
Studded LeatherLeatherLayer 3Metal reinforcement pushes it toward composite-level protection.
Reinforced BrigandineCompositeLayer 5Internal plates are heavy enough to qualify as true plate armor.
Ceremonial PlatePlateLayer 3Thin, decorative metal worn for status rather than real plate-level protection.

Damage Reduction

DR is summed across all worn layers for each body location and subtracted from incoming damage. The outermost piece tracks sunder independently.

When a character is struck, identify the body location hit. Sum the DR of every armor piece covering that location. Subtract the total from raw damage — the remainder is dealt as actual damage. If total DR equals or exceeds the raw damage, no damage gets through.

Separately, the outermost piece on the hit location takes a sunder check. The outermost piece is the highest-numbered layer covering that location. If raw damage exceeds that piece's individual DR, the excess drains the piece's sunder pool.

Example

A fighter wears a linen shirt (DR 1, Torso), a gambeson (DR 2, Torso), mail hauberk (DR 5, Torso), and a breastplate (DR 7, Torso). Total torso DR = 15. A sword blow deals 12 damage — fully absorbed, 0 damage gets through. The breastplate (outermost, DR 7) takes the sunder check. Raw damage 12 exceeds the breastplate's DR 7 by 5, so 5 is subtracted from the breastplate's sunder pool (15 → 10).

Sunder mechanic

Each armor piece has a sunder pool representing its structural integrity. The pool drains when the piece absorbs more than its individual DR can handle. A depleted pool means the piece has been pushed past its limit.

EventEffect
Raw damage exceeds outermost piece's DRExcess damage (raw − piece DR) drains the piece's sunder pool.
Sunder pool reaches 0Piece loses 1 DR permanently. Sunder pool resets to half its maximum.
Piece DR reaches 0Piece is destroyed and provides no further protection.
Field repair (short rest, no tools required)Sunder pool restored to half maximum. Lost DR is not recovered.
Proper repair (armourer, town)Sunder pool fully restored. Lost DR fully recovered.
  • Only the outermost piece sunders per hit — inner layers are protected by what sits above them.
  • If the outermost piece is destroyed, the next layer becomes the outermost and takes future sunder checks.
  • A piece at reduced DR still contributes its remaining DR to the total — it is degraded, not gone.
  • Multiple blows in the same fight can push a piece through multiple degradations if they drain the sunder pool repeatedly.

Damage-Type Interaction

Armor choice matters because materials blunt some threats well and fail badly against others.

Armor FamilyStrong AgainstWeak AgainstPractical Read
Padding / ClothMinor cuts, glancing blows, friction, coldHeavy thrusts, concentrated crushing force, fireGood first layer and shock absorber, but not enough by itself in brutal fights.
LeatherLight cuts, weather, everyday hazardsHeavy thrusts, repeated crushing blowsFlexible and practical, but it does not like spears or hammers.
MailSlashing, many light weapon hitsBludgeoning, armor-piercing thrustsExcellent battlefield protection, but it still needs padding and fears crushing force.
Composite / Scale / BrigandineMixed battlefield threats, arrows, general cutsHeavy armor-piercing hits, sustained blunt traumaBalanced protection when you do not know exactly what is coming.
PlateCuts, many arrows, incidental impactsDedicated anti-armor weapons, grappling pressure, fatigueThe best broad protection, but expensive, exhausting, and not invulnerable.

GM handling

Use these interactions as the default battlefield logic. When a weapon is explicitly built to pierce armor or a strike lands in a vulnerable gap, favor the weapon. When the blow is broad, glancing, or badly angled, favor the armor.

Donning and Removing Armor

Armor must be donned in layer order and takes time to put on properly. Rushing reduces protection.

Donning armor takes time proportional to its complexity. Lighter layers can be pulled on in minutes; a full plate harness requires an assistant and the better part of an hour. Armor removed in haste is not removed safely — pieces may be damaged or lost.

LayerDon time (alone)Don time (assisted)Doff time
Underlayer1 minute1 minute1 minute
Padding5 minutes3 minutes3 minutes
Leather5 minutes3 minutes3 minutes
Chainmail15 minutes10 minutes10 minutes
Composite20 minutes10 minutes10 minutes
Plate40 minutes15 minutes10 minutes
Add-ons2 minutes1 minute1 minute

Layers must be donned in order

You cannot put on a mail shirt without first wearing padding beneath it. Armor worn out of sequence provides its DR but gains the fragility of the layer it sits on — the innermost exposed layer takes all sunder rolls.

Shields

Shields are actively wielded rather than worn, providing DR that can be directed at incoming attacks.

Unlike worn armor, a shield must be actively interposed against an incoming blow. Using a shield is a defense action — the bearer declares a block with the shield and rolls against their Shield skill. On success, the shield's DR applies to that strike.

Shields do not passively stack with worn armor. Their DR only applies on the turn they are actively used to block. A character wearing plate and carrying a tower shield has excellent passive DR from the plate but must spend their defense action to benefit from the shield.

ShieldDRSunder chanceNotes
Buckler2028%Can be used without occupying the off-hand fully. –1 to block rolls vs two-handed weapons.
Round Shield2622%Versatile. Standard starting shield for most soldiers.
Heater Shield2622%Good mounted and on foot. Favoured by cavalry.
Kite Shield3218%Covers legs when standing. Penalty to shield bashes.
Tower Shield3218%Can be planted for cover. Requires Strength 60+ to wield without penalty.

Shield Break

When a shield sunders, check whether the blow exceeded the shield's DR by more than 50%. If so, the shield is destroyed rather than merely damaged and must be replaced.

Proficiency

Armor proficiency is tiered into Light, Medium, and Heavy. Wearing armor outside your tier costs fatigue and reduces movement.

Armor proficiency determines which layers a character can wear efficiently. There are three tiers. Each tier includes all layers up to its ceiling — a character proficient in Medium can wear everything up to and including composite without penalty.

TierLayers includedCategories
Light0–2Underlayer, Padding, Leather
Medium0–4Underlayer, Padding, Leather, Mail, Composite
Heavy0–5All layers including Plate

Fatigue cost

Wearing armor within your proficiency tier costs no additional fatigue beyond the natural heaviness of a long fight. Exceeding your tier adds a passive fatigue drain every round of active combat.

SituationFatigue cost
Light armor — proficientNone
Medium armor — proficient+1 per 3 rounds of active combat
Heavy armor — proficient+1 per 2 rounds of active combat
Any armor — non-proficient+1 per round of active combat

Movement cost

Heavier armor reduces base movement speed. Proficient wearers take a manageable reduction. Non-proficient wearers drop one further tier, with a hard floor of ×0.5.

SituationMovement multiplier
Unarmored×1.0
Light armor — proficient×0.9
Medium armor — proficient×0.8
Heavy armor — proficient×0.65
Light armor — non-proficient×0.8
Medium armor — non-proficient×0.65
Heavy armor — non-proficient×0.5 (minimum)
  • Apply the multiplier to the character's base movement value. A character with base movement 6 in heavy plate (proficient) moves 4 hexes per round.
  • Sprint is ×2 of the adjusted base — not ×2 of the unarmored base.
  • ×0.5 is the hard floor regardless of additional penalties.

Practical Armor Loadouts

Example loadouts show how the layer system produces recognizable battlefield roles with different DR totals, fatigue costs, and movement profiles.

Light Infantry — "The Conscript"

Basic protection for militia and levies. Cheap, mobile, and sufficient against common threats. No proficiency requirement beyond Light.

Body partLayer 0Layer 1Total DR
TorsoLinen shirtQuilted gambeson3
Arms—Gambeson sleeves2
LegsWool hose—1
Head—Padded coif2

Profile: Light proficiency. Movement ×0.9. No fatigue cost. Torso DR 3 reduces an 8-damage blow to 5 — hurts, but survivable. Good mobility for skirmishing.

Professional Soldier — "The Mercenary"

Balanced protection for experienced fighters. Mail over padding gives strong defense without sacrificing too much mobility. Requires Medium proficiency.

Body partLayer 0Layer 1Layer 3Total DR
TorsoLinen shirtArming doubletMail hauberk8
HeadCoif liner—Mail coif5
Arms—Padded sleevesMail sleeves7
LegsHose—Mail chausses5

Profile: Medium proficiency. Movement ×0.8. +1 fatigue per 3 rounds. Torso DR 8 reduces an 8-damage blow to 0 — fully absorbed. Strong against slashing, weaker against heavy bludgeoning.

Armored Knight — "The Wall"

Maximum protection for elite warriors. Full plate over mail and padding creates near-impervious defense at the cost of movement and sustained fatigue pressure. Requires Heavy proficiency.

Body partLayer 0Layer 1Layer 3Layer 5Total DR
TorsoShirtDoubletMailBreastplate15
Arms—SleevesMailVambraces13
LegsHose—Mail chaussesGreaves12
HeadLinerPadded coifMail coifGreat helm14

Profile: Heavy proficiency. Movement ×0.65 (base 6 → 4 hexes). +1 fatigue per 2 rounds. Torso DR 15 fully absorbs most standard blows. The counter is weapon type, sunder pressure, and exposed gaps — not raw damage.

Armor Assembly Guide

A practical assembly flow helps players build legal armor sets instead of guessing at valid combinations.

  1. Start with underlayers: linen shirts, hose, and other cloth basics protect skin and manage comfort.
  2. Add padding: gambeson or arming doublet cushions impacts and supports heavier armor.
  3. Layer rigid protection: leather, mail, composite, or plate depending on budget and expected threats.
  4. Fill gaps with addons: gorgets, spaulders, besagews, and other small pieces protect vulnerable seams.
  5. Equip a shield if desired: shields occupy a hand but add substantial defense and active blocking potential.