Post by despic on Oct 4, 2010 12:40:05 GMT -5
Make sure you read and understand this before you decide to make/buy your armor. And remember to keep a mental check list of which piece of armor is damaged in battle at all times and as any person can ask for the status of your armor in battle so be ready.
Armor
5.1 - General
5.1.1 - All types of armor provide the same level of protection.
5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.
5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.
5.1.4 - The front, back, and sides of any part of the body are considered a single strike zone for armor coverage. Hits anywhere on armor on the left leg are considered hits to the "left leg armor," and hits to a fighter's armored chest, sides, and back are considered hits to the "torso armor" even if the hits land on different pieces of armor such as a breastplate and backplate. Think of armor protection in Dagorhir this way: armor lessens the damage from some types of hits, but does not eliminate damage entirely. Hence, an armored fighter will "survive" the first blue weapon hit to his back, but a second blue hit to the same fighter's chest armor will have done enough damage to "kill" the fighter.
5.1.5 - All armor within a strike zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
5.1.6 - Armor does not offer protection against red weapons swung with two hands, two-hand green thrusts, or yellow (projectile) weapons except as shown below.
5.1.7 - Head and neck armor and helmets protect from yellow and white weapon hits to the head and neck.
5.1.8 - The first hit from a blue weapon to an armored strike zone has no effect.
5.1.9 - The second blue hit:
5.1.9.1 - To an armored torso results in death;
5.1.9.2 - To an armored limb results in loss of the limb.
5.1.10 - A one-handed green thrust has no effect on armor, even if previously struck with a blue weapon.
5.1.11 - Armor protection against blue weapon strikes is not eliminated due to a previous yellow or two-handed green weapon hit.
5.1.12 - Rigid plastic safety equipment for knee and elbow protection is permitted but must be concealed under clothing. It does not count as armor.
5.1.13 - No one wearing armor or ridged safety gear may initiate grappling.
5.1.14 - Rigid body armor including helmets must not have projections which protrude more than 1/2 inch from the armor.
5.1.15 - Rigid armor including helmets must have no spikes or points and must have blunted edges.
5.1.16 - Armor must not be able to catch any appendages such as fingers.
5.1.17 - Armor must be passed by heralds from two separate realms, assuming an inter-realm event.
5.2 - Metal Armor:
5.2.1 - Metal armor may be made of iron, steel, bronze, brass, or copper, or titanium. Aluminum and other modern alloys are not allowed, with the exception of titanium and stainless or galvanized steel.
5.2.2 - The minimum thickness of metal armor is 16 gauge.
5.2.3 - The minimum thickness wire for chain mail is 16-gauge.
5.2.4 - The minimum thickness of plate metal armor and riveted/welded chainmail is 18 gauge.
5.2.5 - The minimum thickness of metal armor not included in the previous rule is 16 gauge.
5.2.6 - The maximum thickness of metal armor is 1/8 inch.
5.2.7 - Acceptable Standards for 4:1 European Weave Chain mail:Gauge 12 14 16 18 Etc
Butted Link Maximum Ring Diameter 1/2" 3/8" 5/16" 1/4" **
Non-Butted Maximum Link Diameter* 1/2" 3/8" 3/8" 3/8" **
*Non-Butted = Riveted, welded, punched, etc.
**At the discretion of the event organizers
5.2.8 - Rigid metal knee or elbow armor is forbidden (ring or chainmail is permitted).
5.2.9 - All corners should be rounded to at least 1/2" radius for safety.
5.2.10 - Metal helmets may only be constructed from 18- to 16-gauge. Helmets may not have "non-period" grills (e.g., most "SCA" helmets have non-period grills).
5.3 - Leather Armor:
5.3.1 - The minimum thickness for leather armor is 3/16 inch and may be achieved by layering several pieces of thin leather.
5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal, or the studs/rings/plates are no more than 1/2" apart.
5.4 - Armor may not be constructed of plastic or other non-period materials.
Armor
5.1 - General
5.1.1 - All types of armor provide the same level of protection.
5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.
5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.
5.1.4 - The front, back, and sides of any part of the body are considered a single strike zone for armor coverage. Hits anywhere on armor on the left leg are considered hits to the "left leg armor," and hits to a fighter's armored chest, sides, and back are considered hits to the "torso armor" even if the hits land on different pieces of armor such as a breastplate and backplate. Think of armor protection in Dagorhir this way: armor lessens the damage from some types of hits, but does not eliminate damage entirely. Hence, an armored fighter will "survive" the first blue weapon hit to his back, but a second blue hit to the same fighter's chest armor will have done enough damage to "kill" the fighter.
5.1.5 - All armor within a strike zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
5.1.6 - Armor does not offer protection against red weapons swung with two hands, two-hand green thrusts, or yellow (projectile) weapons except as shown below.
5.1.7 - Head and neck armor and helmets protect from yellow and white weapon hits to the head and neck.
5.1.8 - The first hit from a blue weapon to an armored strike zone has no effect.
5.1.9 - The second blue hit:
5.1.9.1 - To an armored torso results in death;
5.1.9.2 - To an armored limb results in loss of the limb.
5.1.10 - A one-handed green thrust has no effect on armor, even if previously struck with a blue weapon.
5.1.11 - Armor protection against blue weapon strikes is not eliminated due to a previous yellow or two-handed green weapon hit.
5.1.12 - Rigid plastic safety equipment for knee and elbow protection is permitted but must be concealed under clothing. It does not count as armor.
5.1.13 - No one wearing armor or ridged safety gear may initiate grappling.
5.1.14 - Rigid body armor including helmets must not have projections which protrude more than 1/2 inch from the armor.
5.1.15 - Rigid armor including helmets must have no spikes or points and must have blunted edges.
5.1.16 - Armor must not be able to catch any appendages such as fingers.
5.1.17 - Armor must be passed by heralds from two separate realms, assuming an inter-realm event.
5.2 - Metal Armor:
5.2.1 - Metal armor may be made of iron, steel, bronze, brass, or copper, or titanium. Aluminum and other modern alloys are not allowed, with the exception of titanium and stainless or galvanized steel.
5.2.2 - The minimum thickness of metal armor is 16 gauge.
5.2.3 - The minimum thickness wire for chain mail is 16-gauge.
5.2.4 - The minimum thickness of plate metal armor and riveted/welded chainmail is 18 gauge.
5.2.5 - The minimum thickness of metal armor not included in the previous rule is 16 gauge.
5.2.6 - The maximum thickness of metal armor is 1/8 inch.
5.2.7 - Acceptable Standards for 4:1 European Weave Chain mail:Gauge 12 14 16 18 Etc
Butted Link Maximum Ring Diameter 1/2" 3/8" 5/16" 1/4" **
Non-Butted Maximum Link Diameter* 1/2" 3/8" 3/8" 3/8" **
*Non-Butted = Riveted, welded, punched, etc.
**At the discretion of the event organizers
5.2.8 - Rigid metal knee or elbow armor is forbidden (ring or chainmail is permitted).
5.2.9 - All corners should be rounded to at least 1/2" radius for safety.
5.2.10 - Metal helmets may only be constructed from 18- to 16-gauge. Helmets may not have "non-period" grills (e.g., most "SCA" helmets have non-period grills).
5.3 - Leather Armor:
5.3.1 - The minimum thickness for leather armor is 3/16 inch and may be achieved by layering several pieces of thin leather.
5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal, or the studs/rings/plates are no more than 1/2" apart.
5.4 - Armor may not be constructed of plastic or other non-period materials.