Penetration | Heroes of Fantasy

Penetration

If you hit your opponent, we need to find out whether you cut through his armor. Armor is pierced best by bows, crossbows and heavy weapons (clubs, flails), worst by light weapons (staffs, daggers). The penetration of individual weapons is determined as follows:

The penetration of close weapons (that is, weapons for close combat) is equal to:

penetration = Str : 2 + weapon penetration
no 2d6 roll is added to WP
The penetration of a sword is 3 and Glenfir's strength is 8; his penetration is therefore 7.
The penetration of a heavy club is 21 and Ultor's strength is 13. The total penetration will be 28.

Armor

If you are hit, your armor can still save you. The heavier and stronger the armor you wear, the greater the part of the damage it stops. But armor also has disadvantages - it hinders your movement, which lowers your speed and defense.

Armor Class

In the Armors table at the end of the Rules, find the row with the name that matches the armor your character is wearing. For simplicity we always list the whole armor; the individual kinds cannot be combined (unless you bring targeted attacks into the game).

The most important figure of an armor is its class (AC).

If you use targeted attacks (for advanced players), count the AC separately for each part of the body (see the Armor Table). In this case you can also combine different types of armor (see Armors in the chapter Weapon description).

No 2d6 roll is added to AC

Armor weight and stiffness

The weight of the armor counts toward your total load - see the chapter Movement. The encumbrance penalty is very important, so do not forget it.

Besides weight, armor also has a property called armor stiffness (AS). It states how much the armor hinders the character's movement. AS is added to encumbrance.



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