SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

Similar documents
SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

AXE/MACE (DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3) May not attack and parry in the same turn.

Close Combat Weapons

IMCF Rules and Regulations V

The following rules apply to buhurt categories of Historical Medieval Battle.

IMCF Rules and Regulations V.03. "Welcome to the Family"

The following rules apply to buhurt categories of Historical Medieval Battle.

Brimstone and Iron. Heroic Combat System.

Ascendancy LRP Basic Rules

International Combat League

ACL Rules and Regulations V

B. Applications of the Rules of the List

Feudal Skirmish and Tourney Rules

IMCF Rules and Regulations V.02

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

GENERAL REGULATIONS. Important! The accepted zone excludes open face areas, groin, feet, back part of the neck, and back of knees.

The Saber Legion: Hold Harmless Agreement And General Club and Safety Guidelines. Love and represent your charters and who you are...

The Saber Legion: Love and represent your charters and who you are... Through sabers all will be united...

Mandatory protection for all competitions: 1. Fencing mask 1600 N., level 2 (FIE), with back of the head protection.

Armored Combat Handbook

Armored Combat Handbook

vargarcompany.org Updated

GURPS : COMBAT. Maneuvers

The participants of the historical part of the Days of Grunwald as well as of the production of the Battle of Grunwald may be the groups and

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20

Skaven Clan Eshin v.2.4

Empire of Medieval Pursuits. Rules for Fencing Combat. October Introduction:

Current MoA. "Rule Zero" 1 Participation RAY WITTE BATTLE RULES

Iroquois Warband. Special Rules. All Iroquois are subject to the following special rules.

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

Page 1. Realms of Avalon. Combat Manual. Version 1.2 July Realms of Avalon Combat Manual Version 1.2 Page 1

Combat Options. Timothy J. Miller April 4, 2000

Telengard Fighter s Handbook

Tactics, Warfare, Strategies, Weaponry, and Armament of the Greeks

Kingdom of Northshield

Chapter 6: Weapons, Armor, and Combat Skills

Introduction to the Experimental Simulators for Mounted Combat Program

BLOOD DRAGONS. Vampire: Each Blood Dragon warband must include one Vampire - no more, no less!

Critical Bullet and Melee Hit Chart 2

ALTERNATIVE Witch Hunters

Soft-Over-Ball. Exercise Chart.

Parf od Dagorath Book of Dagorath

Policies of the Earl Marshal of the East Kingdom

2018 Midwinter Armizare Open

UNITED STATES MARINE CORPS Martial Arts Center of Excellence The Basic School Marine Corps Combat Development Command Quantico, Virginia 22134

Kingdom of Artemisia. Youth Combat Handbook

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

ARMORED COMBAT CONVENTIONS FOR PENNSIC WAR 47

Age of the Trebuchet. Introduction. Contents

IMPERIAL ESTATES WRIT #17 COMBAT MANUAL

SOCIETY FOR CREATIVE ANACHRONISM, INC. KINGDOM OF THE WEST. COMBAT STANDARDS MANUAL 2001 Edition Revision D

THE MARTIAL PROFESSIONS

Quick Play Rules 1 International Fantasy Gaming Society TABLE OF CONTENTS INTRODUCTION

Kingdom of the West. Youth Combat Program. Workbook and Authorization Manual

Women s Shirt Measure your best fitting shirt

STEP-BY-STEP RSBM THE FIGHTERS

Kingdom of Caid Youth Combat Handbook. Version 2.0

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

GBH Great Battles Handbook

The Vikings. Training Officer s Handbook. Sixth Edition. February Copyright 2003, The Vikings

Youth Combat Marshal s Handbook. Kingdom of Trimaris Society for Creative Anachronism Version

Curriculum to introduce new persons into SCA rapier combat

An Tir Book of Combat Rules for Rapier Combat - Revised 8 January Introduction

6 th Kup - 5 th Kup (Green belt - blue tab)

Name:... Wetsuits style... Phone no... Wetsuits thickness wetsuits material... Date ordered... Guide to measure

An Tir Rapier Book of Combat Revised 12 January 2002 Guidobaldo d Aquilla, Kingdom Rapier Marshal

Ancient Weapons. There are a plethora of ancient weapons from various parts of the world. Ancient

Dungeon Delver s Handbook

Dungeons & Dragons 3.5 Edition Index Equipment

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone

RULESET in disciplines: Demo-defense (Shadow-Fights, Attack-Tests, Self-Defense) Safe-Point MMA (Safe-Combat, Light-Combat, Free-Combat, Mix-Combat)

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

WORLD KOMBATAN FAMILY CHAMPIONSHIP 2018 Competition Rules STICKFIGHTING

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

Amazons v.1.0. Special Equipment. Warband Special Rules. Special Equipment

Children of Mordheim. Warband Special Equipment. Warband Special Rules

Rules for Fratricidal Combat

Reference Revised Combat Rules

Game System Sampler I and II The Gladiatorial Arena Magic and Missiles in the Gladiatorial Arena

Unreleased Profiles. Faramir, Prince of Ithilien (Man) Points Value: 150. Theoden, King at Pelennor (Man) Points Value: 130

WEAPONS WEAPON CATEGORIES

Pig Wars Late Medieval Variant

QUICK REFERENCE SHEETS

Original concept from:

Full equipment is required for all Youth and Adult Hockey Programs & Leagues*

Brick Battles. Simple, fast rules. So you can get to the carnage quickly.

Hobgoblin Horde. By Dave StyrofoamKing Joria

NOTE: The Dekoven Concord

Telengard Campaign House Rules

Weapons in Rick's Campaign

California Softball Officials Association 2010 Certification - Test "B"

GLADIATORS.

Youth Combat Handbook January 2016

Race. In D&D, race refers to any intelligent humanoid species

GAME, PENALTY AND EQUIPMENT DESCRIPTION

Swordplay 2017 Rules 1

SHAOLIN KUNG FU CENTERS IN-HOUSE TOURNAMENT

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Transcription:

SWORDCRAFT Live the Adventure! Medieval Live Action Battle Game & LARP Web: www.swordcraft.com.au Email: info@swordcraft.com.au 2018-10-17 1

Swordcraft Combat Rules 1. BASIC COMBAT 1.1 Play fair and use your common sense. 1.2 You are responsible for your actions so take care. No real aggression will be tolerated. 1.3 Follow instructions from Marshals. 1.4 Player must be at least 15 years old to take part in Swordcraft combat. Players under 18 may only take part in Swordcraft combat with written parental consent. 1.5 You can only make bodily contact with another player with an approved LARP safe weapon in good condition. Approved LARP safe weapons are listed in the Swordcraft Weapon and Shield Construction Rules. 1.6 You MUST pull your blows. 1.7 Valid hit zones: (c) torso including shoulders arms above the wrists legs above the ankles 1.8 Count your hits and not anyone else s. 1.9 React to hits as if real. 1.10 Role play combat. Die dramatically. When surrounded go down under a hail of blows. And credit your opponent for particularly impressive hits. 1.11 Weapons do: 1 HP damage to limbs 3HP damage to torso, with a realistic hit. A realistic hit is a hit that, if struck with a real weapon, would kill or maim. No drum rolling. 1.12 Ignore throwing weapons if they hit armour (daggers, hand axes, small hammers, shuriken, fireballs, bombs, rocks). No other throwing weapons can be used on the battlefield (though you might see them at Quest). 1.13 Each player has 2-12 HP depending on armour and morale. 1.14 When all HP are lost you are dead (lay; sit or kneel in a safe place and act dead) or must flee the battle. You cannot take any other actions while dead! 1.15 Your lost HP are restored by healers performing healing or at dawn. You must be laying down, sitting or kneeling to be healed role play it! 1.16 Dual wielding secondary weapon cannot exceed 85cm in length. 1.17 Shields block all attacks other than from Epic Creatures and Siege Missiles. 2. HIT POINTS AND ARMOUR 2.1 Max HP 12 2.2 You have base 2 HP plus HP from morale and armour. 2018-10-17 2

2.3 Morale (max +3HP) +1 Warband fields an approved banner +1 Banner bearer (member of warband carrying its banner, bearer may still fight with 1 handed weapon, may use banner pole to block attacks, the banner bearer may change during the battle) +1 Warband has an approved musician +0 Warband musician (member of warband with an approved historical instrument, must be played by member when marching and entering battle, musician may fight with one handed weapon and buckler 45cm diameter/height/width) +1 Wearing approved all of warband full head creature mask +2 Great Weapon Wielder (great weapon as primary weapon, no shield) - Two handed weapon over 140cm from the following list: sword, axe, mace, hammer, poleaxe, halberd, naginata, spear, or equivalent 2.4 Head (max +2HP) + 2 Steel helmet to jawline + 1 Steel helmet to brow line + 1 Steel coif and padding to base of neck + 1 Rigid leather helmet to jaw 2.5 Torso (max +3HP) (no counting multiple layers) +3 Heavy: Steel plate (+1 chest, +1 belly, +1 back) +2 Medium: Steel maile, coat of plates, cuirboilli, or equivalent (+1 front, +1 back) +1 Light: Leather armour, gambeson, or equivalent (+1 front with back torso) 2.6 Limbs (max +3HP) (no counting multiple layers) +3 max Heavy: Steel plate +3 for full arms and legs incl elbows and knees +2 for upper and lower arms with upper and lower legs +1 for upper arms with lower arms +1 for upper legs with lower legs +1 for upper arms with upper legs +1 for lower arms with lower legs +1 for one full arm and one full leg +2 max Medium: Steel maile, coat of plates, cuirboilli, or equivalent +2 for upper and lower arms with upper and lower legs +1 for upper arms with lower arms +1 for upper legs with lower legs +1 for upper arms with upper legs +1 for lower arms with lower legs +1 max Light: Leather armour, gambeson, or equivalent +1 for upper and lower arms with upper and lower legs 2018-10-17 3

Notes: Examples: Substantial real armour coverage is required to claim point(s) Points are indicative, for mixed armour choose closest match Steel boned corset counts as leather torso Fake armour that looks like real thing downgraded 1 category Full plate (plate breast and back plate, full arms and full legs) 3+3=6 Maile shirt to elbows and thighs is 2+1 plus splinted plate vambraces and greaves adds 1 = 4 Steel breastplate (front) is 2 plus buff coat and thick leather knee high boots adds 1 = 3 Leather vest is 1 plus leather braces and greaves adds 0 = 1HP. Bracers and greaves do not add HP but provides extra protection from throwing weapons. 2.7 Mages and healers halve their HP from morale and armour. 3. ELEMENTALS 3.1 Ignore hits from players other than Target Player, mages, healers, rune warriors and other elementals. 3.2 Ignore all missile and throwing weapons. 3.3 Hits on Target Player (c) (d) Shadow elemental: 1 word Command spell if hits target player on body (lasts 30 seconds role play the command in a medieval way ); Fire elemental: normal damage May hit anyone (normal damage): (i) (ii) (iii) Have 7 HP if berserk; who is impeding their line of sight to Target Player; within 3m of summoner if summoner casts Energy Shield. 4. EPIC CREATURES 4.1 Ignore hits from players other than Rune Warriors and other Epic Creatures. 4.2 Ignore all missile and throwing weapons. 4.3 Kill any player with hit to body or shield 4.4 Rune warriors do 1 damage on melee hits to an epic creature s marked target torso zone. 4.5 Epic creature do 3 damage on melee hits to an epic creature s marked target torso zone. 4.6 10 HP if small epic creature (1 person) 4.7 20 HP if large epic creature (2+ person) 5. RUNE WARRIORS 5.1 Are able to hit Epic Creatures with melee weapons (do 1 damage). 5.2 Able to hit Elementals with melee weapons and do normal damage. 2018-10-17 4

5.3 Wear green and white torse headband (only rune warriors permitted to wear green and white torse). 6. SIEGE MISSILES 6.1 Kill any player with hit to head, body or shield. 6.2 Do 5 damage to Epic Creatures. 6.3 Siege engine has between 5 and 20 HP. 6.4 Epic Creatures do 5 HP damage to siege engines. 7. CODE OF CONDUCT 7.1 Be excellent to each other. 7.2 Swordcraft reserves the right to ban anyone from our games, events and community who breaks the law or acts in a socially inappropriate way on and off the field. We won t tolerate behavior which is criminal, bullying, sexually harassing, unlawfully discriminatory, defamatory or down right insulting whether it involves players, officials, office bearers or third parties. 7.3 If you feel that you have been subjected to conduct in breach of this Code of Conduct, please contact the head marshal on duty, one of our Conduct Officers, a member of our Executive, or email us at info@swordcraft.com.au. We take all such complaints seriously. 2018-10-17 5