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#1 | |
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Join Date: Sep 2004
Location: Canada
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I'd approach the helmet addons much like the various body parts - some pieces are basically just two or more other pieces that are in a unit. They're made from parts, game mechanically, but not IRL.
I agree that a Lobsterback is the right way to handle the neck plate. A Bevor with attached Cheek guards is a great idea, and I think it works fine, too. Spectacles do not provide protection to the Nose hit location, but there's no reason why you couldn't combine them with any of the other options, including the Nasal. I'd say that combo is a good choice for the short visors (or an "armored Batman Helmet" sort of thing really). Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#2 | ||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Quote:
Quote:
EDIT: another, simpler, way to do it would be to call it half a turret. Incidentally, does anyone else find it a bit weird that helmet additions are based on the weight of the helmet, not a flat percentage of torso armour like every other piece? It doesn't make much sense to me that a nasal for a bascinet costs and weighs slightly more than one for a pot helm. It makes even less sense for Brims; a kettle hat (pot helm with brim) seems to have a larger brim than a burgonet (bascinet with brim). Also, does anyone have any idea how to handle the cage-like bars which protect the face on some seventeenth century helmets? They look like they would only work against crushing and cutting attacks and then only if you were fairly lucky. Low Tech has a football helmet which seems to have a similar kind of face guard - in that case the entire helmet gets better protection against crushing attacks, but I think that the low tech version was intended to protect against sword swings, so that wouldn't really work. |
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#3 |
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Join Date: Sep 2004
Location: Canada
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It may have been a compromise to avoid "this is 1% of torso armor, this is 2%, this other thing is 1%".
I'd mostly be using them with a Pot Helm to build a new helm design out of parts though, so it does reduce to nice numbers like that. Otherwise you get numbers like 1.25% of torso armor weight, which frightens math phobic people.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#4 | |
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Join Date: Apr 2009
Location: South Shore-ish, MA
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#5 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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It's worth remembering that 4th edition has more than three types of damage, although it looks useless against anything except crushing and cutting. |
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#6 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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Write it up as 'full DR vs. Cutting and Crushing; half DR against other damage types'; I probably wouldn't make it more than DR 2 or DR 3 anyway.
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#7 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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If you say that a piece of armour only protects against swinging attacks then that would include picks.
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#8 |
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Join Date: Oct 2004
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Another maybe stupid question:
can I build all helmets from all materials ? For example, have a Leather or Plate Coif ? I ask because the description talks about it being mail, but OTOH I see no explicit rule "helmet X may only be build using Y". |
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#9 |
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Join Date: Apr 2009
Location: South Shore-ish, MA
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| Tags |
| armor, low-tech |
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