Difference between revisions of "V9: Armor Rating Modifiers"

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<onlyinclude>====Armor Rating Modifiers====
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<onlyinclude>=====<u><big>Armor Modifiers</big></u>=====
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]].
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<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.
  
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.
+
<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.
  
=====Superior Appearance=====
+
<u>'''Superior Construction'''</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.
+
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: 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.
  
=====Inferior Appearance=====
+
<u>'''Inferior 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.
+
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, brittle/cracked material, loose connection points, and shoddy workmanship.
  
=====Superior Construction=====
+
<u>'''Material Thickness'''</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.
+
Each piece of worn armor must include certain materials that meet a specific thickness criteria to qualify as a valid armor. 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. One bonus point may be awarded or deducted for Superior or Inferior thickness according to the chart below.<br><br>
  
=====Inferior Construction=====
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{|style="border-style: solid; border-width: 5px; text-align: center" class="wikitable"
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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!colspan="8"|MATERIAL THICKNESS REFERENCE CHART
 
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|-
=====Layering=====
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! Material || colspan="2" | Inferior<br>(Minimum) || colspan="2" | Standard || colspan="2" | Superior || Notes
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.
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|-
 
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| '''Catch-All''' || colspan="2" rowspan="2"  style="background-color:#FAEBD7" | Cannot be less<br>than standard  || colspan="2" rowspan="2" style="background-color:#F0F8FF" | '''1/16"'''<br>1.60mm || colspan="2" rowspan="2" style="background-color:#F0FFF0" | '''1/8"'''<br>3.18mm
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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|-
 
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| '''Cloth'''
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]])
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|-
[[File:23014---PlaceHolderImage4x3.jpg | thumb | centre | Layering]]
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| '''Light Leather''' || colspan="2" style="background-color:#FAEBD7"| '''4oz'''<br>1/16"<br>1.60mm  || colspan="2" style="background-color:#F0F8FF"| '''6oz'''<br>3/32"<br>2.39mm || colspan="2" style="background-color:#F0FFF0"| '''8oz'''<br>1/8"<br>3.18mm
 
+
|-
=====Supplemental Armor Bonus: Head, Hands, & Feet=====
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| '''Strong Leather''' || colspan="2" style="background-color:#FAEBD7"| '''10oz'''<br>5/32"<br>3.96mm || colspan="2" style="background-color:#F0F8FF"| '''12oz'''<br>3/16"<br>4.78mm || colspan="2" style="background-color:#F0FFF0"| '''14oz'''<br>7/32"<br>5.57mm
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.
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| '''Rigid, Non-Metal''' || colspan="2" style="background-color:#FAEBD7"| '''1/8"'''<br>3.18mm || colspan="2" style="background-color:#F0F8FF"| '''3/16"'''<br>4.78mm || colspan="2" style="background-color:#F0FFF0"| '''1/4"'''<br>6.36mm || Material Density<br>at least 0.9g/cm3<br>(equivalent to HDPE)
 
+
|-
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]]).
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! || Aluminum || Steel || Aluminum || Steel || Aluminum || Steel ||
 
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|-
*'''Special: Hand Armor Materials'''
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| '''Round Rings''' || style="background-color:#FAEBD7"|'''18awg'''<br>0.040"<br>1.024mm ||style="background-color:#FAEBD7"| '''20awg'''<br>0.032"<br>0.813mm ||style="background-color:#F0F8FF"| '''16awg'''<br>0.051"<br>1.290mm ||style="background-color:#F0F8FF"| '''18awg'''<br>0.040"<br>1.024mm ||style="background-color:#F0FFF0"| '''14awg'''<br>0.064"<br>1.628mm||style="background-color:#F0FFF0"| '''16awg'''<br>0.051"<br>1.290mm
:[[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.</onlyinclude>
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|-
 +
| '''Flat Rings''' || rowspan="2" style="background-color:#FAEBD7"| '''18ga'''<br>0.403"<br>1.024mm || rowspan="2" style="background-color:#FAEBD7"| '''20ga'''<br>0.036"<br>0.911mm || rowspan="2" style="background-color:#F0F8FF"| '''16ga'''<br>0.051"<br>1.291mm || rowspan="2" style="background-color:#F0F8FF"| '''18ga'''<br>0.048"<br>1.214mm || rowspan="2" style="background-color:#F0FFF0"| '''14ga'''<br>0.064"<br>1.628mm || rowspan="2" style="background-color:#F0FFF0"| '''16ga'''<br>0.060<br>1.518mm || Measure along<br>thinnest axis
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|-
 +
| '''Sheet Metal'''
 +
|}
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=====<u><big>Layered Armor Bonus</big></u>=====
 +
When calculating the Armor Point Total, if multiple pieces of [[V9: Worn Armor| Worn Armor]] are layered on top of each other, the rating of any layered/overlapping areas will be rating of the highest-tier piece plus 1, up to that tier’s max.
 +
#A piece of armor already at max rating will not receive any additional value from layering.
 +
#Each layered piece must be able to act as armor on its own if it were not layered. Any part of layered armor that extends beyond the layering is calculated as 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 [[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.</onlyinclude><br><br>
 
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{{V9 Armor}}

Revision as of 12:18, 13 February 2023

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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

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 requires 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 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.

Superior Construction
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: 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.

Inferior Construction
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, brittle/cracked material, loose connection points, and shoddy workmanship.

Material Thickness
Each piece of worn armor must include certain materials that meet a specific thickness criteria to qualify as a valid armor. 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. One bonus point may be awarded or deducted for Superior or Inferior thickness according to the chart below.

MATERIAL THICKNESS REFERENCE CHART
Material Inferior
(Minimum)
Standard Superior Notes
Catch-All Cannot be less
than standard
1/16"
1.60mm
1/8"
3.18mm
Cloth
Light Leather 4oz
1/16"
1.60mm
6oz
3/32"
2.39mm
8oz
1/8"
3.18mm
Strong Leather 10oz
5/32"
3.96mm
12oz
3/16"
4.78mm
14oz
7/32"
5.57mm
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 18awg
0.040"
1.024mm
20awg
0.032"
0.813mm
16awg
0.051"
1.290mm
18awg
0.040"
1.024mm
14awg
0.064"
1.628mm
16awg
0.051"
1.290mm
Flat Rings 18ga
0.403"
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
Measure along
thinnest axis
Sheet Metal
Layered Armor Bonus

When calculating the Armor Point Total, if multiple pieces of Worn Armor are layered on top of each other, the rating of any layered/overlapping areas will be rating of the highest-tier piece plus 1, up to that tier’s max.

  1. A piece of armor already at max rating will not receive any additional value from layering.
  2. Each layered piece must be able to act as armor on its own if it were not layered. Any part of layered armor that extends beyond the layering is calculated as its normal rating. There is no additional bonus for layering more than two pieces.
  3. 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.

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