Combat involves using Weapons and Armour which are broken down into categories, not everyone starts trained in the use of all types of this equipment.

What Happens if I don’t start with those skills?

Players without combat skills can only use simple weapons, simple armour and shields.

What benefits come with learning them?

Game wise: They make better items for people to enchant and artifice also allowing the use of certain tactical skills, which add special abilities in combat, which need certain weapons to work

Roleplaying wise: They suit your character better or you may just build a character around them.

How does that work?

You may spend the listed Endeavour to allow you use/wear any of the listed items in the grouping that you have paid for. When utilising them you gain the listed benefit

Weaponry

Simple Weapons –Everyone starts with this skill
Have the following Properties: None
Usable Skills – None
For Example – Dagger, Short Sword, Hand Axe, Club.

Complex and Twinned – 1 Endeavour for each type
Have the following Properties –
Usable Skills – Mighty, Knockback, Knockdown, Greater Disarm, Impact, Disarm, Swift, Sever.
Twinned is defined as anything that is 36 inches or less (this is for safety)
For Example – Long Sword, Bastard Sword, Sabre/Scimitar, Battle Axe, Mace/Hammer, Staff, Rapier.

Masters -2 Endeavour
Have the following Properties –
Special Skills -As Complex and Anyone using them gains 1 Tactical Point per combat
For Example – Great Sword, Great Axe, Stab Safe Spear, War Mace or Great Hammer, Pole Arms

Thrown – 1 Endeavour
Have the following Properties
Usable Skills – Knockdown
For Example – Throwing Dagger, Rock, Throwing hammer, Throwing Axe

Bows – 3 Endeavour
Have the following Properties
Usable Skills –  Mighty, Knockback, Knockdown and Swift
For Example – Bow

Machine Propelled – 3 Endeavour
Have the following Properties
Usable Skills – Knockback, Knockdown, Impact and Swift
For Example – Crossbows

Shields

Small Shields: 1 Endeavour
15 Inch Diameter
Medium Shields: 2 Endeavour
40 Inch Diameter
Large Shields: 4 Endeavour
40 Inches by 64 inches

Armour

Each Variant of Armour is Ranked in protection between 2 and 6 and any character who is trained in that armour grouping and wearing an appropriate Phys Rep gains the following abilities.

Each rank of Armour will apply to a level of Severity and all those below it, this is indicated in the form of descriptor and number.

For example if your Armour rank is Chronic – 4 it applies to any Wound Card labelled as Chronic – 4 or below but will not affect Grievous – 5 or Mortal – 6

The Wound Cards Superficial – 0 and Light Wound- 1 cannot be affected by Armour and are always taken.

If you are armoured you gain the Draw One Wound Card, you may draw a second card and choose the better result if the Wound is Physical and Severity is equal to or below your Armour Rating.

Armour Groupings

Partial Armour – Everyone gets this
Grants – Draw 2 vs Severity 2
Examples – Great Coat, Heavy Clothing, Smattering of Armour here and there (like arm of leg bracers alone), Padded Robes, Just a Helmet

Light Armour – 2 Endeavour
Grants – Draw 2 vs Severity 3
Examples – Supple Leather Suit, A Chainmal Shirt, Brigandine

Medium Armour – 3 Endeavour
Grants – Draw 2 vs Severity 4 and ignores the drop of one Health Bar
Examples – Reinforced or Rigid Leather Suit, Full Body Chain, Scale Mail

Heavy Armour – 4 Endeavour
Grants – Draw 2 vs Severity 5 and ignores the drop of one Health Bar
Examples – Part Plate and Chain, Plate Mail, Full Chain and Coif

Field Armour – 5 Endeavour
Grants – Draw 2 vs Severity 6, +1 Hit to a max of 10 and ignores the drop of one Health Bar
Examples – Field Plate and Full Plate and Chain

Helmets – Everyone can wear a Helmet
Grants – If you are wearing a helmet of a type similar to your armour it counts as the rank above except in the case of Field where it gives +1 additional HIT to a max of 10

Do Armour and Shields get damaged or broken?

Each Wound Card contains a section for armour
If you are wearing armour and that box contains information please refer to it when drawn.
There are three types of Armour damage which are fully described in these boxes:
Shattered – Lose the Draw Two Ability until repaired
Mauled – Lose the Draw Two Ability and ignore the drop in Health bar abilities until repaired
Destroyed – Lose the Draw Two Ability, ignore the drop in Health bar and +1 Hit abilities until repaired
These drops only apply to armour that have those abilities.
Shields are damaged if the word SHIELD is printed in the box
A shield that is damaged is destroyed in the next scene that it is used in if it is not repaired.