See also: Combat
Armour is protective equipment worn on the body to against the dangers of combat, Armour in Concord is broadly split into three separate categories: Light, Medium and Heavy.
Concord, unlike other combat LARPs, doesn't have an armour per location system.
There are 3 (technically 4) levels of armour - None, Light, Medium and Heavy. To claim ANY of those levels, all you need is to cover at least two locations in a majority of that armour.
This must represent armour, such as chainmail, interlinked plates, firm leather etc. You can not count clothing such as a heavy cloak, or a leather jacket as armour, in order to be counted for hitpoints.
To claim ANY of those levels, all you need is to cover at least two locations in a majority of that armour.
- head,
- torso,
- both arms,
- both legs, and
- half of arms + half of legs.
For example, if someone wears Medium covering their chest and arms, they can claim the 3 additional HP. If they wear Medium on one location, and Light on another, they get no bonus HP.
We also have a special location for armour coverage - half arms AND half legs. So you can wear greaves and bracers, have it count as one location, and then wear one more to get coverage.
Armour must be worn on two locations in order to grant its hit point bonus. Additional armour can be worn but it will not provide additional hitpoints. It will provide additional coverage for the purpose of blocking ‘Fracture’ if struck.
Example: If you were wearing a plate torso, metal bracers on your forearms, metal shin guards and leather pauldrons you would be wearing Heavy Armour, the leather pauldrons would not offer additional hitpoints, but would protect more of your body against Fracture.
In addition, the Armoured skill is required to wear Heavy armour. At all. If you want to wear nice shoulders for the looks, and they're plate, you need to take the Armoured skill.
E..G You should not wear armour that is classified as 'heavier' than your skill selection, even as little as metal pauldrons over chainmail without having the heavy armor skill or thick leather for mages without the battlemage skill.
See also: Combat Skills.
Light Armour

- Any padded cloth (such as a gambeson or arming cap) armour or thin leather armour (between 1.5mm and 3mm).
- Does not provide any additional protection against the ‘Fracture’ call.
- May be worn while casting spells.
- Does not require any skills to use.
- Grants 1 additional hitpoint when worn.
Medium Armour

- Thick leather (minimum 3mm), flexible metal armour (such as ringmail, chainmail or non-overlapping coat of plates) or any armour that appears to be such1.
- Provides resistance to the ‘Fracture’ call, provided the strike hits the armour.
- Cannot be worn while casting spells unless you have the Battlemage skill.
- Does not require any skills to wear.
- Grants 3 additional hit points when worn.
Heavy Armour

- Rigid metal armour (such as a plate harness, brigandine of overlapping plates), lamellar of close metal plates, or any armour that appears to be such*
- Provides resistance to the ‘Fracture’ call, provided the strike hits the armour.
- Cannot be worn while casting spells.
- Requires the Armoured skill to wear.
- Provides 5 extra hit points when worn.
Important
The Concord team will endeavor to make allowances for armour made out of modern materials (e.g. polyurethane or thermoplastics such as Worbla) within our games, however we wish to pursue the highest possible costume quality our community can support. Our experience with certain styles of construction has shown some issues with durability of appearance during events. As such we cannot guarantee that synthetic armour will be approved at a Concord event until we see it in person. In general we require armour to be durable to survive the entirety of an event, as such we require foam armour to be sealed in either an appropriate fabric or thermoplastic. Professionally made synthetic armour from companies like Wyrmwick and Arthammer is allowed. Butchers mail or sharkmail is not likely to be deemed appropriate.