Armour reduces Damage, but only covers some parts of the body.
The more \gls{dr} the armour has, the more Damage it takes away, and the more armour the character wears, the more dice-results will be covered by the armour.
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Armour removes an amount of Damage equal to its \gls{dr}.
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Most armour has a \gls{covering} of `3', meaning that it covers most of the body (but not all) and only covers 3 steps of the dice.
If an attack roll equals the \gls{tn} minus the armour's \gls{covering}, then the armour does not help; i.e. the opponent has scored a \gls{vitalShot}.
\begin{itemize}
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When a player rolls 3 steps over an enemy's \gls{tn}, they have struck an unarmoured area, making \pgls{vitalShot}.
This ignores the opponent's \gls{dr}.
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When a player rolls 3 steps under an enemy's \gls{tn}, they receive \pgls{vitalShot}, and their character's \gls{dr} does not apply.
Most armour has a \gls{covering} of `3', meaning that it covers most of the body (but not all) and only covers 3 steps of the dice.
\end{itemize}
\item
Full armour can provide better \gls{covering}.
If you roll equal to the \gls{tn} plus the opponent's \gls{covering}, then you have scored a \gls{vitalShot}, and you can ignore the opponent's \gls{dr} when dealing Damage.