Armour Customization Tables (ACT)

Here I will collect all articles in my series on Armour Customization Tables (ACT).

Basic Concept

Similar in style to Better Fantasy Armour, but presented in neat tables where you just pick the kind of armour you want and multiply it by how much of the body it covers.


Just like with BFA, there are penalties in addition to the usual encumbrance penalties to Move, Dodge and DX-based skills if you use a set of armour that's too bulky for your Size. For each level above max there will be a certain penalty.
  • Light (max bulk for SM -1)
  • Medium (max bulk for SM +0)
  • Heavy (max bulk for SM +1). 
Some of the heavier sets of armour will have
  • Epic (max bulk for SM+2)

The penalty that will be used depends on where the armour bulk is too thick
  • Face:
  • Neck:
  • Torso: The flexibility of your movement is impaired. Your ability to Dodge is reduced by 1 for each level above max bulk.
  • Arms: Each level above max bulk incurs DX-penalties to all skills requiring your arms like swinging a sword, shooting a bow etc
  • Hands: Your grip will not be affected greatly but your ability to manipulate fine things like locks or traps, get stuff out of your backpack or draw a weapon will. Each level above max bulk gives you one level of ham-fisted for -3 to fast-draw, disarm traps, pick locks etc
  • Legs: Too much bulk will seriously impede your mobility. Each level above max bulk gives you DX-penalties to all skills requiring your legs, like climbing, running etc also -1 to Move per level.
  • Feet: Your mobility and footing will be greatly affected. Each level above max bulk multiplies penalties for bad footing(x2 for one level, x3 for two level etc). Minimum penalty: -1 per level.

Layering armour, padding and bulk

Flexible armour like cloth, soft leather or chainmail can be layered with unflexible armour. The total bulk used for padding cannot exceed the bulk of the topmost layer and is required to mitigate impact damage from hits on outer layers, 1 DR of padding is needed for full mitigation of every 3 damage after the first 3 the armour used on top stops. Without adequate padding the impact will cause crushing damage to the body part for every DR of padding that's missing.

Armour Coverage Cost/Weight Multiplier 

Cost / Wt assumes that smaller volumes (of body) need relatively more material and more intricate craftsmanship (like helmets, gloves and shoes) than larger volumes. Hence a larger relative Cost/Wt-percentage on smaller areas like the lower leg, hand and head than the torso and hip area.

  • Head 14 %
    - Skull 6 %
    - Face 4 %
    - Neck 4 %
  • Arms 18 %
    - Shoulders 6 %
    - Upper Arms 3 %
    - Elbows 3 %
    - Lower Arms 6 %
  • Hands 6 %
  • Torso 32 %
    - Chest 12 %
    - Abdomen 10 %
    - Pelvis 10 %
  • Upper Leg 12 %
    - Groin 2 %
    - Thigh 10 %
  • Lower Leg 18 %
    - Knees 4 %
    - Shins 6 %
    - Ankles 4 %
    - Feet 4 %

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