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Latest revision as of 20:24, 17 March 2024
Developer Note: The current V9 Rules can be found here.
The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.
Thank you for your interest in the project! Join the Discord for more information!
- The Project Phoenix (V9) Development Team
- These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
- This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
- To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.
Contents
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.
- Physical Armor pieces must be examined and rated by an Equipment Inspector.
- 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.
- 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.
- Armor Pieces are rated individually but will be averaged together when worn to produce an 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 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.
- 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 |
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.
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