DasClay said:

**ARmour Piercing**: the book says

The entry in this column indicates the number added to the wielders strength modifier to determing the final armour piercing score of a successful blow and its effects on the opponets damage reduction.

Question:So this is added in with the attack, but is only relative if your facing someone who is actully in armor? or does this plus your atk modifers stack all together for one total damage.

You are confused. AP and damage are two seperate things. You calculate AP based on the weapon used as follows: weapon AP + Str mod = total AP. If you are finesse fighting then you do not add your Str mod. If you are using a weapon to which you cannot add your Str mod to damage then you do not add your Str mod to AP (ie: a x-bow or non-mighty bow). If your weapon has AP 0 then you can never penetrate armor no matter how high your Str. Lastly, according to Mongoose Bob's most recent

rulling for two handed weapons your ap = weapon AP + 1.5*Str mod.

You should calculate your AP values beforehand just like you would your attack values because it is a static number that will only change when you change weapons (or your Str value changes).

If your AP is equall to or greater than your opponent's DR then he only gets to apply

**one half his DR (rounded down)** against your damage. You roll damage normally and do not add AP to damage.

I dont understand the example given on page 163(1st book). by the way it reads, is your weapon does its given damage, but you use your str mod. and AP value to see if you actully get thru the armor, and if you equal the AP value, your given DR score is halfed for that attack?

You refer to the example with Moyle and the Aesir warriors? That example is correct. If total AP >= DR then apply 1/2DR (round down) against the damage rolled, do

**not** add AP to damage.

so doesnt that conflict with the rule of everytime your hit your armor takes damage, and for every 20 points of damage your armor takes, its DR is reduced by 1 ?

That is a variant rule, not core. See my answer to your qestion on Armor Damage below.

**Initiative**: 1d20+Reflex save modifier+ dexterity modifier + any relevant feats or other bonuses(improved initiative,etc)

Question: so basically i can just save 1d20+ reflex save+ any relevant feats.

Basically, yes. See Mongoose Bob's latest rulling in

this thread Yes this means you include Lightning Reflexes in your initative save, no that is not unbalancing because there are fewer Ref saves in Conan than stock DnD. Yes this means Shemite's are slower than other characters, that must just be part of their fatalism I guess.

Armor Damage and Repair: each time a suit of armour is struck by a weapon that inflicts 20 points of damage or more to the character wearing the armour ( after the armour is taken into account) its DR is reduced by 1d4:

Question: so this is saying on a single attack if you take more than 20 points of damage(which you have to make a save for anyway), then your armour DR value is reduced by 1d4 points. this is not a cumulative thing were over time when your armor has taken 20 points of damage its reduced by 1, exsample im fighting 4 warriors DR 6 each attacks me and does 5 damage, i soak 20 then my DR drops to DR 5. that example is wrong then, right?

Yes, any time you would have to make a Massive Damage save your armor's DR is reduced by 1d4. Yes this is a cumulative thing so it is eventually possible to destroy armor in this way. No your armor does not loose 1 point of DR for every 20 points of damage you take in total, that is a variant rule.

Hope that helps.