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for those who have results from a playtest please post them in the Rogin Great Hall.

Playtest Rules


Light vs. Metal armour Ruleset

for the reasoning behind theses proposed rules and a lively debate please follow this link.

Proposed rules (Changes Underlined):

 

Green Weapons:

4.4.    Green Weapons

4.4.1. Green weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.

4.4.2. One hande green thrusts do not penetrate Metal armor.

       4.4.2.1 one handed green thrusts penetrate light armour.

4.4.3. To penetrate metal armor, a green weapon must be thrust with both hands from the beginning of the thrust until it has connected solidly with the target.

4.4.4. Spears must have 1/3 of the haft covered.

 

Armour:

5.1.    General:

5.1.1. Armor is broken up into two groups, metal and light.

5.1.2. Armor protects only the area it covers.

       5.1.2.1. If both metal and light armor cover a particular strike zone the zone counts as covered by metal

         5.1.2.2. The wearer of armor that is composed of sections of legal light leather and legal metal armor should take the damage of whatever part is struck. If there is any confusion as to what part is struck the wearer should take it as light armor.

5.1.3. Helmets and neck armor protect from yellow/white weapon hits to the head and neck when worn on the head.

5.1.4. The front, back and sides of the torso are considered a single strike zone for armor coverage.

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 may not be concealed. It must remain visible to other players. You may wear a surcoat or tabard over armor as long as that the armor must be visible from all sides.

5.1.7. The first hit from a blue weapon to an armored strike zone has no effect.

5.1.8. The second blue hit:

5.1.8.1. To an armored torso results in death.

5.1.8.2. To an armored limb results in loss of the limb.

5.1.9. A one-handed green thrust has no effect on Metal armor, even if previously struck with a blue weapon.

5.1.10. Armor protection against blue weapon strikes is not eliminated due to a previous two hand green or yellow weapon hit.

5.1.11. Armor does not offer protection against red weapons or two-hand green thrusts. Additionally light armor offers no protection from single handed green thrusts.

5.1.12.  Rigid plastic safety equipment for knee and elbow protection is permitted but should be concealed under clothing.  It does not count as armor.

5.1.13.  No one in armor may initiate grappling.

5.1.14.  Rigid armor including helmets must not protrude more than 0.5-inch from the body.

5.1.15.  Rigid armor including helmets must have no points (must be penny round).

5.1.16.  Rigid armor including helmets must have blunted edges.

5.1.17.  Armor must not catch any appendages. Fingers should not catch in armor.

5.1.18.  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, copper or titanium.  Aluminum and other modern alloys are not allowed, with the exception of titanium.

5.2.2. The minimum thickness of non-plate metal armor is 16-gauge.

5.2.2.1. The minimum thickness of plate metal armor is 18-gauge.

5.2.3. The maximum thickness of metal armor is 1/8 inch.

5.2.4. Acceptable Standards for 4:1 European Weave Chain mail

(chart omitted for this proposal) 

5.2.5. No metal knee or elbow armor with the exception of ring or chain mail.

5.2.6. Metal helms may only be constructed with 18- to 16-gauge. Helms may not have non-period grills. All other armor standards apply.

5.2.7. Any corners should be rounded to at least 1/2" radius. 

5.2.8. Metal scale or metal brigandine armors will count as metal armor if 2/3 of the area is covered by Metal, and (changed from or) if the scales/plates are no more than 1/2" apart.

 

5.3.    Light armor:

5.3.1. The minimum thickness for leather armor is 3/16 inch. The minimum thickness requirement can be achieved by layering several pieces of thin leather.

5.3.2. Studded, Ringed, leather scaled, or leather brigandine armor can only be counted as light armor if 2/3 of the area is covered by legal thickness leather, or the studs/rings/plates are no more than 1/2" apart.

5.3.3. Ringed and studded armor can only be considered light armor.

5.4.    Armor may not be constructed of plastic or other non-period materials.


Gunpowder weapons Ruleset

Images and video of the mockup weapon.

The mockup was based on this design.

 

General

  • A gun powder weapon is any construction that uses compressed air to propel a foam projectile.
  • No combustion or elastic methods of propulsion may be used (this is not an exhaustive list).
  • All gunpowder weapons must be passed as such by a trained weapon checker.
  • Gunpowder weapons can not be used as a melee weapon in any way, ever.
  • Gun powder weapons must have one inch at the end of the barrel painted day-glo orange.
  • Any gunpowder weapon must make a reasonable attempt to appear as a primitive fire arm.
  • No gunpowder weapon may fire faster than 1 shot every 30 seconds.
  • A rammer used to push a slug into the barrel must be made entirely of foam.
  • All gunpowder weapons must be single shot, muzzleloaders. No breech loading.
  • All gunpowder weapons are tested to be safely fired a back at 10 ft, then point blank at a back.

 

Ammo

  • Gunpowder weapon projectiles (hereafter called slugs) are to be constructed entirely of foam and cloth. No tape may be used.
  • Slugs must be larger than 2 inches in diameter when fully expanded.
  • Slugs may be no longer than twice its width.
  • Slugs may be compacted when loaded into a gun powder weapon.
  • Solid slugs are the only allowable ammunition. Grapeshot/ case shot are thereby not legal.

 

Damage

Handheld

  • Hand held gunpowder weapons incapacitate any limb it strikes, regardless of armour.
  • Gunpowder weapons do damage to the head and neck, regardless of armour.
  • If a slug strikes a shield the shield is destroyed.
  • A slug that strikes its target and is deflected is considered dead. Only one person can be injured by one slug.

 

Siege

·        Large non-hand held gunpowder weapons (hereafter referred to as cannon) are classified as siege weapons.

·        Cannon do damage as a siege weapon.


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