Belegarth Book of War
A Rules System for Medieval Combat with Foam Weapons

Adjudication | Equipment Classifications & Definitions | Combat
Weapons Checking | Shields | Armor

1. Adjudication
1.1. Marshal - Person responsible for rules enforcement and weapons inspection.
1.1.1. A Marshal has the authority to remove anyone from the field of battle.
1.1.2. A Marshal determines Equipment classifications according to the guidelines outlined in Appendix A.
1.1.3. A Marshal is responsible for safe conduct of battles, and therefore has the power to stop battles whenever a safety concern occurs.
1.2. All Equipment must be inspected and properly marked if appropriate, according to the guidelines outlined in Appendix A, before it is used in combat.
1.3. The target of an attack makes combat hit determinations.
1.4. Creative interpretation of the rules to gain any advantage is discouraged. These rules are intentionally sparse to allow for ease of use. The Marshal, according to these rules, and medieval foam combat precedent, settles all disputes.

2. Equipment Classifications and Definitions
2.1. Offensive Equipment is any item that can score one or more combat hits. There are five classifications of Offensive Equipment, hereafter called Weapons. All Offensive Equipment must meet the requirements outlined in Appendix A.
2.1.1. (Class 1) One-handed swung Weapon.
2.1.2. (Class 2) Two-handed swung Weapon.
2.1.3. (Class 3) Thrusting Weapon.
2.1.4. (Class 4) Missile Weapon.
2.1.5. (Class 5) Head-only missile Weapon.
2.2. Defensive Equipment is any item that gives combat advantage to its wielder by preventing Injury, and is unable to inflict damage on opponents. There are two types of Defensive Equipment -- Shields and Armor. All Defensive Equipment must meet the requirements outlined in Appendix A.
2.2.1. Shields and Bucklers are rigid objects that are padded on the front and sides, and are equipped with handles or straps. A Shield may not be constructed in a manner that would confer the advantage of unbreakable armor.
2.2.2. Armor is protective body covering, consisting of period materials.
2.3. Miscellaneous Equipment includes, but is not limited to, items such as: belts, pouches, boots, and non-Armor clothing and headwear. While conferring no special rules advantage, miscellaneous equipment may be checked for combat safety and period appearance at the Marshal¹s discretion.

3. Combat
3.1. Target Area Definitions:
3.1.1. Body - Area bounded by the base of neck (inclusive), shoulder-arm joint (inclusive), hip-leg socket (inclusive), groin, and buttocks (inclusive).
3.1.2. Arm(s) - Area bounded by the wrist (inclusive) and the shoulder-arm joint (exclusive).
3.1.3. Leg(s) - Area bounded by the ankle (inclusive) and hip-leg socket (exclusive).
3.1.4. Head - Area above the base of neck (exclusive).
3.1.5. Hand(s) - Area below the wrist (exclusive). An empty Hand is a legal Target Area. A Hand on a Weapon is considered part of that Weapon.
3.1.6. Feet - Area below the ankle (exclusive). A Foot is a legal Target Area if it is off the ground. Any Injury to the Foot is considered Injury to the Leg.
3.2. Weapons
3.2.1. Weapons which strike with sufficient force can score a hit and/or Injury to the Target Area.
3.2.2. Weapons yield various amounts of damage according to the classification of the Weapon and the armor/damage status of the target. Class 1 (one-handed) Weapons cause one hit of Injury to a Target Area. Any Weapon swung with one hand no matter the size is a Class 1 Weapon, including equipment that qualifies as Class 2 Weaponry. Class 2 (two-handed) Weapons cause two hits of Injury to the Target Area. Class 3 (thrusting) Weapons wielded one-handed cause one hit of damage to an unarmored Target Area. Class 3 Weapons also cause two hits of damage when wielded two-handed against a Target Area, ignoring any Armor the Target Area may have. If the Target Area is armored, the Weapon must be wielded two-handed to cause damage to the Target Area. A one-handed strike causes no injury to an Armored Target Area. Class 4 (missile) Weapons cause two hits of Injury to a Target Area. A Class 4 Weapon striking an Armored portion of the Head causes no Injury. Class 5 (Head only missile) cause 1 hit of Injury to an unarmored Head area. A Class 5 Weapon striking an Armored portion of the Head area causes no injury.
3.2.3. The Head is an illegal Target Area for Class 1, 2, and 3 Weapons. The Head is a legal Target Area for Class 4 and 5 Weapons.
3.3. Armor
3.3.1. Armor confers one additional hit to the Target Area covered by the Armor. Multiple pieces of Armor on the same Target Area only confer a single hit. A single piece of Armor covering multiple areas confer a hit on each Target Area covered.
3.3.2. Armor only protects areas covered.
3.3.3. Armor must be of a size to cover a significant portion (approximately one-third) of a Target Area. Armor extending continuously from another Target Area is not required to significantly cover neighboring Target Areas to count as Armor.
3.3.4. Weapons that strike both Armored and unarmored Target Areas are considered to have hit the unarmored Target Area.
3.3.5. The presence of Armor must be easily discernable to count as Armor.
3.4. Injury
3.4.1. Effects of Injury: One or more hits of Injury to an unarmored Target Area disables that Target Area. Two hits of Injury to an Armored Target Area disable that Target Area. A disabled Body causes Death. A disabled Head causes Death. Two disabled limb Target Areas (Arms and/or Legs) cause Death. Limbs injured with Class 3 and Class 4 Weapons do not count towards this total.
3.4.2. All Injury effects must be accurately portrayed and reported. Death - Lay down immediately. Do not move unless instructed by a Marshal. Disabled Arm -- A disabled Arm may not hold anything. If the Arm is disabled by a Class 1 or 2 Weapon then place Arm behind back. If the Arm is disabled by a Class 3 or 4 Weapon, leave Arm dangling limply at side. Disabled Leg - kneel on ground with the non-injured Leg up.
3.4.3. Subsequent hits to the same location: A subsequent strike on an Arm with a Class 1 or 2 Weapon ignores the Arm if it was previously disabled with a Class 1 or 2 Weapon and is assumed to continue on to injure the Body. A subsequent strike to a Leg with a Class 1 or 2 Weapon, if previously injured with a Class 1 or 2 Weapon, is ignored. All subsequent strikes with Class 3 or 4 Weapons on the same Target Area previously injured by a Class 3 or 4 Weapon are ignored.
3.4.4. A hit that strikes both the Body and either an Arm or a Leg is assumed to have hit the Body.
3.4.5. A single strike can only damage one Target Area.
3.5. Shields and Bucklers
3.5.1. Shields can be destroyed by two solid strikes from a Class 2 Weapon. Subsequent strikes to a destroyed Shield continue into the Target Area on which the Shield is worn.
3.5.2. Shields may be used in any reasonable manner and still be considered a Shield.
3.5.3. Only one Shield may be used by a person at a time.
3.5.4. Shield Bashing, Checking, and Kicking is allowed. A Shield Bash is defined as using a Shield to strike an opponent from a distance further than two steps away. A Shield Check is defined as using a Shield to strike an opponent starting from a distance less than two steps away A person may not Bash or Check an opponent's rear quadrant. Shield pushing or incidental contact in an opponent¹s rear quadrant is allowed. Shield Kicking of small Shields and/or Bucklers is discouraged. Shield contact to the Head or Neck is discouraged.
3.6. Grappling is allowed.
3.6.1. Combatants may initiate Grapples with opponents according to the following rules. A Combatant wearing no Armor may Grapple all opponents. A Combatant wearing Leather Armor may Grapple any Armored opponent, but not unarmored opponents. A Combatant wearing Chain Armor may Grapple opponents wearing Chain or Plate Armor. A Combatant wearing plate Armor may not initiate a Grapple.
3.6.2. A Combatant wearing plastic safety equipment is treated as leather Armor for grappling purposes only.
3.6.3. No throws, unarmed strikes, or joint/nerve holds.
3.6.4. Combatants with Missile Weapons (Type 4, bow/arrows) may not initiate Grapples or be Grappled.
3.7. Melee Conventions
3.7.1. If during a battle an unsafe situation occurs, it is the responsibility of all Combatants (and Marshals) who see the situation to call ³HOLD² and stop the battle. A HOLD stops the battle while the Marshal assesses the situation. The battle resumes only at the Marshal¹s discretion.
3.7.2. Combatants attacking an opponent from behind with a two-handed strike from a Class 2 or 3 Weapon MUST shout ³TWO². This informs the opponent that the attack was a two-handed strike, and caused two points of Injury. If ³TWO² is not called, the opponent should consider a successful strike to cause a single hit of Injury.
3.7.3. Blocking a Weapon strike by laying a Weapon against a Target Area and/or Shield is illegal.
3.7.4. Sheathed or otherwise worn Weapons cannot block attacks.
3.7.5. Gripping the striking surface of an opponents Weapon results in the disabling of that limb.
3.7.6. If an opponent has both knees on the ground, a strike to either Leg is considered to have struck the good Leg. If the opponent is lunging or rolling around and has a disabled Leg and is hit in either, it is considered a hit to the uninjured Leg.
3.7.7. A Combatant who has their Leg disabled must either crawl on his/her knees or be realistically supported.
3.8. Missile Weapon Conventions
3.8.1. If a bow is struck by a Class 1 or 2 Weapon, it is considered broken and cannot be used.
3.8.2. A half draw or throw for Class 4 Weapons under a range of 15 feet is required.
3.8.3. A missile Weapon must travel its entire length to score a hit.
3.8.4. A missile Weapon is considered to have hit if there is significant deflection of the missile head (>30 degrees). Once the missile head has significantly deflected off a target, the missile is rendered harmless.
3.8.5. As an exception to rule 1.3, an attacker who attacks with a Class 4 or 5 Weapon may determine and call a combat hit with when attacking with such a Weapon.
3.8.6. Blocking Missiles All Class 4 or 5 missiles besides arrows may be blocked by any means that keeps the missile away from a Target Area. An arrow may only be blocked by a Shield. An arrow blocked by a Weapon is considered to have continued to travel in the same direction and strike the Target Area behind the Weapon. Intentional blocking of an arrow with a Weapon causes Death to the blocker.

Appendix A

1. Weapon Checking
1.1. Definitions
1.1.1. Striking Surface - Padded surface of a Weapon designed to make contact with an opponent during combat. Only the Striking Surface of a Weapon may score a hit.
1.1.2. Non-striking Surface - Any padded surface of the Weapon that is not a striking surface.
1.1.3. Handle - Non-padded portion of the Weapon designed as a hand hold.
1.1.4. Pommel - Non-striking Surface that covers the end of the Handle.
1.1.5. Sword - Any Weapon approximating a medieval sword, constructed using either an edge/flat or cylindrical design.
1.1.6. Flail - Any hinged Weapon.
1.1.7. Double-ended Weapon - A Weapon approximating a medieval staff.
1.1.8. Javelin - Thrown Class 4 Weapon.
1.1.9. Archery - Class 4 Weapons including bows, crossbows, arrows, and bolts.
1.1.10. Rocks - Class 5 Weapons.
1.2. Marking - Weapons must be marked with the appropriate color(s) of tape to denote their classifications. This marking tape must be placed in a manner so that Combatants and Marshals may easily see it.
1.2.1. Class 1 Weapons are marked with blue tape on either the pommel or handle.
1.2.2. Class 2 Weapons are marked with red tape on either the pommel or handle.
1.2.3. Class 3 Weapons are marked with green tape on either the pommel or handle.
1.2.4. Class 4 and 5 Weapons are marked in a manner to indicate a Marshal has inspected them.
1.3. General Weapon Checking Conventions
1.3.1. All striking surfaces of Weapons must be padded adequately to prevent personal injury when striking an opponent with full force on that surface.
1.3.2. All non-striking surfaces must be padded adequately to prevent personal injury from incidental contact.
1.3.3. Two and one-half inch rule‹No surface on a striking edge (sword tip, arrow head, spear head, javelin head, etc.) whether designed for stabbing or not, may pass more than 0.5 inch through a 2.5 inch hole; swords with a semicircular tip, with a minimum 1.5 inch radius are exempt from this rule.
1.3.4. The Weapon pommel must not readily pass through a 2² diameter hole.
1.3.5. The maximum allowed flex of any Weapon except Javelins is 45°. See Appendix A, 1.8.6.
1.3.6. Maximum handle length of a Class 1 or Class 2 Weapon is the longer of 18² or 1/3 of its overall length. No Class 1 or Class 2 Weapon may have a handle longer than 1Ž2 of its overall length.
1.3.7. The maximum handle length of a Class 3 only Weapon is 2/3 of its overall length.
1.3.8. All striking surfaces must have a cloth covering.
1.3.9. The amount of tape on a striking surface should be kept to a minimum.
1.3.10. Single-edge Weapons must have their non-striking edge clearly marked with at least a 12-inch piece of contrasting tape.
1.3.11. All handles of wood Weapons must be taped, including bamboo and rattan.
1.3.12. A Weapon may not have a metal core.
1.3.13. The minimum overall length of a Class 1 or 2 Weapon is 12 inches plus the length of the handle and pommel.
1.4. Classification - Any swung Weapon over 36 inches in length is a Class 2 Weapon except:
1.4.1. Swords and sword-like Weapons must have a striking surface of at least 36 inches in length to qualify as a Class 2 Weapon.
1.4.2. Flails are always Class 1 Weapons.
1.4.3. Swung double-ended Weapons are always Class 1 Weapons.
1.5. Swords must conform to one of the following:
1.5.1. Minimum dimensions of 1.25 inches by 3 inches along its entire striking surface.
1.5.2. Weight greater than or equal to twelve ounces.
1.6. Flails must conform to all of the following:
1.6.1. The striking surface must haves a minimum circumference of 15 inches measured on separate axes.
1.6.2. The maximum chain/hinge length is 6 inches.
1.6.3. The hinged part of the flail must be padded with foam to keep the chain from easily entangling a Weapon or body part. No more than 1 1Ž2 inches of chain may be exposed.
1.6.4. Only one hinge per flail is allowed.
1.7. Double-ended Weapons must conform to all of the following:
1.7.1. Double-ended Weapons must not be more than 7 feet long.
1.7.2. Double-ended Weapons must have a minimum of 18 inches in length of padding covering each end in a cylindrical fashion. Both striking surfaces of this weapon must follow Class 3 Weapon standards for a Double-ended Weapon to be legal.
1.8. Javelins must conform to all of the following:
1.8.1. Must also pass as a Class 3 Weapon.
1.8.2. Maximum weight of 1.5 lbs.
1.8.3. Minimum length of 4 feet.
1.8.4. Maximum length of 7 feet.
1.8.5. Padded along the entire length.
1.8.6. Must flex less than 90°. This is an exception to Appendix A, 1.3.5.
1.8.7. Must have a yellow cover. Other Class 3 Weapons may not have a yellow cover.
1.9. Archery Restrictions:
1.9.1. No compound bows or compound crossbows.
1.9.2. The maximum poundage allowed on a bow is 35 lbs pull at 28 inches of draw.
1.9.3. The maximum poundage allowed on a crossbow is 15 lbs at its loaded draw.
1.9.4. A draw stop is required to prevent an arrow from being drawn more than 28 inches.
1.9.5. Arrow striking surfaces may not easily pass more than 0.5 inches through a 2.5 inch diameter hole. No part of the arrow striking surface may be less than 2.5 inches in any direction.
1.9.6. All arrows must contain a perpendicular penny secured at the end of the shaft.
1.9.7. The arrow striking surface must be constructed of open-cell foam.
1.9.8. All arrows must have at least two full fletching.
1.9.9. The striking surface of an arrow must be tape free.
1.9.10. The arrowhead should not have excess axial or lateral movement.
1.10. Class 5 Weapons have a minimum diameter of 4 inches and are constructed entirely of foam, cloth and tape (coreless).
1.11. Prohibited Weapons:
1.11.1. Entangling Weapons (nets, lassos).
1.11.2. Unmanned Weapons (traps).
1.11.3. Non-compliant double ended Weapons (nunchaku, double ended daggers).
1.11.4. Any Weapon when used as intended violates the rules stipulated in the Book of War.

2. Shields
2.1. Shield must be padded on the edges and face so as not to cause injury when struck with a forceful blow of an arm/hand.
2.2. The maximum width of a shield is 3 feet.
2.3. The maximum height of a shield is 18 inches less than the height of the wielder.
2.4. The minimum dimension on the face of a shield is 12 inches.
2.5. Shield spikes are allowed for decoration.

3. Armor Checking
3.1. Definitions
3.1.1. Leather - Armor constructed of tanned animal hide.
3.1.2. Metal - Armor constructed of metal. Includes chain and plate.
3.1.3. Rigid Metal - Armor constructed of discrete or continuous metal plate.
3.1.4. Chain - Metal Armor constructed of interlocking metal rings.
3.1.5. Helmet - Armor for the Head and Neck.
3.1.6. Cops - Rigid metal knee and elbow Armor.
3.1.7. Composite - Armor constructed of both metal and leather.
3.1.8. Penny Round - Armor checking standard where the edge of rigid metal Armor is compared to that of a penny: The edge of rigid metal Armor shall have the smoothness of the edge of a penny. The edge of rigid metal Armor shall have less cutting ability than the edge of a penny. The radius of any rigid metal corner must be greater than the radius of a penny.
3.2. Armor must be passed by Marshals from two separate realms, assuming an inter-realm event.
3.3. Armor must not catch appendages. Fingers should not catch in Armor. This includes articulated plates and large diameter chain.
3.4. Armor may not have protrusions that rise more than 1Ž2 inch from the surface.
3.5. The minimum thickness for leather Armor is 3/16 inch. The minimum thickness requirement can be achieved by layering up to two pieces of thinner leather.
3.6. Metal Armor must be made of period metals and alloys such as iron, steel, bronze, brass, or copper. Modern steel alloys are also allowed.
3.7. Chain - The minimum dimensions for individual ring diameters and wire sizes are such that individual rings or the finished mesh are not easily deformable with moderate pressure.
3.8. Rigid Metal
3.8.1. All Rigid Metal edges must conform to the Penny Round standard.
3.8.2. Rigid Metal must not be easily deformable by bending or striking. This can be achieved by either: Using a material with a thickness of at least 16 gauge. Fluting, dishing and/or rolling the edge of the material.
3.8.3. No Rigid Metal knee or elbow Armor (cops).
3.9. Composite Armor
3.9.1. Studded, scaled, or brigandine Armor can only be counted as Armor if 2/3 of the area is covered by metal, or the studs/rings/plates are no more than 1Ž2 inch apart.
3.9.2. Any Rigid Metal portions of Composite Armor must conform to the Penny Round standard and not be easily deformable.
3.9.3. Composite Armor must be identifiable as Armor by appearance.
3.10. No Rigid Metal full Helmets. Partial Rigid Metal Helmets as well as full Helmets made of any other Armor materials are allowed.

Copyleft © 2002 Belegarth Medieval Combat Society and Gregg Larson. Revision by Matthew R J Anderson.
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the GNU FDL can be found trailing this page and at http://www.gnu.org/copyleft/fdl.html


Legendarium of the Fathers of Men

In addition to the above rules in the Book of War, the following rules apply to all members of Arnor.

King Angmarth is the undisputed dictator of Arnor. Ruling with an iron fist, his will is sovereign.

The Knights of Arnor embody the spirit of Arnor and exist to serve the King. Those who wish to join the ranks of Arnor's Knights must display the very best of qualities in three key areas. These areas are defined by the ideals of the Knight Ambassador, Knight Castellan and Knight Errant:
- A Knight Ambassador must be self-controlled, having a positive national reputation and the ability to diplomatically interact with all members of other Realms.
- A Knight Castellan must be implicitly trustworthy, able and willing to defend the vision and ideals upon which Arnor was founded, displaying high off-field character and leadership ability.
- A Knight Errant must have a clear on-field impact and presence, exhibiting military skill and prowess.
When the Knights' Council identifies a candidate who exhibits the capabilities and qualities required to fulfill these three roles, the Council will petition the King to add that candidate to the ranks of the Knights of Arnor with all privileges such rank entails.

The King allows each Knight two retainers. Retainers' loyalty is to their Knight, serving their Knight as their Knight serves the King.

The Captains of the West are the principle on-field leaders of the Army of Arnor. Each Captain has advanced through the Army attaining the rank of Captain through personal combat expertise and the display of superior field tactics and leadership. The Council of Captains is responsible for handling the promotion of individuals through the Army based on their on-field fighting, tactical and leadership ability. Only Soldiers may be made Sergeants, only Sergeants may be made Lieutenants, only Lieutenants may be made Captains.

Each Captain will have one Lieutenant reporting to them. That Lieutenant will be devoted to one division of the army and is responsible for carrying out the orders of their Captain.

Each Lieutenant will have one Sergeant reporting to them. That Sergeant must be in the Lieutenant's division and is responsible for assisting their Lieutenant in carrying out the orders of the Captain.

The Mouth of Angmarth is the individual designated by the King to speak on behalf of the Mercenaries in the Kings employ and lead those Mercenaries on the field of battle.