Frothgar
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Registered: 10-2007
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Armour Rules
5. 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.
5.1.3. Armor may not be concealed and must remain visible to other players. 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, two-hand green thrusts, or
yellow (projectile) weapons except as shown below.
Dagorhir Handbook New Millennium Edition 62
5.1.7. Head and neck armor 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 the armor was
previously struck by 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 may initiate grappling.
5.1.14. Rigid body armor must not protrude more than ½ inch from the body.
5.1.15. Rigid armor including helmets must have no points and must have blunted edges.
5.1.16. Armor must not be able to catch any appendages; e.g., fingers.
5.2. Metal armor:
5.2.1. Metal armor may be made of iron, steel, bronze, brass, or copper. Aluminum and
other modern alloys are not allowed.
5.2.2. The minimum thickness of metal armor is 16 gauge.
5.2.3. The maximum thickness of metal armor is 1/8 inch.
5.2.4. The minimum thickness wire for chain mail is 16-gauge.
5.2.5. Rigid metal knee or elbow armor is forbidden (ring or chainmail is permitted).
5.2.6. All corners should be rounded for safety.
5.2.7. Metal helmets may only be constructed from 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
area 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.
--- Frothgar, The Rage of the Winter
Chieftain of Rogin.
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2/24/2008, 3:03 pm
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