WEAPONS

Game Weapons are of medieval style (swords, axes, clubs, daggers, polearms, flails). At check-in, all weapons are to checked for appearance (swords should look like swords) and safety (well padded, the core should not be felt in striking). The weapons you are allowed to use depend upon the character class you choose for yourself. If you wish to introduce a new weapon, submit it for approval by the Elders/Nobles before using it on the field. Color coding is used for weapons of different types. White is for cutting (swords, axes), Yellow is for smashing (clubs, flails), Red is for stabbing (arrows, daggers), Black is for cleaving (polearms, long swords), Blue for throwing (javelins), and Green for siege weapons. Damage charts can be found on the next page.

Siege Weapons are weapons used to attack/defend a stronghold. Examples include Ballistas and Catapults. Siege weapons must be manned by 3 players at all times (2 to load, 1 to fire or all 3 to move it). Ballista Bolts must be 4'-6' long. All seige weapon projectiles are to be covered in dark green cloth. Green weapons kill the character on impact, regardless of armor, and cause mortal wounds in a 3' radius.

Throwing Weapons, including javelins, are to be well padded, including where it is held. Throwing weapons can not be used as hand weapons. Throwing weapons cannot be caught (except for javelins which can be caught on the shaft only) or deflected except by shields or by the Monk Skill Deflection. If the thrown weapon hits armor it causes a light wound to that area regardless of armor class. Riccochet shots do not count. Javelins must hit point first for it to count. With the exception of spellballs, all throwing weapons are illegal at night.

Bows and Arrows can be beneficial if the event is in a place that allows them. Arrow heads must be constructed very safely. Arrow heads must be at least 3" in diameter and there must be no tape covering the tip. Shafts may be made of aluminum, fiberglass, or wood but not graphite. Fiberglass and wood shafts must be taped entirely. Any tips that comes with the arrow must be removed. Modern compund bows are prohibited. Bows must be between 10-40 lbs of pull and crossbows must have 30 lbs of pull. Players may not block with bows. Bows that take two hits are destroyed. Arrows count as Red damage. Riccocheting arrow shots do not count. Arrows can only be blocked by shields or by the Monk skill Deflection. Arrows may not be used at night. Arrows are never to be aimed at person's face or head.

Non-Weapon Tactics including tackling, grappling, shield bashing (flat side only), grabbing opponents' weapons where there isnt a hitting surface and forward kicking shields (one foot on the ground) are perfectly legal. Common sense must be used, however. Do not tackle an un armored opponents if you are wearing armor. Do not bring down an opponent in a rocky area. Tactics such as punching, kicking, twisting limbs, grabbing costumes, headlocks, chokeholds or any other attacks used in a dangerous way are not legal.

If you have any questions about weapon construction or tactics, contact the Weapon Marshall

General Battle and Weapon Rules

  • Javelins and arrows are illegal to the face, neck and head area.
  • Spellballs are legal to the face, neck and head area.
  • Only certain yellow weapons are head legal. These head shots may only strike the head on a down stroke. Side hits to the head are not legal.
  • One arrow will pierce all armor classes except AC:1 and AC:0.
  • Quarter-staffs are not head legal and do no damage to AC0. Quarter staffs are the only double ended weapon allowed in the game.
  • Hits taken on the shoulder count as hits to the torso. Hits taken on the hips and buttocks count as hits to the torso.
  • Players may not use hand weapons as throwing weapons.
  • Never use a weapon to thrust unless it has a special thrusting tip.
  • Grabbing striking surfaces of weapons causes light wounds to that limb regardless of armor. Hits below the wrists and hits below the ankles do not count.
  • Polearms longer than 6' with head at least 12" x 18" do black damage and will destroy shields with 3 shots.
  • A solid hit is one that stops the direction of the blow. Glancing hits do not count. Be aware of your hits.
  • Shields, weapons, quivers, pouches, etc worn about a player's body are not considered armor when hit.
  • Personal items, including melee weapons, spellbooks, components, and costumes may not be used without the owner's consent. Thrown weapons may be picked up and used by others in the current fight only.
  • Yellow weapons may have thrusting tips on one end only. Yellow Thrusting tips do yellow damage only.
  • Pommels on all weapons must be 3" in diameter.
  • The length (tip to tip) of all one handed axes and maces must be at least 18"
  • Javelins are throwing weapons only. Javelins may not be used to block, thrust, stab or parry.
  • Hand weapons must be padded everywhere except where held. Swords, especially must be at least 3" wide and 1" thick.
  • Blades and striking surfaces must be covered with black, brown or gray cloth.
  • Arrow heads must be at least 3" thick.
  • Black swords are any swords that have blades that are 36" or longer and handles that are at least 12". Tip to tip, Black swords cannot be longer than 6'6" long.
  • White swords have blades that are between 16 and 35 inches long.
  • Morning stars/flails must have "chains" of 12" or less. The "chains" must be padded as well.