Difference between revisions of "V9: Rating Armor"

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<onlyinclude>====<u><big>Rating Worn Armor</big></u>====
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__TOC__
Each piece of [[V9: Worn Armor| Worn Armor]] must be [[V9: Equipment Inspection|inspected]] and assigned an Armor Rating in order to be used for [[V9: Core Combat Rules|Amtgard combat]].
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<onlyinclude><div class="toccolours mw-collapsible">
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====<u><big>'''[[V9: Rating Armor | Rating Armor & Calculating Armor Point Totals]]'''</big></u>====
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<div class="mw-collapsible-content">
  
#Worn Armor pieces must be examined and rated by an [[V9: Equipment Inspector| Equipment Inspector]].<br><br>
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=====<u><big>Rating Armor Pieces</big></u>=====
#Each piece of worn armor will be assigned to an '''Armor Tier''' that will outline its Base Armor Rating and Maximum Armor Rating. Armor that cannot be assigned to a tier does not count as [[V9: Armor|armor]] and cannot be used as such.<br><br>
+
Each piece of [[V9: Physical Armor| Physical Armor]] must be [[V9: Equipment Inspection|inspected]] and given an '''Armor Rating''' in order to be used for Amtgard [[V9: Core Combat Rules|combat]].
#Pieces are then granted bonuses or penalties based on the quality of construction or appearance (see below).
 
#*The final combination bonuses cannot exceed the Maximum Armor Rating listed for its tier.
 
#*Armor with a final rating of zero (0) does not count as [[V9: Armor| Armor]] and cannot be used as such.<br><br>
 
#[[V9: Armor Styles|Armor Pieces]] must be rated individually but will be [[V9: Armor Averaging|averaged together]] when worn to produce a final Armor Point Total for each [[V9: Hit Locations|Hit Location]].<br><br>
 
#Easily damaged materials (such as paper, cardboard, foam, and tinfoil) and obviously modern materials (such as shin pads and chest pads) may never be considered armor on their own. Such materials and items may be used as components for armor but the final product must go beyond these core materials to create a noteworthy piece that is not at odds with the more typical examples presented in this document and seen on the battlefield.<br><br>
 
  
{{V9 Example|text='''PRO TIP: [[V9: Equipment Reference Sheets|EQUIPMENT REFERENCE SHEETS]]'''<br>Armor rating can be subjective at times. To help mitigate this, it is recommended that players keep a reference sheet with a list of details for their Worn Armor pieces including descriptions, construction details, and previously assigned ratings to help Inspectors make quick and confident assessments. Keeping signatures and inspection dates from other Inspectors will add further credibility to your notes.<br><br>Reference Sheets are not necessary but they will greatly improve your odds of getting consistent armor ratings at every event you attend.}}
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#Physical Armor pieces must be examined and rated by an [[V9: Equipment Inspector| Equipment Inspector]].
 +
#Each piece of physical armor will be assigned to an [[V9: Rating Armor#Armor Tiers|Armor Tier]] based on its [[V9: Armor Styles|style]] that will outline its Base Armor Rating and Maximum Armor Rating. Armor that cannot be assigned to a tier does not count as [[V9: Armor|armor]] and cannot be used as such.
 +
#Pieces can be granted [[V9: Armor Rating Modifiers|bonuses or penalties]] based on the quality of construction or appearance.
 +
#*The sum total of all modifiers cannot increase a piece's armor rating beyond the maxiumum allowable for its tier. Surplus bonuses confer no additional benefit.
 +
#*Armor with a final rating of zero or less (due to penalties) does not count as [[V9: Armor| Armor]] and cannot be used as such.
 +
#[[V9: Armor Styles|Armor Pieces]] are rated individually but will be [[V9: Averaging Armor|averaged together]] when worn to produce an Armor Point Total for each [[V9: Hit Locations|Hit Location]].
 +
{{V9 Example|text='''PRO TIP: [[V9: Equipment Reference Sheets|EQUIPMENT REFERENCE SHEETS]]'''<br>Armor rating can be subjective at times. To help mitigate this, it is recommended that players keep a reference sheet with a list of details for their physical armor pieces including descriptions, construction details, and previously assigned ratings to help Inspectors make quick and confident assessments. Keeping signatures and inspection dates from other Inspectors will add further credibility to your notes.<br><br>Reference Sheets are not necessary but they will greatly improve your odds of getting consistent armor ratings at every event you attend!}}<br>
  
 +
----
 +
{{:V9: Armor Tiers}}
 +
<br>
  
=====<u><big>Armor Tiers</big></u>=====
+
----
Each tier includes a list of common [[V9: Armor Styles|armor styles]] that fall under that tier. For unlisted or ambiguous pieces, compare it to the examples under each tier and assign it based on which tier it most closely resembles in terms of style, materials, and appearance.
 
 
 
{|style="border-style: solid; border-width: 5px" class="wikitable"
 
!colspan="4"|ARMOR TIERS
 
|-
 
|style="text-align: center"|'''TIER''' || '''BASE<br>RATING''' || '''MAX<br>RATING''' || '''INCLUDES'''
 
|-
 
|'''T1''' || 1 || 2 || <ul><li>[[V9: Cloth/Padded Armor| Cloth/Padded]]</li><li>[[V9: Catch-All (Non-Metal)|Catch-All (Non-Metal)]]</li></ul>
 
|-
 
|'''T2''' || 2 || 3 || <ul><li>[[V9: Light Leather|Light Leather & Synthetic Variants]]</li><li>[[V9: Ringmesh| Ringmesh, Sharkmail, and similar.]]</li></ul>
 
|-
 
|'''T3''' || 3 || 4 || <ul><li>[[V9: Strong Leather| Strong Leather & Synthetic Variants]]</li><li>[[V9: Rigid Non-Metal Armor|Rigid, Non-Metal Armor]]</li><li>[[V9: Chainmail| Chainmail]]</li></ul>
 
|-
 
|'''T4''' || 4 || 5 || <ul><li>[[V9: Catch-All (Metal)| Catch-All (Metal)]]</li></ul>
 
|-
 
|'''T5''' || 5 || 6 || <ul><li>[[V9: Scale| Scale]]</li><li>[[V9: Butted Plate | Butted Plate (Splint, Kikko, etc.)]]</li>
 
|-
 
|'''T6''' || 6 || 7 || <ul><li>[[V9: Plate| Plate]]</li><li>[[V9: Lamellar and Laminar| Lamellar, Laminar]]</li><li>[[V9: Brigandine| Brigandine]]</li>
 
|}
 
 
 
=====<u><big>Armor Rating Modifiers</big></u>=====
 
Each piece of [[V9: Worn Armor| Worn Armor]] can be granted additional bonuses or penalties.
 
#Multiple points can be awarded and penalized simultaneously as long as they each correspond to each unique feature or collection of features that would still warrant the bonus or penalty if viewed on its own.<br><br>
 
#The sum total of all modifiers cannot increase a piece's armor rating beyond the maxiumum allowable for its tier (see above). Surplus bonuses confer no additional benefit.<br><br>
 
#Armor with a final rating of zero or less (due to penalties) does not count as [[V9: Armor| Armor]] and cannot be used as such.<br><br>
 
#Regardless of modifiers, armor pieces must still meet certain minimum specifications (see chart below) as well as fully adhere to the [[V9: Universal Equipment Requirements| Universal Equipment Requirements]] in order to be used as armor.
 
 
 
 
 
<u>'''Superior Appearance'''</u><br>
 
Bonus points may be awarded to armor that displays an exceptional appearance above and beyond the typical appearance of similar pieces in its style. This includes but is not limited to: tooling, etching, gilding, and fluting, as well as notable use of colors, shapes, weaves, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base construction requires to create an aesthetically pleasing piece.
 
 
 
<u>'''Inferior Appearance'''</u><br>
 
Points may be deducted from armor that displays an appearance well below the typical standard expected for similar pieces in that style. Examples include tarnished/poorly-maintained armor as well as visibly inauthentic or degrading materials. This penalty does not apply when the piece is worn as a part of a complete outfit that is intentionally designed to look shoddy or battle-worn.
 
 
 
<u>'''Superior Construction'''</u><br>
 
Bonus points may be awarded to armor constructed with exceptional techniques that provide a meaningful increase in durability over the standard requirements. This includes but is not limited to: increased material thickness, solid/riveted rings, hardened material, affixing to a rigid backing, tighter spacing than required, greater overlap than required, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base requirements to create a more durable piece.
 
 
 
<u>'''Inferior Construction'''</u><br>
 
Points may be deducted from armor for inferior construction or a meaningful reduction in expected durability when compared to the standard requirements. Examples include but are not limited to: obviously unfinished armor, thinner material, brittle/cracked material, and loose connection points, as well as weak joints, rivets, and any other poor execution of construction techniques.
 
 
 
 
 
{|style="border-style: solid; border-width: 5px; text-align: center" class="wikitable"
 
!colspan="8"|CONSTRUCTION MODIFIER REFERENCE CHART
 
|-
 
! Material || colspan="2" | Inferior<br>(Minimum) || colspan="2" | Standard || colspan="2" | Superior || Notes
 
|-
 
| Catch-All || colspan="2" rowspan="2" | Cannot be less<br>than standard  || colspan="2" rowspan="2" | 1/16" || colspan="2" rowspan="2" | 1/8"
 
|-
 
| Cloth
 
|-
 
| Light Leather || colspan="2" | 1/16" / 4oz  || colspan="2" | 3/32" / 6oz || colspan="2" | 1/8" / 8oz
 
|-
 
| Strong Leather || colspan="2" | 5/32" / 10oz || colspan="2" | 3/16" / 11oz || colspan="2" | 1/4" / 12oz
 
|-
 
| Rigid, Non-Metal || colspan="2" | 1/8" || colspan="2" | 3/16"|| colspan="2" | 1/4"|| Material Density<br>at least 0.9g/cm3<br>(equivalent to HDPE)
 
|-
 
! || Aluminum || Steel || Aluminum || Steel || Aluminum || Steel ||
 
|-
 
| Round Rings || 16swg || 18swg || 14swg || 16swg|| 12swg|| 14swg
 
|-
 
| Flat Rings || rowspan="2" | 18ga || rowspan="2" | 20ga || rowspan="2" | 16ga || rowspan="2" | 18ga || rowspan="2" | 14ga|| rowspan="2" | 16ga || Measure along<br>thinnest axis
 
|-
 
| Sheet Metal
 
|-
 
! Other<br>Construction || colspan="2" | Inferior<br>(Minimum) || colspan="2" | Standard || colspan="2" | Superior || Notes
 
|-
 
| Scale/Plate<br>Overlap || colspan="2" | 5% || colspan="2" | 10 || colspan="2" | 25% || At least 75% of Overlap
 
|-
 
| Butted Plate<br>Proximity || colspan="2" | 3/4" || colspan="2" | 1/2" || colspan="2" | 1/4" ||
 
|}
 
 
 
=====Layering=====
 
If multiple pieces of [[V9: Worn Armor| Worn Armor]] are layered on top of each other, whether permanent or temporary, the rating of the layered area is the rating of the highest-tier piece plus 1, up to that tier’s max.
 
 
 
Each piece should be able to act as armor on its own if they were not layered. Any part of layered armor that extends beyond the layering is averaged at its normal rating. There is no additional bonus for layering more than two pieces.
 
 
 
All Layered Armor pieces must be at least partially visible in a way that does not misrepresent the wearer’s potential armor point value and/or coverage when observed by another player, especially in the cases where a lower rated armor is on top of a higher-rated piece. (see [[V9: Honor System|HSR #2]])
 
[[File:23014---PlaceHolderImage4x3.jpg | thumb | centre | Layering]]
 
 
 
=====Supplemental Armor Bonus: Head, Hands, & Feet=====
 
A player may receive +1 to the Worn Armor Point value of their torso, arms, or legs location if they also armor their head, hands, or feet respectively. This bonus ignores tier maximums. Armored hands and feet contribute to armor averaging as normal, in addition to this bonus.
 
#If hand or foot armor is the only piece worn on that location, it should be compared to the normal armor tiers and assigned a value as best as possible.
 
 
 
Supplemental armor pieces must cover at least 50% of the area of the head, hand, or foot, and meet all the requirements for [[V9: Worn Armor| Worn Armor]], as well as the construction standards for at least a [[V9: Armor Tiers|Tier 3]] piece of armor (See [[V9: Armor Construction Standards| Armor Construction Standards]]).
 
 
 
*'''Special: Hand Armor Materials'''
 
:[[V9: Combat|Amtgard combat]] can often result in hands accidentally contacting other players or their [[V9: Equipment|equipment]]. To ensure safety in these cases, hand armor cannot include rigid, abrasive, or metal materials on the back of the hand beyond the knuckles. To offset this limitation, Hand Armor can also use [[V9: Light Leather, Hides, And Furs| Light Leather]] as a valid material so long as the final piece still looks like armor.
 
 
 
 
{{:V9: Armor Rating Modifiers}}
 
{{:V9: Armor Rating Modifiers}}
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<br>
  
====Averaging Armor Points For Hit Locations====
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When it’s time to actually wear the armor pieces together, each [[V9: Hit Location| Hit Location]] will be assigned its [[V9: Armor Point| Armor Point]] value based on the armor rating and approximate coverage of all the pieces it is benefiting from.
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{{:V9: Supplemental Armor}}
 
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<br>
To calculate this value, average the ratings of all [[V9: Worn Armor| Worn Armor]] pieces in the Hit Location across the areas that are covered by armor, rounding the result to the nearest whole number. Areas not covered by any armor whatsoever, such as gaps or garb, are not factored into this averaging.
 
{{V9 Dev Note|text=You do not need to be precise when determining the coverage. "Eyeballing" it is perfectly fine and even encouraged. ([[V9: Honor System|See HSR#4]])}}
 
 
 
{{V9 Example|text=Padded Bracer and a Chainmail Sleeve
 
 
 
Jen is wearing a [[V9: Cloth/Padded Armor|padded bracer]] (rated 2pts) on her right forearm and has a [[V9: Metal Chainmail|chainmail tunic]] (rated 4pts) with sleeves covering some of her arms. The two pieces together cover about 70% of her arms, leaving a gap at the elbows.
 
 
 
The Armor Rating Officer only cares about the area covered by armor. Looking at her arm, the Officer determines that the bracer takes up about 40% of the armored area and the chainmail sleeve takes up about 60% of the armored area.
 
  
[Bracer] 2pts x 40% = 2 x 0.40 = 0.8
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----
[Sleeve] 4pts x 60% = 4 x 0.60 = 2.4
+
{{:V9: Calculating Armor Point Totals}}
0.8 + 2.4 = 3.2 rounds down to 3.
+
<br>
  
Therefore, Jen’s right arm has an Armor Value of 3pts in the areas covered by armor (the bracer and the sleeve) and an exposed gap between them.}}</onlyinclude>
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[[File:V8 border axe hammer.png | center | 800px]]
{{V9 Armor}}
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</div></div></onlyinclude><br>
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<gallery mode="slideshow" showthumbnails caption="Image Gallery">
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File:23014---PlaceHolderImage4x3.jpg|Example 1
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File:23014---PlaceHolderImage4x3.jpg|Example 2
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File:23014---PlaceHolderImage4x3.jpg|Example 3
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File:23014---PlaceHolderImage4x3.jpg|Example 4
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File:23014---PlaceHolderImage4x3.jpg|Example 5
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</gallery><br>
 +
{{V9 Rating Armor}}

Latest revision as of 07:29, 13 January 2024

221202---V9-Rules-Seal-for-Wiki.png
This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Rating Armor & Calculating Armor Point Totals

Rating Armor Pieces

Each piece of Physical Armor must be inspected and given an Armor Rating in order to be used for Amtgard combat.

  1. Physical Armor pieces must be examined and rated by an Equipment Inspector.
  2. Each piece of physical armor will be assigned to an Armor Tier based on its style that will outline its Base Armor Rating and Maximum Armor Rating. Armor that cannot be assigned to a tier does not count as armor and cannot be used as such.
  3. Pieces can be granted bonuses or penalties based on the quality of construction or appearance.
    • The sum total of all modifiers cannot increase a piece's armor rating beyond the maxiumum allowable for its tier. Surplus bonuses confer no additional benefit.
    • Armor with a final rating of zero or less (due to penalties) does not count as Armor and cannot be used as such.
  4. Armor Pieces are rated individually but will be averaged together when worn to produce an Armor Point Total for each Hit Location.
PRO TIP: EQUIPMENT REFERENCE SHEETS
Armor rating can be subjective at times. To help mitigate this, it is recommended that players keep a reference sheet with a list of details for their physical armor pieces including descriptions, construction details, and previously assigned ratings to help Inspectors make quick and confident assessments. Keeping signatures and inspection dates from other Inspectors will add further credibility to your notes.

Reference Sheets are not necessary but they will greatly improve your odds of getting consistent armor ratings at every event you attend!


Armor Tiers

Armor tiers provide a base and maximum rating for physical armor pieces. Each tier includes a list of common styles that fall under that tier. Ambiguous armor pieces should be placed wherever they would be most appropriate.

ARMOR TIERS
TIER BASE
RATING
MAX
RATING
INCLUDES
T1 1 2
T2 2 3
T3 3 4
T4 4 5
T5 5 6
T6 6 7
Special - -




Armor Modifiers

Armor pieces can be granted bonuses or penalties to their Armor Rating based on the quality of construction or appearance. Multiple points can be awarded and penalized simultaneously as long as they each correspond to each unique feature or collection of features that would warrant the bonus or penalty if viewed on its own.

Superior Appearance
Bonus points may be awarded to armor that displays an exceptional appearance above and beyond the typical appearance of similar pieces in its style. This includes but is not limited to: tooling, etching, gilding, and fluting, as well as notable use of colors, shapes, weaves, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base construction requirements to create an aesthetically pleasing piece.

Inferior Appearance
Points may be deducted from armor that displays an appearance well below the typical standard expected for similar pieces in that style. Examples include tarnished/poorly-maintained armor as well as visibly inauthentic or degraded materials. This penalty does not apply when the piece is worn as a part of a complete outfit that is intentionally designed to look shoddy or battle-worn.

Superior Construction
Bonus points may be awarded to armor constructed with exceptional techniques that provide a meaningful increase in durability over the standard for the material being used. This includes but is not limited to: solid/riveted rings, hardened material, noticeably tighter spacing than required, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base requirements to create a more durable piece. This bonus may also be granted to pieces that are at least 75% constructed from metal materials that are significantly more dense and/or durable than aluminum.

Inferior Construction
Points may be deducted from armor for inferior construction techniques or a meaningful reduction in expected durability when compared to the standard for the material being used. Examples include but are not limited to: obviously unfinished armor, brittle/cracked material, loose connection points, and shoddy workmanship.

Layered Armor Bonus
If multiple unique pieces of Physical Armor are layered on top of each other as part of a complete outfit, the rating of any overlapping area will be rating of the highest-tier armor piece plus 1, up to that armor’s maximum.

  1. A piece of armor already at max rating will not receive any additional value from layering.
  2. Each layered piece should be able to act as armor on its own if it were not layered. The layers may be affixed while being worn, such as metal armor attached to an arming doublet.
  3. Any part of layered armor that extends beyond the layering is calculated at its normal rating.
  4. All layered armor pieces must be at least partially visible in a way that does not misrepresent the wearer’s armor point total or armor coverage when observed by another player from 20ft away. This especially true in the cases where a lower-tier armor is layered on top of a higher-tier piece.
  5. There is no additional bonus for layering more than two pieces.


Material Thickness

Certain armor styles may require materials that meet a specific thickness. Multiple layers of material may permanently affixed to each other to increase thickness however extra thickness caused by adhesives or empty space should not be factored into the new measurements.


MATERIAL THICKNESS REFERENCE CHART
Inferior
(Minimum)
Standard Superior Notes
Cloth Cannot be less
than standard
1/16"
1.60mm
1/8"
3.18mm
Light Leather 4oz
1/16"
1.60mm
6oz
3/32"
2.39mm
8oz
1/8"
3.18mm
Heavy Leather Cannot be less
than standard
10oz
5/32"
3.96mm
12oz
3/16"
4.78mm
Less than standard
is Light Leather
Rigid, Non-Metal 1/8"
3.18mm
3/16"
4.78mm
1/4"
6.36mm
Material Density
at least 0.9g/cm3
(equivalent to HDPE)
Aluminum Steel Aluminum Steel Aluminum Steel
Round Rings 18ga swg
16ga awg
0.048"
1.219mm
20ga swg
18ga awg
0.036"
0.914mm
16ga swg
14ga awg
0.064"
1.626mm
18ga swg
16ga awg
0.048"
1.219mm
14ga swg
12ga awg
0.080"
2.032mm
16ga swg
14ga awg
0.064"
1.626mm
Flat Rings 20ga swg
18ga awg
0.036"
0.914mm
22ga swg
20ga awg
0.028"
0.711mm
18ga swg
16ga awg
0.048"
1.219mm
20ga swg
18ga awg
0.036"
0.914mm
16ga swg
14ga awg
0.064"
1.626mm
18ga swg
16ga awg
0.048"
1.219mm
Measure along thinnest axis.

Punched rings should be comparable thickness.
Sheet Metal 18ga
0.040"
1.024mm
20ga
0.036"
0.911mm
16ga
0.051"
1.291mm
18ga
0.048"
1.214mm
14ga
0.064"
1.628mm
16ga
0.060
1.518mm
Scales 20ga
0.032"
0.812mm
22ga
0.030"
0.759mm
18ga
0.040"
1.024mm
20ga
0.036"
0.911mm
16ga
0.051"
1.291mm
18ga
0.048"
1.214mm




Supplemental Armor Bonus
Player with Supplemental Armor

When calculating a player's Armor Point Total, armor worn on the head (above the neck), hands (above the wrist), or feet (below the ankle) do not contribute a normal rating towards calculations. Instead, pieces that meet the construction criteria below grant an additional +1 bonus to their respective location (torso, right arm, left arm, right leg, left leg) after all Armor Point Totals have been calculated.

  1. Supplemental armor pieces must cover at least 50% of the surface area of the head, hand, or foot, not including space between fingers and toes.
  2. They meet the Universal Equipment Requirements, as well as be constructed in a way that would place them in Tier 3 or greater.
    • To ensure safety in the cases of accidental hand contact, hand armor cannot include metal or similarly rigid materials on the tops of knuckles or fingers, including fingertips. To offset this, Hand Armor can also be constructed as a Tier 2 armor so long as the final piece still looks like armor.
  3. This bonus can cause the armor point total to exceed tier maximums, however it will still be affected by armor point limits imposed by class or game modes.
  4. If hand or foot armor is the only armor piece worn on that location, then it should be compared to the normal armor tiers and assigned a normal rating as best as possible.



Calculating Armor Point Totals

Once the pieces are rated, Armor Point Totals are calculated for each Hit Location based on those ratings and the approximate physical coverage that each piece bestows.

To calculate this total, average the ratings of all physical armor pieces in the hit location based on the percentage of coverage they provide, rounding the result to the nearest whole number.

  • Areas not covered by any armor whatsoever, such as gaps or garb, are not factored into this averaging.
  • You do not need to be precise when determining the coverage. "Eyeballing" it is perfectly fine and is even encouraged as long as it is done in good faith.

Once the point total has been calculated, any extra points from Supplemental Armor should be added.

Example: Padded Bracer, Chainmail Sleeve, and Gauntlets.

Lorathana is wearing a cloth bracer (rated 2pts) on her right forearm, a chainmail tunic (rated 4pts) with sleeves covering some of her arms, and a leather gauntlet. The two pieces together cover about 70% of her arms, leaving a gap at the elbow.

To make their calculations, the Equipment Inspector only has to focus on the area covered by armor. Looking at her arm, they determine that the bracer takes up about 40% of the armored area and the chainmail sleeve takes up about 60% of the armored area. The Gauntlets are Supplemental Armor so they are ignored until later.

[Bracer] 2pts x 40% = 2 x 0.40 = 0.8
[Sleeve] 4pts x 60% = 4 x 0.60 = 2.4
0.8 + 2.4 = 3.2 rounds down to 3.

Now that the total has been calculated, Lorathana can add the Supplemental Armor bonus for her Gauntlets, granting an additional +1.

Therefore, Lorathana’s right arm has an Armor Point Total of 4pts in the areas covered by armor (the bracer, the sleeve, and the gauntlets) and an exposed gap between them.

Still confused? More examples can be found here.


V8 border axe hammer.png




Rating Armor & Calculating Points
Armor Tiers · Armor Rating Modifiers · Material Thickness · Supplemental Armor · Calculating Armor Point Totals
Physical Armor
Gameplay Rules · Construction Rules · Rating Armor & Calculating Armor Points · Armor Styles
Armor
General Rules · Natural Armor · Physical Armor
Equipment
Equipment Basics · Equipment Use Terms · Weapons · Shields · Armor · Color Code · Visual Indicators
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary