Difference between revisions of "V9: Rating Armor"
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Armor rating can be subjective. To mitigate this, it is recommended that armor users keep a log of details for their Worn Armor pieces including descriptions, construction details, and previously assigned ratings with signatures and dates from other armor authorities. This is not necessary but will provide an easy reference point for future examinations and greatly improve your odds of getting consistent ratings at every event. (See [[V9: Template Appendix| Template Appendix]] for a sample log) | Armor rating can be subjective. To mitigate this, it is recommended that armor users keep a log of details for their Worn Armor pieces including descriptions, construction details, and previously assigned ratings with signatures and dates from other armor authorities. This is not necessary but will provide an easy reference point for future examinations and greatly improve your odds of getting consistent ratings at every event. (See [[V9: Template Appendix| Template Appendix]] for a sample log) | ||
{{:V9: Armor Tiers}} | {{:V9: Armor Tiers}} | ||
− | {{:V9: Armor Rating Modifiers}}</onlyinclude> | + | {{:V9: Armor Rating Modifiers}} |
+ | ====Averaging Armor Points For Hit Locations==== | ||
+ | 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. | ||
+ | |||
+ | 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: HSR4|See HSR#4]])}} | ||
+ | |||
+ | {{V9 Example|text=Padded Bracer and a Chainmail Sleeve | ||
+ | |||
+ | Jen is wearing a [[V9: 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 | ||
+ | [Sleeve] 4pts x 60% = 4 x 0.60 = 2.4 | ||
+ | 0.8 + 2.4 = 3.2 rounds down to 3. | ||
+ | |||
+ | 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> | ||
{{V9 Armor}} | {{V9 Armor}} |
Revision as of 22:53, 10 January 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 Points
Rating Armor Pieces
Each piece of Worn Armor must be examined and assigned an Armor Rating in order to be used for Amtgard combat.
- Worn Armor is rated by a person with the authority to rate armor, granted by their Kingdom’s corpora or other relevant organizational document. This traditionally includes the Monarch, Champion, Guildmaster of Reeves, and the Reeves for the game where the armor piece is being used.
- Each piece of Worn Armor must be assigned to a Tier to give it a Base Armor Rating. Pieces can also be granted bonuses or penalties based on the quality of construction or appearance. (See Armor Rating Modifiers)
- Armor Pieces are rated individually and then averaged when worn together to produce a final Armor Point value for that Hit Location.
- Worn Armor rated as zero (0) does not count as Armor and cannot be used as part of averaging.
A Note on Consistency
Armor rating can be subjective. To mitigate this, it is recommended that armor users keep a log of details for their Worn Armor pieces including descriptions, construction details, and previously assigned ratings with signatures and dates from other armor authorities. This is not necessary but will provide an easy reference point for future examinations and greatly improve your odds of getting consistent ratings at every event. (See Template Appendix for a sample log)
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.
- A piece of armor already at max rating will not receive any additional value from layering.
- 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.
- 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 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.
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.
- One bonus point may be awarded or deducted for Superior or Inferior thickness according to the chart below.
- Armor pieces that do not meet these minimum requirements may be judged as Ambiguous Armor as long as they still meet the universal equipment requirements.
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 |
Averaging Armor Points For Hit Locations
When it’s time to actually wear the armor pieces together, each Hit Location will be assigned its Armor Point value based on the armor rating and approximate coverage of all the pieces it is benefiting from.
To calculate this value, average the ratings of all 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.
Developer Note: You do not need to be precise when determining the coverage. "Eyeballing" it is perfectly fine and even encouraged. (See HSR#4)
Jen is wearing a padded bracer (rated 2pts) on her right forearm and has a 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 [Sleeve] 4pts x 60% = 4 x 0.60 = 2.4 0.8 + 2.4 = 3.2 rounds down to 3.
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.
Armor General Rules · Natural Armor · Physical Armor
Equipment Equipment Basics · Equipment Use Terms · Weapons · Shields · Armor · Color Code · Visual Indicators