14th Century Deed @ BAM 1.0
Posted: Sun Jul 21, 2013 4:37 am
Again---hints, thoughts, advice & mild to flagrant reactions...
BAM: War of the Rams II
14th Century Deed of Arms High persona scenario
When: Friday November 22nd 2013 from 1230pm-200pm
Where: in the Castle courtyard
How do I get to play? Please read on:
We are all Ladies and Gentlemen. These rules are a guideline set to establish a code of conduct for this Deed of Arms. We are all expected to follow the intent as well as the letter of the rules.
KIT
~All of the gear for The Deed should be chronologically appropriate for the 2nd ½ of the 14th C.
~NO VISIBLE PLASTIC. (If it is covered in such a way to not become visible then it is acceptable but “covered” does not mean just throw a tabard over it.)
~ Helmets that would have been worn open faced will be allowed to have bargrills. It should be noted that a bargrill is a modern safety feature and the wearer is forsaking the protection of a closed helm.
~Obviously modern footwear (cleats, combat/hiking boots) is not allowed. If they are covered, they will be reviewed on a case by case basis. Vibrum soles on pseudo turn-shoes are allowed.
~Finger gauntlets are encouraged, mitten gauntlets are allowed, plastic gauntlets are not.
~Aventails on bascinets are required
~Greaves are required
~Sabatons are encouraged*
~Mail is encouraged*
*All else being equal, more complete harnesses with lower leg armors and mail will get on the field before a kits without.
WEAPONS
~ No basket hilts--all swords will have cross hilts.
~ Maces are allowed but must be reasonable length.
~ No unshaped pole arms--all pole weapons must have a definable head of significant mass.
~ No pole weapon may exceed 7 feet, and no sword may exceed 5 feet.
~ Daggers may be used for thrusting only.
CONDUCT
~ We are using an assumed-plate standard. Blows to the body and limbs have no effect.
~ Thrusts to an open face (i.e., a bargrill), neck, and armpit, all “kill”. A cut or chop with a single handed sword to the face (bargrill) will also count as a killing blow. If you are "killed", you are out of the entire combat. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
~Thrusts to the inside of the elbow, buttock, or back of the thigh render you unable to continue but not dead. You may be called upon to yield. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
~ Heavy blows to the head *did* have an effect. With that in mind, any stout blow to the head with a two-handed weapon or a mace will count towards being stunned. If you are struck three times to the head in any single engagement you are counted as stunned and must yield. If you get hit twice and then fighting breaks off, that's it, you start counting over. If three different guys hit you in the head one after the other with no real break in the fighting then you're stunned and you must yield.
~ Anyone, at any time, may choose to yield.
~ Anyone who becomes ‘helpless’ (On their hands and knees, on their back Etc.) and has an opponent's hand or weapon laid upon him without being struck should yield as the opponent displayed great courtesy in not bashing him.
~Becoming unarmed does not render you ‘helpless’.
~ Capturing Prisoners: If and when you choose to yield, then anyone (from the other side) can simply place his hand or weapon on you and say something to let you know he's captured you ( e.g. , "You are my prisoner.", or "I've captured you.", Etc.).
~ The captor or his agent must walk his prisoner off the field. The prisoner may not call out for help or otherwise draw attention to the fact that he is chattel. While the captor is escorting his prisoner, he may be forced to fight. If he is captured or killed himself then the prisoner goes free. During such fights the prisoner must stand quietly awaiting the outcome.
~ Ransom (maximum of 3 per combatant): All combatants will be encouraged to pay in a token ransom. It is up to the captor and the prisoner to negotiate the terms of the release. The captor will receive whatever ransom agreed upon at the end of the combat.
~If you have been captured and your captor chooses to keep you off the field, you are obliged to stay out of the fray unless your captor is killed. Then you are free to do as you wish.
~ Combat will last until all of one side or either captured, killed or have retired voluntarily. A 10-minute break will be called every 15 minutes. Anyone may quit the field for as long as he wishes, within reason, to rest or rearm at any time.
BAM: War of the Rams II
14th Century Deed of Arms High persona scenario
When: Friday November 22nd 2013 from 1230pm-200pm
Where: in the Castle courtyard
How do I get to play? Please read on:
We are all Ladies and Gentlemen. These rules are a guideline set to establish a code of conduct for this Deed of Arms. We are all expected to follow the intent as well as the letter of the rules.
KIT
~All of the gear for The Deed should be chronologically appropriate for the 2nd ½ of the 14th C.
~NO VISIBLE PLASTIC. (If it is covered in such a way to not become visible then it is acceptable but “covered” does not mean just throw a tabard over it.)
~ Helmets that would have been worn open faced will be allowed to have bargrills. It should be noted that a bargrill is a modern safety feature and the wearer is forsaking the protection of a closed helm.
~Obviously modern footwear (cleats, combat/hiking boots) is not allowed. If they are covered, they will be reviewed on a case by case basis. Vibrum soles on pseudo turn-shoes are allowed.
~Finger gauntlets are encouraged, mitten gauntlets are allowed, plastic gauntlets are not.
~Aventails on bascinets are required
~Greaves are required
~Sabatons are encouraged*
~Mail is encouraged*
*All else being equal, more complete harnesses with lower leg armors and mail will get on the field before a kits without.
WEAPONS
~ No basket hilts--all swords will have cross hilts.
~ Maces are allowed but must be reasonable length.
~ No unshaped pole arms--all pole weapons must have a definable head of significant mass.
~ No pole weapon may exceed 7 feet, and no sword may exceed 5 feet.
~ Daggers may be used for thrusting only.
CONDUCT
~ We are using an assumed-plate standard. Blows to the body and limbs have no effect.
~ Thrusts to an open face (i.e., a bargrill), neck, and armpit, all “kill”. A cut or chop with a single handed sword to the face (bargrill) will also count as a killing blow. If you are "killed", you are out of the entire combat. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
~Thrusts to the inside of the elbow, buttock, or back of the thigh render you unable to continue but not dead. You may be called upon to yield. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
~ Heavy blows to the head *did* have an effect. With that in mind, any stout blow to the head with a two-handed weapon or a mace will count towards being stunned. If you are struck three times to the head in any single engagement you are counted as stunned and must yield. If you get hit twice and then fighting breaks off, that's it, you start counting over. If three different guys hit you in the head one after the other with no real break in the fighting then you're stunned and you must yield.
~ Anyone, at any time, may choose to yield.
~ Anyone who becomes ‘helpless’ (On their hands and knees, on their back Etc.) and has an opponent's hand or weapon laid upon him without being struck should yield as the opponent displayed great courtesy in not bashing him.
~Becoming unarmed does not render you ‘helpless’.
~ Capturing Prisoners: If and when you choose to yield, then anyone (from the other side) can simply place his hand or weapon on you and say something to let you know he's captured you ( e.g. , "You are my prisoner.", or "I've captured you.", Etc.).
~ The captor or his agent must walk his prisoner off the field. The prisoner may not call out for help or otherwise draw attention to the fact that he is chattel. While the captor is escorting his prisoner, he may be forced to fight. If he is captured or killed himself then the prisoner goes free. During such fights the prisoner must stand quietly awaiting the outcome.
~ Ransom (maximum of 3 per combatant): All combatants will be encouraged to pay in a token ransom. It is up to the captor and the prisoner to negotiate the terms of the release. The captor will receive whatever ransom agreed upon at the end of the combat.
~If you have been captured and your captor chooses to keep you off the field, you are obliged to stay out of the fray unless your captor is killed. Then you are free to do as you wish.
~ Combat will last until all of one side or either captured, killed or have retired voluntarily. A 10-minute break will be called every 15 minutes. Anyone may quit the field for as long as he wishes, within reason, to rest or rearm at any time.