Difference between revisions of "V9: Armor Rating Modifiers"

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{{V9}}<onlyinclude>=====<u><big>[[V9: Armor Rating Modifiers| Armor Modifiers]]</big></u>=====
<onlyinclude>====Armor Rating Modifiers====
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[[V9: Physical Armor|Armor pieces]] can be granted bonuses or penalties to their [[V9: Rating Armor|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.
Each piece of [[V9: Worn Armor| Worn Armor]] can be granted additional bonuses or penalties, up to the [[V9: Rating Armor|maximum rating]] for its [[V9: Armor Tiers|tier]].
 
  
A piece of armor cannot receive both the Superior and Inferior variants of the same modifier. Think of the Superior and Inferior modifiers as a set of scales. Does the overall piece lean more towards one side or do its qualities balance in the middle and receive no modifier at all? Even if a piece has multiple qualities that skews it heavily to one side, it can only ever receive a single +1 or -1 for that modifier type.
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<u>'''Superior Appearance'''</u><br>
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Bonus points may be awarded to armor that displays an exceptional appearance above and beyond the typical appearance of similar pieces in its [[V9: Armor Styles|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.
  
=====Superior Appearance=====
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<u>'''Inferior Appearance'''</u><br>
One point may be awarded for exceptional appearance unrelated to the construction techniques used. Examples include extensive and well-done tooling of leather, etching of metal, gilding, blueing, etc.
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Points may be deducted from armor that displays an appearance well below the typical standard expected for similar pieces in that [[V9: Armor Styles|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 [[V9: Garb|outfit]] that is intentionally designed to look shoddy or battle-worn.
  
=====Inferior Appearance=====
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<u>'''Superior Construction'''</u><br>
One point may be deducted for inferior appearance, unrelated to the construction techniques used. Examples include visibly inauthentic materials, or tarnished/poorly-maintained armor. This does not apply if the armor is intentionally made to look shoddy for an in-game purpose, such as monster/barbarian armor.
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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.
  
=====Superior Construction=====
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<u>'''Inferior Construction'''</u><br>
One point may be awarded to an armor piece for exceptional construction technique or a meaningful increase in durability over the base requirements, unrelated to its appearance. Examples can be found alongside the construction standards (See [[V9: Armor Construction Standards]]). 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.
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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.
  
=====Inferior Construction=====
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<u>'''Layered Armor Bonus'''</u><br>
One point may be deducted for inferior construction or a meaningful decrease in expected durability, unrelated to its appearance. Armor pieces must still meet the [[V9: Universal Armor Rules (Construction)|minimum requirements and standards]] in order to be used as armor. Examples include obviously unfinished armor, or noticeably poor execution of construction techniques.
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If multiple unique pieces of [[V9: Physical Armor| 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.
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#A piece of armor already at max rating will not receive any additional value from layering.
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#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.
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#Any part of layered armor that extends beyond the layering is calculated at its normal rating.
 +
#All layered armor pieces must be at least partially visible in a way that [[V9: Honor System|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.
 +
#There is no additional bonus for layering more than two pieces.
  
=====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.
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{{:V9: Material Thickness}}
 
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</onlyinclude><br><br>
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: HSR2|HSR #2]])
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{{V9 Rating Armor}}
[[Image:Placeholder.png|200 px|centre]]
 
=====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| Light Leather]] as a valid material so long as the final piece still looks like armor.</onlyinclude>
 
{{V9 Armor}}
 

Latest revision as of 06:06, 8 February 2024

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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.




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



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