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http://realmofzhu.blogspot.com.es/2012/11/oldhammer-ups-armour.

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How to calculate Point values for armour in Oldhammer, finally! You've all been waiting for this,
I'm sure, with baited breath. So without further ado, here goes:
Typical armour profiles:
tech level
- int
Item
required

Savin move
PV
PV
g
penalty published *

Shield

0.5

0.5

Shield

0.5

0.5

Flak / leather
Chainmail
Armour
Metal
Breastplate
Chainmail
Armour
Plate
Mesh
Refractor field
Metal
Breastplate +
shield
Full Plate
Armour
Chainmail
Armour +
Shield
mesh+flak
carapace
Full Plate
Armour +
shield

0.5

-0.5

0.5

0.5

5
5
5

-1
-0.5
0

1
1
1.5

1
1.5
2

-0.5

1.5

1.5

-0.5

1.5

1.5

-0.5

1.5

1.5

4
4

-1
-1

1.5
1.5

2
2

-1

5
4
5
5
5
5
4
5
5
5
5
5

6
6
6
4
6
4

conversion
field
powered
armour
powered
armour +flak
Armoured
mount
Torquemada
armour
Mount

Effectiveness
1handed weapons only / front attack
only
1handed weapons only / front attack
only

cannot use shield or other armour

area within circle of the attackers


3
strength blinded for 1 turn on a d6
4+ )unless armed with Visors 0.5 pts)

-0.5

6.5

2
2
1

16
1

17.
5
6

always saves on a 6 despite any


modifiers

stasis field

-1

25

total immunity cannot be used 2 turns


in a row

The table combines WH40K RT and WHFB 2E


Calculating the costs of basic armour is very straightforward, and it is basically balancing two
things, the defensive save given and the movement penalty caused by the weight of the armour.
Every point "to save" +1 PV.
Every half inch of movement penalty - 0.5PV
Effectiveness: (i.e. shields only protect the front and stop using 2H weapons) then half
points
If there is no movement penalty, the lightweight factor is used to increase the final PV:
Save lightweight factor
1-2
3.5
3-4
2
5-6
1
And that's the Point Values calculated for your basic armour types. In 40K RT some get rounded up,
some down, it's a little bit arbitary. So there is some deviation between the Oldhammer and publish
stats. We can live with that.
Needz Moar Roolz:
Intelligence

levels

All armour requires a minimum Intelligence of 4, otherwise the creature is just too stupid to use it
effectively (the Troll, for example) - however different technologies require higher intelligence.
This is based on the points value paid for the armour.
PV cost Required Int
0.5
4
2
5
3
6
4+
7
It should be noted that the required Intelligence score is that to use the equipment - not to
manufacture it. So whilst it might take the Grand Artificier Grgoire Trozzolo III (Int 11) to forge a
suit of Torquemada Armour, it only takes a Termite of 7 intelligence to use it. If a Magickal
Grimoire, Operating Manual of High Age Technology, Spellbook, Eldritch Crystal or other such
information source can be discovered that explains the proper installation and use of a given piece
of equipment, and the user can roll under their Intelligence on 2D6, then they can learn to use the
equipment. Such sources of information may be as rare or as common as the level of sciencefantasy in the setting allows, the scenario demands, or the Games Master decides.
Natural save

Some monsters have naturally hard skin. "Scaly as a Troglodyte, tough as an Ent", as my old Gaffer
used to say whilst pruning the rhubarb. To qualify for a natural save the creature must have a
minimum Toughness value of 4 and for every 2 points of Toughness an additional 1 point of save
may be bought at a cost of 1PV per point - the natural save is not automatically included in the base
PV.
T Save PV
4 6
+1
5 6
+1
6 5
+2
7 5
+2
8 4
+3
9 4
+3
10 3
+4
For example, a T10 Deth Ogre could be assined a natural save of 6 for +1PV or a natural save of 3
for +4PV.
Movement penalties do not apply to natural saves (nor does the lightweight factor). Natural saves
cannot be bought as part of a Hero profile upgrade, it must be an inherent standard feature of the
race. For heroes with unnatural mutations such as scaly skin this will be covered in the forthcoming
Oldhammerish supplements: Reams of Khas: The Lists and the Unplanned, and Moar Reams of
Khas: The Graves of Dorkness. (Deluxe limited edition hardback, 99).
X2 Type Armours
X2 Type Armours operate at an order of magnitude above ordinary armour. X2 Type Armour always
gives a save despite modifiers on the roll of a certain number (i.e. Torquemada Armour always
saves on a 6) these cost:
3.5 * the number of 'always save pips' * the calculated PV for the armour, rounded up.
X2 Type Armour requires a minimum Intelligence of 6. This type of armor automatically fails on a
roll of 1, so it isn't impossible to cause a hit on it (even if the attacker using improvised weapons
which give a +1 to Save).
Made from Genuine Teflonium
Many campaign settings contain a rare and wondrous material, Mithril, Adamantium, Pyrexil,
Technetium or Teflonium. The basic rule for these materials is:
+1 save for their type
incur no movement penalties
cost 50 times the PV of their equivalent normal items
Teflonium armour gives us some balance issues regarding expenditure to effectiveness. Power

Armour looks incredibly cheap for its similar save and move when compared to a suit of Teflonium
Plate and Shield. These issues can only really be addressed by world-building and judging the
relative availability of materials. If one finds themselves in the unfortunate situation where they
need to balance a unit of Teflonium armoured Wood Sprites against some Torquemada Armoured
Kafflyk Spayce Nastzees, then I suggest both pay the lower price, and the excess PVs handed back
to the player to be distributed elsewhere.
The Infinite Invulnerability Armour
Armour that would give invulnerability (i.e. saves on a 1+) and have no movement penalty will
normally cost 50 points. Such armour, is of course plainly ridiculous, game-breaking, munchkinriddlled idiocy, rendering the unit or character unkillable. Therefore they must be severely limited in
some dramatic and entertaining or otherwise strategically crippling manner - such as only useable in
the first round of combat and disable the user from doing anything during that round (i.e. the Stasis
Field [WH40KRT]) or having a 50% chance of transforming it's wearer into a GM controlled
Greater Schpawn ov Khas. (See RoK:LaU p.666) These detrimental effects subsequently halve the
PV of an IIA to 25. Note, that Infinite Invulnerability armors still suffer save modifiers.
Ultimate Armour: Infinite Invulnerablility Teflonium Forged Torquemada Armour
Before you ask, a suit of of Teflonium Forged Torquemada armour would cost in the region of 2450
points, and it's wearer could still die of a pointy stick thrown at it by a gobbo. This is why people in
the grim dark future do not wear helmets all the time, because a life without risk of death is
pointless, no fun in a gaming environment. If you wanted to add an IIA-style force-field to that,
then rest assured the ful PV will be matched by the forces of Khas who come to reclaim the
artefact as soon as it is used in combat.
Spell-like effects
We've already discussed some spell-like effects with regards to Infinite Invulnerability armours.
However some armours may have strange or detrimental effects. Such as the Conversion field
[WH40K:RT] which blinds all those around it. Again, like all other effectiveness issues, these
typically halve the points cost of any armour, and the effects may be negated with some additional
equipment purchase (i.e. obligitary steampunk goggles at a cost of 0.5PV per model)
Beneficial spell like effects should be costed separately (as spells, runes, khatic mutations or
whathaveyou). The possibilities of magic items are wide ranging and varied and will be dealt with
extensively in the forthcoming supplement Oldhammer: Reams of Cups and Saucery - an
innovative beverage based magic system and tea-party mini-game that brings to life the awesome
power of magic in the Oldhammer world (limited edition hardback 99, due December 2025).
Stacking Armour
Some armour is easily stackable. Chainmail armour can be combined with a metal breastplate and
shield, for example. Or powered armour can be overlaid with leather (it's the 80's - even cyborg
terminators sent from the future look better with a leather jacket on). Full PVs are paid for each

piece of additional armour, with an additional movement penalty of 0.5" for stacking the armour
(even if the armour itself has no movement penalties).
Armour of purely magical, ethereal or field-generator type can usually be added without movement
penalty but no more than 2 of this type can be mixed (safely).
The Fear Factory
Finally, IIRC, correctly high tech weaponry causes Fear in those unaccustomed to it. So if the "tech
level" of the armour is more than 2 points above the intelligence of an enemy within 6", it should
cause Fear in that unit, unless otherwise immune.
Commentary:
Even a cursory comparison between Rogue Trader and WFB 2E shows that Powered armour is
literally Full Plate without the movement penalty, and in that regard, it scales very nicely as
medieval space armour. In a gritty pseudo-medieval setting, we can expect armour to slow you
down, and super fast armour to be very expensive, wheras in a grimdark science fantasy we can
expect super fast armour to be quite easily available to a certain Tech Level.
The only thing that messes up the scale is Mithril (Teflonium) - which in terms of a Tolkienesque
setting makes perfect sense for its cost reflecting narrative scarcity, but if we want to expand out the
system to encompass all types of fantasy / science fantasy, or rationalise our PVs into a purely
tactically aligned system - we have a bit of a hiccup. Potentially we could use Teflonium as a
system-wide signifier for scarcity, so potentially anything could be made of Teflonium if the setting
has some ultra-rare resource - in a stone age style game, bronze weapons could be effected by a
Teflonium Modifier. But this begins to encompass situational modifiers which could be better
handled by a full economics system.
The Natural Save section is based on examination of profiles of creatures like Trolls, Troglodytes
and Treemen in 2nd Edition Warhammer, but to my knowledge the toughness/save/cost formula has
never been explicitly published before, it is obvious that this is how the statlines were calculated.

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