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Armour 0.1.1
Quote from IoM-Christian on 2020-09-25, 06:48Armour types defined:
- 0 = Naked
Units clearly consisting of bare skinned/furred models.
- 1 = Cloth
Units clearly consisting of thin cloth clad models.
- 2 = Light
Units clearly consisting of heavy cloth, cloak, soft leather, cape, hat, etc., clad models.
- 3 = Medium
Units clearly consisting of heavy leather, capes/cloaks, soft leather helmets, greaves, etc., clad models.
- 4 = Heavy
Units clearly consisting of heavy leather/chain, thick/long capes/cloaks, leather/metal helmets, aventail, greaves, plate pieces, etc., clad models
- 5 = Full
Units clearly consisting of very heavy chain, thick rough leather, thick/long capes/cloaks, full metal plate, helmets, etc., clad models
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Mounted troops can equip mounts with armour/barding giving them these Armour Saves;
- +1 Light
- +2 Heavy
- +3 Full
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Units can unless otherwise stated, have Shields giving them a further +1 Armour Save.
Armour types defined:
- 0 = Naked
Units clearly consisting of bare skinned/furred models.
- 1 = Cloth
Units clearly consisting of thin cloth clad models.
- 2 = Light
Units clearly consisting of heavy cloth, cloak, soft leather, cape, hat, etc., clad models.
- 3 = Medium
Units clearly consisting of heavy leather, capes/cloaks, soft leather helmets, greaves, etc., clad models.
- 4 = Heavy
Units clearly consisting of heavy leather/chain, thick/long capes/cloaks, leather/metal helmets, aventail, greaves, plate pieces, etc., clad models
- 5 = Full
Units clearly consisting of very heavy chain, thick rough leather, thick/long capes/cloaks, full metal plate, helmets, etc., clad models
-
Mounted troops can equip mounts with armour/barding giving them these Armour Saves;
- +1 Light
- +2 Heavy
- +3 Full
-
Units can unless otherwise stated, have Shields giving them a further +1 Armour Save.
Quote from IoM-Christian on 2020-09-29, 08:37Added links to some armour examples for the categories
Added links to some armour examples for the categories
Quote from IoM-Christian on 2021-09-16, 07:16Each armour/shield factor also reduce a Units Move by 1 INCH.
Each armour/shield factor also reduce a Units Move by 1 INCH.
Quote from IoM-Christian on 2022-05-27, 17:22Added barding, which in fact can make some Units very hard to Wound, but they will on the other hand be extremely slow.
Added barding, which in fact can make some Units very hard to Wound, but they will on the other hand be extremely slow.
Quote from IoM-Christian on 2022-06-05, 11:31Altered armour factor to only reduce Unit Move 0.5 INCH and not influence Charge.
Altered armour factor to only reduce Unit Move 0.5 INCH and not influence Charge.
Quote from IoM-Christian on 2024-01-08, 22:03Armour 0.0.4
Trying to implement an approximate cover for standard infantry somewhere, I realised there was no proper description of [SOFT COVER]
[SOFT COVER], also called partial cover, adds +1 to a model's armour value when applied.
[HARD COVER], also called full cover, adds +2 to a model's armour value when applied.
Armour 0.0.4
Trying to implement an approximate cover for standard infantry somewhere, I realised there was no proper description of [SOFT COVER]
[SOFT COVER], also called partial cover, adds +1 to a model's armour value when applied.
[HARD COVER], also called full cover, adds +2 to a model's armour value when applied.
Quote from IoM-Christian on 2025-05-12, 11:26Armour 0.0.5
Altered: Each of the above armour factors reduce Unit Move 0.5 CM.
To: Each of the above armour factors reduce Unit Charge 1 CM.
Armour 0.0.5
Altered: Each of the above armour factors reduce Unit Move 0.5 CM.
To: Each of the above armour factors reduce Unit Charge 1 CM.
Quote from IoM-Christian on 2025-06-07, 23:03Armour 0.1.0
Changed armour movement restrictions to influence move instead of charge.
Armour 0.1.0
Changed armour movement restrictions to influence move instead of charge.
Quote from IoM-Christian on 2025-06-16, 08:35Armour 0.1.1
Move penalties for armour was transferred to the Movement thread.
Armour 0.1.1
Move penalties for armour was transferred to the Movement thread.
