Armor grants an advantage in combat by protecting the wearer from physical strikes.
- Armor grants protection in the form of Armor Points.
- When armor in a Hit Location is struck, the victim loses one Armor Point in that location instead of suffering a Wound. If the location struck has no points to lose, the victim will suffer a wound as normal.
- Armor pieces do not track their damage individually. Instead, each Hit Location has an armor point total that is determined by averaging of all armor covering that area.
- If a piece of armor extends to multiple locations, such as a Chainmail shirt, strikes will only damage the Hit Location that is struck. For instance, striking the sleeve of a Chainmail shirt will only damage the arm location.
- Armor only protects what it physically covers. If your elbow is exposed and you are struck in that gap, you will suffer a wound but do not lose any Armor Points.
- Straps and other such material that hold the armor pieces on do not count as part of the armor unless they are specifically built to be as such. (A leather strap across your back holding on your breastplate will not protect you from strikes.)
- Armor Priority: If a strike hits the line between an armored area and an exposed area, the strike will count as only hitting the armor. In other words, if a player wants to strike a gap in your armor, their attack must cleanly hit inside the gap without touching any armor. Armor Priority is superseded by Torso Priority when applicable.
- Armor present on a wounded Hit Location will continue to function and protect against further blows as long as it has armor points to do so.
- There are two types of armor in Amtgard: Natural Armor and Physical Armor.
- A player can only benefit from a single armor type at a time.
- Rules that reference "Armor" in general apply to both types.
- Rules that reference a specific armor type will only affect that type.