The type of armor you are wearing determines your base Armor
Points. These points can vary depending on the type and condition of the
materials of which your armor is made.
Note that these numbers are not cumulative, but in the
marshal’s discretion in rare circumstances, extra points may be considered.
In most cases, thickness and weight of the armor can add
extra points to the base armor value. These bonus points are described below.
You will receive the highest appropriate bonus for each class of bonus point.
However, in no case can you have more than 22 total points of armor.
Full armor value is awarded only for a suit of armor that
covers shoulder, groin/hips, and back and must cover most of the torso.
Thickness/gauge bonuses apply only if at least 75% of the torso armor is of the
appropriate thickness. Incomplete coverage will subtract armor points.
Armor cannot be taped together. It must have integral
fastenings. Any metal plates must have round-filed edges or the edges must be
covered to avoid injury. Avoid jutting edges on sheet metal armor.
Armor
Values
The base
armor points are as follows:
Costume = 2
Leather armor = 4
Chain mail armor = 7
Plate metal armor = 8
Costume
Costume is any sort of period costume. It has no bonuses or
penalties for thickness or coverage. It is otherwise the same as other armor
types regarding tags.
Leather
Armor
Leather armor is made of naugahide, suede, doeskin, vinyl, or
leather. Heavy canvas can also count as leather armor, as does armor made of
leather scales. Extra points can be awarded for thickness of materials and for
additions such as studs, rings, scales, or metal plates.
Any additions must cover at least 75% of the armor to gain a
bonus. Spacing between studs is measured from center to center. Spacing between
rings is measured from edge to edge. Measurement of plate additions is based on
total percentage of surface area covered.
Rings must be a minimum of 14 gauge and metal plates must be
at least 20 gauge to count for a bonus. Studs must be a minimum of 1/4 inch
wide, and cannot exceed 3/4 of an inch. Larger studs are considered as metal
additions.
Armor
Thickness
+1 for
leather from 4 oz. to 6 oz.
+2 for
leather 8 oz. or over
+1 for
leather scale armor that overlaps at least 33% of scale below
Additions
+1 for
metal studs no more than 1.5” to 2" apart
+1 for
metal rings of at least 2" inner diameter space no more than 1.5” to
2" apart
+1 for
metal additions covering 25-33% of the surface
+1 for
non-metal plates covering over 33% of the surface
+2 for
metal studs spaced up to 1" apart
+2 for
metal rings (at least 1.5" i.d.) spaced up to 1" apart
+2 for
metal additions covering 34-50%
+3 for
metal studs spaced less than 1" apart
+3 for metal
rings (at least 1" inner diameter) spaced less than 1" apart
+3 for
metal additions covering 51-67%
Chain
Mail
Chain mail is defined as metal with interlocking links. There
are bonus points for type of metal, tightness of the links, and gauge of the
wire.
In some chapters, substitutions for real metal may be used
for chain mail (such as heavy plastic), but such armor will probably not
receive as many points as a real suit of metal armor, no matter how nice it
looks.
Tight links are defined as any links where a standard #2
pencil cannot be pushed between the links (for 16 gauge wire, this is at least
5/16" inner diameter; for 14 gauge, 3/8" i.d.; for 12 gauge.,
7/16" i.d.; for 10 gauge, 1/2" i.d..). Maximum link diameter is
1" (outer diameter).
Links
+1 for
tightly linked armor
+2 for
links with inner diameter 1/16" less than standard tight link
Gauge of Metal
+1 for 14
gauge light metal
+2 for 12
gauge light or 14 gauge heavy metal
+3 for 10
gauge light or 12 gauge heavy metal
+4 for 10
gauge heavy metal
Plate
mail
Plate mail can be made of any material that has the
appearance of being metal. This includes fiberglass, wood, and metal; however,
you will not receive as many points for non-metal materials as you will for
full metal. Metal scale armor is also considered plate mail. Bonus points are
awarded based on materials and thickness.
Metal Type
+1 for
light metal from 20 gauge to 18 gauge
+2 for
heavy metal (20 to 18 gauge) or light metal up to 16 gauge
+3 for
heavy metal up to 16 gauge or light metal up to 14 gauge
+4 for
heavy metal up to 14 gauge
Bonuses
Arm Guards
+1 for leather arm
guards
+2 for metal arm
guards
Leg Guards
+1 for leather leg
guards
+2 for metal leg
guards
Thigh Guards
+1 for leather
thigh guards
+2 for metal thigh
guards
Head
Protection
+1 for
non-metal head protection
+2 for metal head
protection
Eye
Protection
+1 for Eye
Protection (such as athletic or badger goggles; not chemical safety goggles)
Authenticity
A further +1 armor point can be added if the entire costume
looks in period (no sneakers or jeans, etc.). It should also be well made and
appear to be made of period materials.
In addition, you may also receive an additional +1 armor
point for “Master Crafted” armor—that is, armor that is visually impressive as
well as being well made.
Penalties
Missing
Coverage (Cumulative)
-1 if the
shoulders are unprotected
-1 if the
groin/thighs are unprotected
-1 if the
back is unprotected
Coverage
-1 if chain
mail/plate mail only makes up 3/4 to 2/3 of the armor covering the torso
-2 if chain
mail/plate mail only makes up 2/3 to 1/2 of the armor covering the torso
Definitions
Minimum
Materials: Extra leather protection must be at least 4 oz. real leather
or must have additions equal to the +3 bonus category. Extra metal protection
must be at least 20 gauge real metal.
Shoulder
Protection: Armor protecting the area from the collarbone to 1/3 of the
top of the upper arm.
Groin/Hip
Protection: Armor protecting the area from the waist to just below the
groin. This includes the hips and buttocks.
Arm Guards: Armor
protecting a minimum of 3/4 of the area from the wrist to the elbow.
Leg Guards: Armor
protecting a minimum of 3/4 of the area from the ankle to the knee.
Thigh
Guards: Armor protecting a minimum of 3/4 of the area from the hip
joint to the top of the knee.
Head
Protection: Armor protecting the skull and covering the back of the
neck. Any head protection must be padded to prevent injury while being worn.
NERO recommends that any combatant wear some form of real head protection if
they are going to participate in NERO combat.
Light
metals: Aluminum or its alloys.
Heavy
metals: Steel or copper.
Class
Limitations
All classes are limited in how many armor points they can
have. These maximum armor points are as follows:
Scholars are
limited to 10 points.
Rogues are limited
to 12 points.
Templars are
limited to 14 points.
Fighters are
limited to 20 points.
The skill Wear Extra
Armor allows these classes to wear armor above their maximums.
Armor
Points
Once your armor value has been assigned to you by the
armsmaster, they will give you Armor Points to put on a ring known as your
Armor Ring.
Your character’s Body Points go on the same ring, along with
any defensive spells you may have active on you.
If you remove the armor at any time during the game, you
should keep track of how many Armor Points you have.
If you lose all your Armor Points, then you must remove your
helmet, as it is now destroyed and can no longer protect you from a Waylay.
Armor may be damaged during a battle. If the armor was not
breached—that is, if it was not reduced to zero—it goes back to full value
after readjusting.
If it was breached, its total value is reduced by two points,
which must be removed from the ring.
“Refitting” a suit of armor takes a complete uninterrupted
minute during which you can perform no other skill and cannot walk around. The
player must kneel or crouch and adjust their armor to represent the act of
refitting. If someone else is refitting your armor, both players will have to
kneel. This should be roleplayed out, perhaps by pulling out a small bag of
tools and accessories.
For example: Thor and
Thorette each have suits worth 15 Armor Points. They are attacked by an evil
ogre and each take 12 points of damage before the ogre is defeated. Thor kneels
over, gets out his repair kit, and spends a minute refitting his armor while
Thorette stands guard. When he is done, he spends another minute refitting her
armor. When the two minutes are done, both have suits that are good as new and
worth 15 Armor Points again.
“Refitting” cannot be used to add Armor Points back to a suit
that has been breached. A suit that has been breached can only be refit up to 2
Points less than its pre-breached state.
For example, Thor has just
taken 15 points of damage in a battle. His 15 Point suit has been “breached”
down to zero. He gets out his tools and begins working on his armor but is only
able to refit it up to 13 Points. If he takes at least 13 Points of armor
damage in the next battle, he will only be able to refit the suit up to 11
Points.
Shields
Shields can be very useful in the NERO game. A blow that
lands on a shield will not count (but packet delivered attacks or boulders
will). Shields can be made of almost any strong material such as plastic, wood,
and aluminum.
Safety is the prime consideration when constructing a shield.
All edges of the shield must be padded with at least 5/8 inch thick pipe
insulation. Bolts or protuberances are not allowed.
The longest dimension of a shield cannot exceed 36 inches.
The maximum area of a shield is 531 square inches (a 26 inch diameter circle).
This will be enforced! When calculating the area of a shield, recesses, voids,
holes and concavities in the shield silhouette are counted towards the total
area of a shield as if the recess, void, hole or concavity did not exist. Wrapping
a taunt string along the edge of the shield and calculating the area of the
figure that the string now defines allows the measurement of the shield are
according to this rule.
Shields cannot be used as offensive weapons. Shields are
strictly for defense.
Shield Bashing is the
intentional use of a shield to gain physical out-of-game advantage over an
opponent. Shield Bashing is as serious a violation of NERO safety rules—it is
similar to Charging. The potential for injury is great. Excessive use of Shield
Bashing will result in warnings and possible loss of the Shield skill.
Shields cannot be used with two handed weapons. You may not
wield a weapon with the hand or arm holding the shield.
“Turtling” or hiding behind an impenetrable shield (with
little more than your head showing) is not allowed. The moves used to
neutralize a “Turtle” are mostly against NERO rules, so Turtling is also
banned.
Shields do not protect the owner from any kind of trap other
than a mechanical trap, which uses a weapon blade or missile weapon to deliver
its damage.
A “buckler” shield (a small shield that is strapped onto the
arm) must still follow all shield rules—in other words, you cannot have a
buckler on your left arm and still hold anything in your left hand. There is really
no advantage in the NERO game for a buckler, so it is advised that regular
shields be used instead.
The
best shield for a reasonable price can be made with 1/4 inch to 3/8 inch
plywood. Thicker plywood can be used, but tends to be too heavy. Aluminum is
great but expensive. Sheet metal is also fairly good but to make it thick
enough to not flex under attack, the cost and weight will rise.