5.1 - General
5.1.1 - All types of armor provide the same level of protection.
22.214.171.124 - Armor is subject to the same restrictions as garb with regards to resemblance to modern clothing and incorporation of modern symbols. Armor may not be constructed in such a way as to resemble clearly modern hats, caps, jackets, trousers, etc. (this is not an exhaustive list) nor may it incorporate clearly modern symbols and designs. Armor does not waive the garb requirement for the wearer unless all modern clothing is completely covered by the armor.
126.96.36.199 - Only items specifically constructed as armor and recognizable as armor shall be counted as armor. Armor shall be counted as such only when worn as intended. No item with an obvious function other than armor, such as straps, quivers, pouches, boots, scabbards, bandoleers, etc. (this is not an exhaustive list) shall be considered to be armor regardless of the material of its construction.
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.
188.8.131.52 - Hits to areas that are both armored and unarmored must be taken to the unarmored area. Gaps in armor coverage of ¾” or less shall be ignored.
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.
184.108.40.206 - Items of garb that appear to be armor, at the discretion of either the events’ armor checker or garb checker, or any herald, may not be worn on the field.
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:
220.127.116.11 - To an armored torso results in death;
18.104.22.168 - 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 rigid 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.
5.2.2 - The minimum thickness of non-chainmail metal armor is 0.9mm (usually called 19 gauge).
5.2.3 - Chainmail, defined as armor constructed solely of interconnected metal rings, must not be able to have it's weave penetrated by a 3/8” thick rod (dowel) in order to pass as armor.
5.2.4 – The maximum thickness of metal armor is 1/8”.
5.2.5 - Rigid metal hand, knee or elbow armor is forbidden (ring or chainmail is permitted).
5.2.6 - Helmets may not have non-period grills. (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 - Armor that is metal studded or scaled, or has metal brigandine plates or rings, based on non-armor backing, can only be counted as armor if the studs/scales/plates/rings are not more than ¾” apart. This can be easily tested by moving a penny around the surface of the armor. If at any time the penny is completely flat on the backing without touching any studs/scales/plates/rings, the armor fails.
5.4 - Armor may not be constructed of plastic or other non-period materials.