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Archery
Armor Construction
BattleGame Rules
Damage and Wounds to You
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Holds
Other Projectiles
Shield Construction
Starting out and Leveling
Subduals and Prisoners
Sword Construction
Weapon Types
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Grand Melee Rules
Wednesday, 10 May 2006
Weapon Types
Topic: Weapon Types


Throwing weapons
: throwing knives and axes, shurikens, darts, etc. (limited to assassins. monks above 1st level, and barbarians).

Rocks: must be at least 1 ft. in diameter. (limited to barbarians).

Bows: short bows(2pt), hand crossbow (2pt), crossbows (4pt), long bow (4pt) (archers and 6th level scouts may use any of these; other scouts, druids. and barbarians may only use short bows).

Javelins: includes throwing spears (limited to anti-paladins, paladins, barbarians, 4th level assassins, and 3rd level warriors). May be used to melee.

Short weapons: are any non-hinged melee weapon under 3 ft. in total length.

Long weapons: are under 4 ft. in length.

Red weapons: are non-hinged weapons that must be over 4 ft. in length. Padded striking edges must over 1 ft. in length and the weapon must weigh at least one pound for every one foot of length.

Daggers: are under 1 1/2 ft. in total length.

Flails or hinged type weapons: are useable only by the following classes- anti-paladins, healers, barbarians, paladins, and warriors (exception- assassins and monks may use nunchuku). As noted before, the chain of a hinged type weapon is not a legal striking edge. Chains on these weapons must be wrapped in foam with less than half an inch of the rope exposed at any point. The combined rope and striking edge of a flail may not exceed 11/2 ft. in length except in special cases approved by the monarch. The key word is safety, and potentially dangerous equipment will not be allowed on the field.

Spears: are stabbing only weapons and should not be confused with javelins.

Madu: A Shield joined with a spear. The spear can be shorter then the 5 Feet. Only usable bye Classis that can use polearms and shields. if any part of the Madu is brocken the whole item is destriod. the Madu is considerd wood for effets of spells and Flam arrows

Polearms: include spears but may also have slashing edges (minimum 1 ft. in length for a striking edge).

Staff: Bludgeoning weapons (may be used to thrust) of 5ft to 8ft that must have a legeal stricking surface of at least 1 foot in leangth on both ends (consederd wood for targeting of pells)

Great Weapon: If a Weapon is five feet or more in langth, has a miniumum of 4 feet in contiuous stricking surface, and a minimum diametere of five inches over the entire striking surface, Then it is considered geart and Becomes Red when Wielded two-handed in a slashing or bludgeoning maner

Poison: will kill the victim from any hit that occurs and actually wounds the target. The poisoned victim will die in a 100 count. Poison is stopped by armor. Only assassins and 5th level anti-paladins may use poison. A person may only poison one of his own edged weapons (sword, arrow, dagger, etc.).

A siege weapon: is a weapon that will kill a person regardless of armor or a shield ). Ten hits from a red weapon will destroy a siege weapon. Siege weapons may destroy one another with 1 hit. They require 3 people to operate. The exception is that some monsters wield siege weapons as if normal weapons

Magic: Relics and Weaopns bearing an enchantment other then stun weapon

Posted by planet/windsormelee at 4:50 PM EDT
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Damage and Wounds to You
Topic: Damage and Wounds to You
No Armor:

* head- Out of bounds. Will not count as a hit and is discouraged. Blows to are illegal and also will not be counted.
* Arm- A hit to the arm will result in the loss of use of that limb. A struck arm should be kept behind your back. A second hit to the arm will result in death. (We are going on that the arm is behind your back and the hi would of hit the body or theory that a first hit disables and the second hit removes the arm.) Hand shots will count as a hit to the arm unless you are holding a weapon with a Gard in that hand. Note: polearms, rocks, throwing daggers, and bows are not assumed to have hand protectors on them.
* Leg- A hit to a leg results in the loss of use of that leg. Drop to one knee. Any following hits to that leg will have no effect (the exceptions are magic and white weapons). Crawling, dragging one's self, being carried, or Draging the Dead leg behind you (must be behind with no waight on it). are the only ways to move about with a wounded leg. You may make a short spring at an opponent with your good leg (and fall to the ground after the leap, hopping is not alowed).
* Torso- (Includes a person's shoulders) instant death.
* Feet- Do not count as a hit, unless used to block blows that would have struck elsewhere (such as jumps, leaps, or kicks).

Notes:

1. Any 2 limb shots (except 2 shots to the same leg) result in death.
2. Shots that only strike garb, equipment, or a person's foot do not count as a hit unless said items blocked a blow that would have struck a combatant (i.e. - garb, equipment, sheathed weapons, etc. are not shields and do not count as armor).
3. Blows that nick or lightly glance off of a target do not count as hits. Any shot that stops or any shot that hits then deflects at an angle is considered a hit.
4. Projectile weapons that strike 'light' still count as hits.
5. The chain portion of flails are not legal striking edges and do not count as hits. The same applies to all weapons hafts and hilts.
6. Non-hinged weapons that bend (or whip) around a parry do not count as hits.
7. Magic and white weapons still affect wounded limbs.
8. Deflections that then strike true on a target are hits.
9. Projectile weapons that Deflect deflect or bounce then strike do not count count as hits.

With Armor:

Armor is rated on its ability to stop or deflect blows. The rating ranges from 1 to 6 points of value. The same damage rules apply to armor. Each hit will remove 1 point of value and the damage only applies to the area that was hit (either arm, either leg, the torso)(unless improved weapon, a red weapon, blade sharpen is used the it does 2pt dammage if a combination of is done it does 3pt damage and all 3 4pt damage. Armor only protects the area that it covers.

Posted by planet/windsormelee at 3:51 PM EDT
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Holds
Topic: Holds
Holds are used in the games to give reeves time to figure out and solve situations in the battles. When a hold is called all living participants must stay where they are and be quiet. No tactical maneuvering is allowed and weapons may only be collected if a reeve gives permission. If you really do get hurt then yell "hold". Remove yourself from the battle and reenter behind your own lines once you have recovered. Deliberate faking of a game death or real injury is not allowed. Battlefield participants should only call a hold for injuries or when a potentially dangerous situation arises (a 7 year old strays onto the battlefield, etc.). If you are involved In a dispute then go find a reeve or remove yourselves from the field until the issue is resolved.

Posted by planet/windsormelee at 3:22 PM EDT
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Deaths and Lives
Topic: Deaths and Lives
DEATHS AND LIVES:
Immediately remove yourself from impeding play on the battlefield once you have died. If you want to get into the spirit of things then fall down and scream. Make it dramatic. Reeves might give you a bonus for a good death. Then report to nirvana. The reeve in charge there (if any we like to play to) will take your name and record your time. Deaths are for a 100 or 300 count(depending). You are out of a battle once you have expended your last life. When returning to life you must return to your base or headquarters before reentering the battle. Dead persons entering or leaving nirvana should hold their weapons over their heads. If the battlegame does not call for a nirvana reeve, one may sit down in a predesignated spot and slowly count to 100 or 300 before returning to life at his base. One should always loudly declare upon returning that he is alive. Note that no battlefield effect will work on a dead person once he has left of his own choice from where he died i.e., a person can not be resurrected, etc. if he moves from where he died (exception- "summon dead" will negate this rule for purposes or resurrection, etc.). Dead people, provided they are not affecting or impeding play, may stay on the field as long as they want.

Posted by planet/windsormelee at 3:20 PM EDT
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Destroyed Items
1. Weapons or shields that have been destroyed can be repaired by a mend spell, returning to life after having died (does not include being resurrected, reincarnated, etc.), or going to nirvana or your base and counting to 100 (simulates retrieving a new weapon).
2. Armor that has been destroyed or damaged can only be fixed by a mend spell per one point of repaired armor or by returning to life after having died. Exception- upper level warriors have a limited repair ability.
3. Non armor type enchantments may not be repaired
4. Spell books and like items destroyed by pyrotechnics or shatter may be repaired as per weapons and shields.

Posted by planet/windsormelee at 3:19 PM EDT
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Archery
Topic: Archery
ARCHERY:
The maximum limit for a bows pull is 35 pounds with a maximum 28 inch draw length. No compound bows. Broken or mended arrows are not to be used. All wooden arrows must be taped on the entire shaft. Arrows may never be used as a hand or melee weapon. The tops of all arrows must have a diameter larger than a person's eye socket. An arrow scores hits like any other weapon. Bows may only be half drawn at close range. Short bows and hand crossbow(i.e. the arrows shot from them) do 2 points of damage to armor. Crossbows and long bow (any bow that is 5 ft. or more in height when strung) do 4 points of damage to armor. These values are for standard arrows and can be modified by special arrow types and class abilities. Only monks may block arrows with their weapons. A weapon used by anyone else that is hit by an arrow is destroyed. If a bow is hit by another weapon the bow is destroyed.

Posted by planet/windsormelee at 3:17 PM EDT
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Subduals and Prisoners
Topic: Subduals and Prisoners
Prisoners may be taken by surrendering or by being rendered "unconscious". Prisoners may be knocked out by a killing blow (torso or second limb shot) preceded by the word "subdue". The person will then be unconscious for 60 seconds and may not fight. The prisoner may be subdued up to 5 times. Any more hits will result in his death. Armor negates a subdual blow. Stabbing only weapons or stabbing with a slashing weapon may never be used to subdue (however- see stun arrows and the wizard "stun weapon"). A subdual blow to a limb will render that limb useless for a 300 count. A prisoner's equipment must be kept within 10 ft. of him and cannot be destroyed. A prisoner who refuses to be tied is honor bound to keep whatever conditions he reaches with his captors. Rescued prisoners must still count the required time before they are considered recovered. Subdual blows cannot be healed.

Posted by planet/windsormelee at 3:15 PM EDT
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Other Projectiles
Topic: Other Projectiles
A blow by any part of a throwing weapon or rock counts as a hit, so all parts of these weapons need to be padded. Javelins must strike point first to count as a hit. All these weapons do only 1 point of damage to armor, and all may be blocked by others' weapons without penalty.

Posted by planet/windsormelee at 3:13 PM EDT
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Armor Construction
Topic: Armor Construction
Armor is rated by the Chapter rep, and Reeves (can be overruled bye Head rep. latter). Mixed armor will be averaged. Again damage to armor only applies to the area that is hit, and armor only protects the area that it covers. Damage that exceeds the armor value wounds or kills the target. Examples of a person struck in the back:

1. 2 point chest armor, 2 point back armor - back armor Hit, 1 point of Torso armor remains (chest and back are included together under torso armor).
2. 2 point chest armor. 0 point back armor- back hit person is dead.
3. 2 point chest armor (Hard leather), 1 point back (padded) - back hit, 1 point chest left back is destroyed

Armor must look authentic. and should weigh close to actual historical standards in order to receive full value. Armor worn under tabards must be at least partially visible to opponents, and must be announced if asked. These are some general categories of armor ratings:
Type....................Material..........Point Value
padded..............4 layers of cloth.............1
quilt.........2 layers of cloth with padding....1
soft leather.......1/16 inch thickness..........1
hard leather........1/8 inch thickness..........2
cuirbouilli............Boiled leather...............+1
studs/rings............16 gauge metals.........+1
scales.................16 gauge metals...........+2
chain mail, bardmail, combined..................3
augmented or double mail........................4
brigantine, lamellar..................................5
ribbed plate...........16 gauge metals..........6
Heavy Gauge..........................................+1
Superb Craftmeanship...........................+1
Shoddy Craftsmen ship..........................-1
light gauge............................................-1
non-authentic materials........................-1


Only cuirbouilli, studs/rings, and scales may be added to other armor types to increase value. and they may never be added to metal armor. Armor values may never exceed 6

Some armor will be rated with reductions in their values. Examples of reductions in armor point value include (these are cumulative):
non-authentic materials -1, poor workmanship -1, shoddy or artificial appearance -1, stacked armor:

- Standard criteria is 16 gauge metals. Note that metal armor must be safe with no projecting edges that could injure someone.

once armor takes damage it can not be fixed (unless using mend spell or ability) until player is dead

Posted by planet/windsormelee at 3:08 PM EDT
Updated: Wednesday, 10 May 2006 4:54 PM EDT
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Shield Construction
Topic: Shield Construction
All shields must be covered with a layer of foam that is at least 2" thick. Round shields cannot have a diameter over 3 feet. Other shields may come up to your shoulders but cannot be wider than 2'. All shields must either have foam folded over the edges or have the shield edges recessed into the foam.


Shield backings should be made from tight, firm materials, and should be well padded. Hard edges may not be exposed. Good materials to use include substances with some give such as plywood and high impact plastics. An interesting alternative is to use a plastic garbage can lid, which will produce a light shield that requires less padding. However, the durability and life span of this kind of shield can be somewhat limited. Arm straps are best made by bolting on thick strips of leather. Bolts should be attached with the head affixed to the exterior of the shield, and this heavily padded with foam. Shields must be at least as safe as the weapons we use. Small shields shall not exceed three square feet in total exterior surface area. Medium shields shall not exceed five square feet, and large shields shall not exceed eight square feet.

Posted by planet/windsormelee at 2:48 PM EDT
Updated: Wednesday, 10 May 2006 3:13 PM EDT
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