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Combat and Safety

All of our rules for armor and combat have been carefully considered and debated. While we reserve the right to make adjustments for gameplay and safety reasons, this is our general guidebook. Our goal is to create a simple, and fluid combat system that does not require major split-second math, does not incur major debate on the field and is safe for all players. We desire to give the most realistic combat experience with the understanding that we are using foam weapons and nobody is really dying.   

 

How Does Combat work?

We can best describe the medieval-style combat used at Weekend Warrior as "full speed, medium impact". By this, we mean we put no restrictions on how fast you can move or fight. However the purpose is not to bludgeon your opponent to death. Combat is about communication. You are doing your best to communicate that you have hit your opponent. So just because you have a clear shot at someone's unarmored back, does not mean you swing as hard as you can. Just hit them hard enough to let them know they have been hit. When it comes to taking hit, any hit counts, no matter how light or hard. If you are wearing armor and do not feel it, but see yourself get hit, it still counts. 


So how do I defeat an opponent?

 

There are three weapon categories:

  1. One-handed sword (total sword length less than 36”), dagger, one-handed axe, staff* all do 1 damage.

  2. Two-handed swords (total sword length greater than 36” and wielded with two hands), polexe, polearms (spears, halberd, etc...) all do 2 damage.**  

  3. Arrows from bows and crossbows do 3 damage

* Staffs do no armor damage, only count as hits to unarmored locations. Hits with the non-blade portion of a polearm count as staff hits.

**All Two-handed weapons must be wielded with two hands to deliver 2 damage.

***Throwing any weapons is not allowed.

Allowed Weapons:

  • All weapons and shields must be made by a professional manufacturer. No home-made, boffer or modified (except cosmetically) weapons allowed. Weapons must be of the foam-latex or foam injection-molded type.

  • Bows: The max allowable Draw-weight is 35# @28". All bows should be medieval-type or period appropriate bows. No modern or compound bows allows.

  • All arrows must be the IDV "low speed" or sponge-tipped type. Not sure if your arrows will work? You can purchase approved ones in our store.

  • All weapons must be visually approved via email (contact@fellandfair.com) and will be safety inspected before and throughout the event.

Combat Dos and Don’ts

  • Do only strike hard enough to communicate that you have hit your opponent.

  • Do allow your opponent time to recover if struck in the head.

  • Do give your opponent the benefit of the doubt.

  • Do call “Safety!” If you see a safety hazard or issue.

  • Do move out of the way when you are killed so you are not stepped on.

  • Don’t Strike at the head or groin.

  • Don’t grab opponent’s weapons

  • Don’t physically hit or strike your opponent with your hands feet or body.

  • Don’t use your shield to strike or “bash“ an opponent.

  • Don’t take our real anger in game.

  • Don’t throw weapons or take other player weapons (except arrows when they have been shot)

  • Don’t engage in combat in a building or in or near tents.

  • DON’T STRIKE NON-COMBATANTS!

Archery Rules

Archery it a lot of fun at Weekend Warrior, and the ability to strike down your foes at range can be a substantial asset to your team! Here are some guidelines to make sure it is done safely!

Archery Dos and Don’ts

  • Do know what you are shooting at (no blind firing)

  • Choose a specific target

  • Do maintain safe range (at least 5 yards)

  • Do use good judgement and only draw back your bow as far as needed

  • Do return all arrows to the central arrow drop to exchange them for your own after battles.

  • Do check each arrow for safety when picking it up.

  • Don’t shoot if only “non-target areas” are exposed (head, feet, hands).

  • Don’t shoot point blank at shields or barricades when players are around as arrows can bounce back knock first at players.

  • Don’t take arrows from other people’s quivers. however you may pick them up off the ground.

Updates fo 2021

  • Archers will now be allowed to shoot into shield walls, arc arrows and shoot at area targets.

  • Removable/modular/screw-on arrowheads are no longer allowed. All arrowheads must be permanently affixed to the shaft.


Armor and hitpoints:

Hits and armor hitpoints are localized, that means if you are hit in the arm, you lose the use of that limb, etc... a hit to an unarmored torso is a kill. The loss of two limbs equates to a kill.

These are your valid hit locations:

  • Arms (Two sections: forearm, upper arm/shoulder)

  • Legs (Two sections: lower leg, upper leg/buttocks)

  • Torso (Two sections, front and back)

The following locations are not valid hit locations:

  • Head/neck

  • Feet

  • Hands

A hit to any unarmored section of a valid hit locations means the elimination of a limb or death if that location is a torso. The “sections” are only for armor. For example, if you are wearing a chainmail shirt, you have 3 hitpoints on each section. Just because an arrow destroys the chainmail on your chest, does not mean it is destroyed on your back. However a second strike to the chest would mean death.

A note on shields: Shields can be strapped to your arm/shoulder in combat and may be transported on your back, however they cannot be used as armor on the front or back of the body. Shields carried on a strap must be for immediate access (within 1-2 seconds) So something that requires straps, buckles, ties, knots, etc.. to be loosened for use as a shield would not be allowed. If the heralds see you abusing this rule, you will be called out of the fight and required to discard your shield.

So how does armor work?

Armor provides localized protection. That means it only provides protection where you are wearing it, we call the level of protection that each armor provides its “hitpoints.” Armor has to be covering at least 80% of an exposed section to count as complete coverage for that section (i.e. a leather bracelet doesn’t count as a bracer, and a gorget doesn’t count as a breastplate).

Armor also stacks, that means if you are wearing a leather pauldron over chainmail, you get 4 total Hitpoints (3 for the chainmail + 1 for the leather pauldron)***. You can stack armor to a maximum of 4 hitpoints (5 hitpoints if you are wearing a helmet). Once your armor has sustained enough damage from incoming attacks, that armor is destroyed. Please note: headshots are off limits for safety reasons. Hits to the hands and feet also do not count.

While hits to the head do not count, helmets are great for both safety and aesthetic purposes. Helmets also allow you to increase your max armor hitpoints to 5. If you are not wearing a helmet, the max stacked hitpoints is 4.

Rule Update for 2021

The max armor points total is being changed from 5 to 4 UNLESS you wear a helmet in which case it goes back up to 5. (you can still have 5 points of armor on without a helmet, but you only get that last point if you wear a helmet). Think of it like in a video game where when you equip a backpack it enables you to carry more items. When you wear a helmet, it allows you to count more armor. We are doing this specifically to motivate people in the shield wall to wear helmets as they are now more exposed to headshots because of the new archery rules! Helmets are considered any aesthetically approved steel helmet that is appropriate for your faction. (coifs and leather caps do not count, fiberglass/resin is not allowed anyway). Low-cost helmet rentals will be available at the event.



How many Hitpoints worth of protection does each item provide?

+1 Hp - Leather (at least 6oz. leather armor) and padded gambesons.

+2 Hp - Steel reinforced leather (usually found in the form of steel rings or splints) and splinted armor.

+3 Hp - Chainmail and scale armor (including steel/iron lamellar and steel brgandines).

+4 Hp - Steel plate armor.

Once all armor has been “destroyed” or if there is no armor, a strike disables a limb or mortally wounds/disables/kills the opponent if it is the second limb or on the torso.

Being Wounded

  • If you lose a limb in combat, you must drag that leg or let the arm go limp. You cannot use a wounded limb to block incoming blows. You regain the use of the limb only when healed. You cannot use a wounded limb to block incoming blows

  • If you loose two limbs, or are wounded in the torso, you are considered mortally wounded and disabled (this state is also referred to as killed or dead). You must be attended returned to the hospital and attended to by a healer before you are able to again participate in combat.

 

Healing

See our rules for healing here.


Where can combat take place?

Combat may occur in the "play area" against any players or NPCs that your faction member has told you you may attack. You may always defend yourself. The with that said, following areas/situations are off limits for combat:

  • Under any roof (i.e. inside buildings or under tent canvas)

  • While someone is eating/carrying food (except for snacks during combat phases of the game).

  • While going to or from the showers

  • Against any player non-combatant.

  • While entering/exiting the restroom

  • Once "stop fight" has been called and combat is stopped for safety.

  • When told to abstain by your faction leader

  • in the out of play area (except for sparring)

  • In and around camps/tents/tent guy wires/ropes

Safety

If you see a potential safety issue or injury, shout "Stop fight!" and all players should immediately cease combat or gameplay and look for and listen to whoever shouted.

Reasons to stop fight include but are not limited to:

  • Injury

  • Illness

  • Broken weapon or armor

  • Hazardous terrain

  • Fire

Centrally located on-site EMTs will be on standby and will handle any injuries. Besides providing basic first-aid until paramedics arrive, players should not attempt help unless asked by the medical staff. Let the professionals do their thing. 

Heralds

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Heralds at Weekend Warrior are specific NPCs (non-player characters) whose role it is to enforce game rules, arbitrate fights, keep score, and settle disputes.

Heralds and unaffiliated with any faction - they do not take sides, nor do they owe loyalty to any particular faction or alliance. They are also non-combatants. Though they may enter the fighting ring in the evenings, they will not fight in the major combats during the day.

Heralds can be distinguished by their burnt orange hoods and pennants. Heralds may approach a player on the battlefield to suggest behavioral alteration (whether for safety or rule enforcement reasons). If this occurs, players are required to listen carefully to Heralds, and change their behavior accordingly. If a player has an issue with a Herald, they can speak with their faction leadership team.

In the world of Adrasil, the Order of Heralds are a group of arbiters unaffiliated with any court, ruler, land, religion, or tribe. They value justice above all things, and are so committed to this value that they are sought far and wide to arbitrate disputes and serve as judges in fights. They are so well-respected that their word is trusted completely: even noble persons fear to go against the ruling of a Herald. Their status is protected, and unless they offer a fight, it is against all rule and laws to attack them.