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 you 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:
One-handed sword (total sword length less than 36”), dagger, one-handed axe, staff* all do 1 damage.
Two-handed swords (total sword length greater than 36” and wielded with two hands), polexe, polearms (spears, halberd, etc...) all do 2 damage.**
Arrows from bows and crossbows do 3 damage
* Staffs do no armor damage, only count as hits to unarmored locations.
**All Two-handed weapons must be wielded with two hands to deliver 2 damage.
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 appropreate 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 (firstname.lastname@example.org) and will be safety inspected before and throughout the event.
Armor and hitpoints:
Hit 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:
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 you chest, does not mean it is destroyed on your back. However a second strike to the chest would mean death.
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 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 5 hitpoints. Once your armor has sustained enough damage from incoming attacks, that armor is destroyed. Please note: headshots are off limits for safety reasons. Helms are for safety and aesthetic purposes only, they do not provide armor points. Hits to the hands and feet also do not count.
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.
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.
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
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:
Broken weapon or armor
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.