top of page

RULES 2024

COMBAT

 

The Old World is a dangerous place: from its battlefields to back alleys, from its forests to its mountain peaks and deep mines; danger lurks everywhere.  To represent this our combat rules simulate injury, weapons and armour in a simple thematic way.

Basics

  • Play fair - everyone having fun is more important than winning.

  • Check in - if you accidentally hurt someone: apologise and make sure they are okay.

  • Play safely

    • We are not trying to really injure each other;

    • No deliberate targeting of head or groin;

    • No hitting another player other than via a larp safe weapon; 

    • No physical contact such as tackling, pushing, grappling or grabbing another player without their express consent; 

    • No deliberate or reckless ramming into other players.

  • Contact sport - Expect unintentional knocks and high/hard hits.

  • Scoring area - All of the body other than head, neck, hands, feet and groin.

  • Valid hit

    • A strike with the damage dealing part of the weapon (tip, cutting smashing surface) that approximates a realistic swing or thrust (uses the arm/s, shoulder/s and waist to gain momentum) while keeping the weapon under control and producing a hit which is clearly felt by  your opponent.

    • Quick repeated hits to the same zone or light taps are not Valid Hits.

    • Look at HEMA, Kendo, or even a good Hollywood fight to get the idea of what is a realistic hit.

 

Wound Points and Dying

  • You have a number of Wound Points as follows:
     

Base Wound Points:        3

  • Armour and banners may provide extra Wound Points.

  • You are mortally wounded/dying if you get to 0 Wound Points.

  • If you are mortally wounded/dying you can no longer engage in combat or any other actions - drop to the ground, or hold your weapon upside down and either drop to one knee or flee the battlefield.  No standing around on the battlefield as it confuses other players.

  • Remember - the mortally wounded don’t engage in chats - no more sounds other than soft groaning in pain. 

  • You may crawl or stagger out of the immediate vicinity of an active line-fight (no more than a few metres) until you are physically safe. 

  • A dying player can only be moved by two other people (one on each side) carrying/supporting them. 

Weapon Damage

Normal weapons:

  • 1 on hit to arm or leg

  • 2 on hit to torso

  • Examples

    • 1 handed daggers, swords, axes, hammers, flails, maces, clubs
      Note: May thrust or cut/smash depending on type

    • 1 and 2 handed Pikes/spears
      Note: thrust only

    • Bows, band guns, band crossbows and band wands
       

Heavy 2 handed weapons:

  • 2 on hit to arm or leg

  • 2 on hit to torso

  • Examples

    • 2 handed swords, axes, hammers, clubs and maces

    • Polearms

    • Staffs

Note: Heavy Melee weapons are cut/smash only other than a 2 handed sword which may also thrust 
 

Devastating weapons:

  • Kills you if hits you anywhere (incl your head, weapon or shield)

  • Examples

    • War machine missiles

    • Epic Creatures

    • Fireball/Explosives

Armour

Armour - Choose 1 only (this list is a guide - choose the one that is the best match)

  • 1/4 or Part Armour         +1 Wound Point

    • Gambeson, landsknecht woollen wams etc

    • Flexible (1mm+) leather armour vest/jacket

    • Thick leather Hero Belt

    • Single large thick leather or plate pauldron

    • Steel 12 boned corset    

    • Pair of vambraces and greaves together

  • 1/2 Armour             +2 Wound Points

    • Inflexible (3mm+) leather breastplate

    • Inflexible (3mm+) leather demi-cuirass

    • Maille shirt

    • Plate demi-cuirass

    • Plate breastplate

  • 3/4 Armour            +3 Wound Points

    • 3/4 inflexible (3mm+) leather armour (breastplate and 1/2  limbs)

    • 3/4  maille suit (maille shirt and 1/2  limbs)

    • 3/4   plate & maille suit (breastplate/maille shirt and 1/2 limbs)    

    • 3/4  plate armour (breastplate and 1/2 limbs)

  • Full Armour            +4 Wound Points

    • Full suit of very thick (3.5mm+) inflexible leather plate armour

    • Full maille suit

    • Full plate & maille suit

  • Full Armour Plate        +5 Wound Points

    • Full suit of metal plate    

 

Helmets

Helmet - Chose no more than 1

  • Light                +1 Wound Point

    • Metal or inflexible leather head protection  (with throat protection)
      e.g. padded maille coif, secret helm under a hat with bevor/gorget/mantle etc

  • Medium            +1 Wound Point

    • Metal helmet
      e.g. barbuta, bascinet, burgonet, kettle helm, morion, sallet, spangenhelm, etc

  • Heavy                +2 Wound Points

    • Full metal helmet (to jawline with full face protection
      e.g. great helm, bascinet with visor, armet, visored sallet with bevor, spangenhelm  withoculars and aventail, etc

 

Armour Definitions

  • Gambeson, landsknecht wams or equivalent battlefield garments must be constructed of at least 3 layers of fabric.

  • Maille includes any 1mm+ thick flexible metal armour e.g. chain mail, scale mail, lamellar.

  • Plate means 1mm+ thick metal plate armour or overlapping metal brigandine. 

  • Ringmesh is a form of modern welded maille - it is not historical looking and so not really appropriate for characters other than high and dark elves wearing Ithilmar  maille (elves don’t sell it…).  Please bear that in mind when considering purchasing it, though we do understand that some people benefit healthwise from this type of lighter armour. 

  • Imitation armour means armour that appears to be plate armour but is made from materials other than metal. Such armour may count as very thick (3.5mm+) inflexible leather plate armour but only if it is made from an inflexible material and from an approved manufacturer (Arthammer or Wyrmwick - other brands may be added to these rules in the future).  Homemade imitation inflexible armour may be approved on a case by case basis if of equivalent quality (tagged by Swordcraft Ltd as approved). Helmets made of material other than metal may be approved on a similar basis. Other imitation armour and helmets do not count as armour or helmets.

 

Banners

  • A warband may field a banner and gain bonus Wound Points for its members. Only players in the warbands’ costuming may claim the bonus points.

  • Warband Banner: Must be themed to the Warband and at least 2.4m tall with the banner pole ends capped to make them safe. 

  • To claim the bonus points:

    • The members of the warband must, at the commencement of a battle or at the commencement of a quarter during a battle game, gather around the warband’s banner, and roleplay praying for the favour of your warband’s patron Warhammer Fantasy god or goddess - this roleplay must be a reasonable show. 

    • The warband banner must be carried on the field by a banner bearer. 

  • Banner bearer requirements: 1 free hand to hold the banner, no shield, and must stay with the on-field warband leader at all times). You cannot perform other roles such as healing or Spellcrafting/Crafting magic while you are the banner bearer.

 

Banner Points

Warband banner                     +1 Wound Point

Warband banner bearer        +1 Wound Point

 

Shields

  • You may use 1 shield - A shield must be held in your hand to count.

  • Shield maximum sizes:

    • Round shield: max diameter 70cm

    • Any other shape: max length 90cm max width 60cm

 

Non-humans

  • If you are playing a non-human:

    • a non-human face mask or trollslayer mohawk counts as Helmet e.g skaven face mask, goblin mask etc

    • a non-human full head mask counts as a Full Helm e.g. orc, beastfolk etc

  • Other non-human exceptions to the regular rules:

    • You may be able to treat body features as Imitation armour e.g. beastfolk fur legs, trollslayer bare chest with intricate tattoos, treefolk with bark covering, orc or dwarf with prop creating extra broad shoulders 

    • Huge ogres, trolls, rat ogres, giant beastfolk etc (high quality costume and 2m+ to top of the head) are resistant to damage: they take 1 from hits doing 2 damage

    • Elves: may use a pair of 1 handed swords (to reflect their inhuman grace and skill)

    • Dwarfs may use a round shield up to 83cm in diameter (to make them appear smaller and tougher) and a double barreled bandgun without needing a stand.

bottom of page