Difference between revisions of "V9: Rating Armor"
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− | <onlyinclude>====<u><big>Rating | + | <onlyinclude>====<u><big>'''Rating Armor & Calculating Armor Point Totals'''</big></u>==== |
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+ | =====<u><big>General Rules</big></u>===== | ||
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]]. | 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]]. | ||
#Worn Armor pieces must be examined and rated by an [[V9: Equipment Inspector| Equipment Inspector]].<br><br> | #Worn Armor pieces must be examined and rated by an [[V9: Equipment Inspector| Equipment Inspector]].<br><br> | ||
#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 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> | ||
− | #Pieces | + | #Pieces can then be granted bonuses or penalties based on the quality of construction or appearance. |
− | #*The | + | #*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. |
− | #*Armor with a final rating of zero ( | + | #*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. |
− | #[[V9: Armor Styles|Armor Pieces]] must be rated individually but will be [[V9: Armor | + | #*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.<br><br> | ||
+ | #[[V9: Armor Styles|Armor Pieces]] must be rated individually but will be [[V9: Averaging Armor|averaged together]] when worn to produce a final Armor Point Total for each [[V9: Hit Locations|Hit Location]].<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.}} | {{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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=====<u><big>Armor Tiers</big></u>===== | =====<u><big>Armor Tiers</big></u>===== | ||
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|'''T6''' || 6 || 7 || <ul><li>[[V9: Lamellar and Laminar| Lamellar, Laminar]]</li><li>[[V9: Brigandine| Brigandine]]</li><li>[[V9: Plate| Plate]]</li></ul> | |'''T6''' || 6 || 7 || <ul><li>[[V9: Lamellar and Laminar| Lamellar, Laminar]]</li><li>[[V9: Brigandine| Brigandine]]</li><li>[[V9: Plate| Plate]]</li></ul> | ||
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=====<u><big>Appearance Modifiers</big></u>===== | =====<u><big>Appearance Modifiers</big></u>===== | ||
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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. | 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. | ||
− | <u> | + | =====<u><big>Material Thickness</big></u>===== |
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. | 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. | ||
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| '''Sheet Metal''' | | '''Sheet Metal''' | ||
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+ | {{:V9: Layered Armor}} | ||
+ | {{:V9: Supplemental Armor}} | ||
+ | {{:V9: Averaging Armor}} | ||
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</onlyinclude><br><br> | </onlyinclude><br><br> | ||
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Revision as of 10:58, 13 February 2023
- 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.
Contents
Rating Armor & Calculating Armor Point Totals
General Rules
Each piece of Worn Armor must be inspected and assigned an Armor Rating in order to be used for Amtgard combat.
- Worn Armor pieces must be examined and rated by an Equipment Inspector.
- 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 armor and cannot be used as such.
- Pieces can then be granted bonuses or penalties 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 still warrant the bonus or penalty if viewed on its own.
- 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.
- Regardless of modifiers, armor pieces must still meet certain minimum specifications (see chart below) as well as fully adhere to the Universal Equipment Requirements in order to be used as armor.
- Armor Pieces must be rated individually but will be averaged together when worn to produce a final Armor Point Total for each Hit Location.
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.
Reference Sheets are not necessary but they will greatly improve your odds of getting consistent armor ratings at every event you attend.
Armor Tiers
Each tier includes a list of common 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.
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 |
Appearance 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.
Construction Modifiers
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 |
Supplemental Armor Bonus
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.
- 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.
- 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.
- 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.
- 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.
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.
Armor General Rules · Natural Armor · Physical Armor
Equipment Equipment Basics · Equipment Use Terms · Weapons · Shields · Armor · Color Code · Visual Indicators