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Armour 0.1.1

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

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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.

Added links to some armour examples for the categories

Each armour/shield factor also reduce a Units Move by 1 INCH.

Added barding, which in fact can make some Units very hard to Wound, but they will on the other hand be extremely slow.

Altered armour factor to only reduce Unit Move 0.5 INCH and not influence Charge.

IOM-Peter has reacted to this post.
IOM-Peter

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.

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.

Armour 0.1.0

Changed armour movement restrictions to influence move instead of charge.

Armour 0.1.1

Move penalties for armour was transferred to the Movement thread.