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Solusar wrote:I have to admit I'm bummed it's in IL, but I'm still going to try to make it out as I'd really like to attend this event. If I do go, I can help with food prep.
Kyrian wrote:Thanks to the rain gods (that includes you, Gorlock)
Sir Par wrote:Its all about Herpes? Then I've this **** down SOLID for years!
MCR
Modified Combined Ruleset (Modified (Plagiarized) from Belegarth rules)
Preface
You really need to read all of the rules. They are pretty straight-forward, but not knowing them is no excuse for violating them. These rules are subject to change if I find something I screwed up or new perspectives become available. These rules are definitely a compromise, and I tried to default to the simplest possible common denominator between any conflicting rules. Also, note that most of the scenarios being run will affect some aspect of these rules. Scenario rules trump these rules.
If you're from Amtgard, you need to know the following at a minimum:
1. Shield bashing, checking, rimming, etc is allowed to all normal hit locations except for the back.
2. You can grapple for equipment such as shields and weapons. You cannot grapple people. Incidental body-to-body contact is fine.
3. There is a sufficient force rule for strikes and stabs.
4. There is a weight minimum for weapons over three feet in length.
5. Weapon checking, safety adjudication, and any other rules below are going to be taken seriously. Plan ahead.
6. Good sportsmanship will be required. Poor attitudes will get you booted from the field to cool off. Doing it again will get you shown the door.
7. Scenarios run very similar to Militia-Style battlegames.
If you're from Bel/Dag, you need to know the following at a minimum:
1. The 'no weight minimum' requirement has been moved up from 24 inches to 36 inches. Otherwise, they are the same.
2. You cannot grapple people, just shields and weapons. Incidental body-to-body contact is fine and expected.
3. There is still sufficient force. It will be calibrated via an objective standard of measure using a device.
4. No rocks. Javelins and arrows are fine.
5. No head shots from projectiles. Trust me, you do not want an Amtgard arrow to the face.
6. No backboarding; if you whack somebody in the noggin, it invalidates the rest of the swing.
7. No worn shields.
8. All injuries are the same. Being stabbed is the same as being slashed is the same as being hit by an arrow.
9. Amtgardians talk a lot of trash. It is colloquially called 'smack' or 'smak'. It is meant in good fun, try not to take it seriously.
1. Adjudication
1.1. Referee - Person responsible for rules enforcement and weapons inspection.
1.1.1. A Referee has the authority to remove anyone from the field of battle.
1.1.2. A Referee determines Equipment classifications according to the guidelines outlined in Appendix A.
1.1.3. A Referee is responsible for safe conduct of battles, and therefore has the power to stop battles whenever a safety concern occurs.
1.1.4. A Referees decision may be appealed to the Head Referee
1.1.5. A Referee with inappropriate behavior must be reported to the Head Referee
1.2. Head Referee - Person responsible for adjudicating disagreements between players and Referees
1.2.1. May be a Referee
1.2.2. inappropriate behavior by a Head Referee may be dealt with by a panel of three other Referees
1.3. The target of an attack makes combat strike determinations.
1.3.1 Always strive to have unquestionable honor when making strike determinations. If you are unsure of whether or not you should take a strike, take it.
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 Referee, according to these rules, and medieval foam combat precedent, settles all disputes.
1.5. Good sportsmanship is required at all times. Cheating, displaying real violence, striking with intent to injure another player, or any other behavior violating the concept of good sportsmanship will result in immediate action by a referee, up to and including expulsion from the event.
2. Equipment Classifications and Definitions
2.1. Offensive Equipment is any item that can score a combat strike. 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) Melee Weapon.
2.1.2. (Class 2) Great melee Weapon.
2.1.4. (Class 3) 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 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 (pre-1650 AD) 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 Referees discretion. The minimum non-armor clothing requirements are outlined in Appendix B.
2.4. All Equipment must be inspected and properly marked if appropriate, according to the guidelines outlined in Appendix A, before it is used in combat.
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).
3.1.4.1. The Head is an illegal Target Area.
3.1.4.2. Striking the Head causes the rest of the strike to be invalid. If a strike connects with the Head followed by the Torso, the Torso strike is invalid. If the strike connects with the Torso followed by the Head, the Torso is valid.
3.1.4.3. If a strike to the Head results in an advantage for the striker, the striker must immediately stop until the struck party indicates they are uninjured.
3.1.4.4. Intentionally putting the Head in the path of a Weapon in order to block (Head blocking) is illegal and shall be considered poor Sportsmanship.
3.1.5. Hand(s) - Area below the wrist (exclusive). An empty Hand is a legal Target Area. Any Injury to the Hand is considered Injury to the Arm. A Hand on a Weapon or Shield is considered part of that Weapon or Shield.
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 cause damage to the Target Area.
3.2.1.1. Sufficient force is a percussive strike or stab which will be measured objectively via mechanical means on-site.
3.2.2. Weapons yield various amounts of damage according to the classification of the Weapon and the armor status of the target.
3.2.2.1. Class 1 (Melee) Weapons cause one point of damage to a Target Area. Any Weapon wielded one handed, no matter the size, is a Class 1 Weapon, including equipment that qualifies as Class 2 Weaponry.
3.2.2.2. Class 2 (Great Melee) Weapons cause two points of damage to the Target Area when wielded two handed.
3.2.2.3. Class 3 (Missile) Weapons cause two points of damage to a Target Area.
3.3. Armor
3.3.1. Armor will prevent one point of damage to one Target Area one time. Additional pieces of Armor on the same Target Area will not provide any additional benefit. A single piece of Armor covering multiple areas confers protection 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 struck the unarmored Target Area.
3.3.5. The presence of Armor must be easily discernible or it does not count.
3.4. Damage
3.4.1. Effects of Damage:
3.4.1.1. Damage to a Target Area injures that Target Area.
3.4.1.2. An injured Body causes Death.
3.4.1.3. Two injured limb Target Areas (Arms and/or Legs) cause Death.
3.4.2. All damage effects must be accurately portrayed and reported.
3.4.2.1. Death - Immediately lay down or sit down with your weapon on top of your head. Do not move unless instructed by a Referee or to avoid mundane injury.
3.4.2.2. Injured Arm - A injured Arm may not hold anything and must be placed behind the back.
3.4.2.3. Injured Leg - The knee of the injured Leg must be kept on the ground.
3.4.3. Strikes to a damaged limb:
3.4.3.1. Subsequent strikes to a damaged Arm cause Death.
3.4.3.2. Subsequent strikes to a damaged Leg are ignored.
3.4.4. A single strike can only damage multiple Target Areas if it hits each one with sufficient force.
3.5. Shields
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 Arm 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.
3.5.4.1. A Shield Bash is defined as using a Shield to hit an opponent starting from a distance further than two steps away.
3.5.4.2. A Shield Check is defined as using a Shield to hit an opponent starting from a distance less than two steps away.
3.5.4.3. A person may not Bash or Check an opponent's rear quadrant. Shield pushing or incidental contact in an opponent's rear quadrant is allowed.
3.5.4.4. Shield Kicking of small Shields is discouraged.
3.5.4.5. Shield contact to the Head or Neck is illegal.
3.5.4.6. The burden is on the aggressor to ensure the safety of any Bash, Check, or Kick.
3.6. Grappling for equipment is allowed.
3.6.1. Combatants may initiate Grapples with opponents equipment according to the following rules:
3.6.1.1. A Combatant wearing no Armor may Grapple all opponents.
3.6.1.2. A Combatant wearing Leather Armor may Grapple any Armored opponent, but not unarmored opponents.
3.6.1.3. A Combatant wearing Chain Armor may Grapple opponents wearing Chain or Plate Armor.
3.6.1.4. 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, grabs, take downs, unarmed strikes, or joint/nerve holds may be applied directly to another player. Incidental body-to-body contact (such as hip checking) is acceptable within the bounds of good sportsmanship.
3.6.4. Combatants with bows may not initiate Grapples or be Grappled.
3.6.5. The onus is on the aggressor to ensure the safety of any grapple.
3.7. Melee Conventions
3.7.1. If during a battle an unsafe situation occurs, it is the responsibility of all Combatants (and Referees) who see the situation to call 'HOLD' and stop the battle. A HOLD stops the battle while the Referee assesses the situation. The battle resumes only at the Referee's discretion.
3.7.2. Combatants attacking an opponent from behind with a two-handed strike from a Class 2 Weapon MUST shout 'TWO'. This informs the opponent that the attack was a two-handed strike, and caused two points of Damage. If 'TWO' is not called, the opponent should consider a successful strike to cause a single point of Damage.
3.7.3. Blocking a Weapon strike by laying a Weapon against a Target Area and/or Shield is illegal.
3.7.3.1. This rule pertains predominantly to the following situations.
3.7.3.1.1. Laying a Weapon across a Target Area so that it behaves like indestructible armor.
3.7.3.1.2. Laying a Weapon across a Shield so that it is protected from Class 2 Weapon strikes.
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. A Combatant who has their Leg injured 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 Weapon, it is considered broken and cannot be used.
3.8.2. A half draw for bows under a range of 20 feet is required.
3.8.3. A missile Weapon must travel its entire length to score a valid strike.
3.8.4. A missile Weapon is considered a valid strike if there is significant deflection of the missile head (>30 degrees) or if the missile strikes and stops. Once the missile head has significantly deflected, the missile is rendered harmless.
3.8.5. Blocking Missiles
3.8.5.1. Javelins may be blocked by any means that keeps the missile away from a Target Area.
3.8.5.2. 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.
3.8.5.3. 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 strike.
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 handhold.
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 - Melee Weapon that may be thrown.
1.1.9. Archery - Class 3 Weapons including bows, crossbows, arrows, and bolts. All Ammunition must be clearly labeled with the name of the player using it.
1.1.10. Spear - Any Weapon approximating a medieval spear, constructed using either an edge/flat or cylindrical design. Spears are thrust-only weapons.
1.1.11. Polearm - Any Weapon approximating a medieval glaive, poleaxe, etc, constructed using either an edge/flat or cylindrical design. Polearms may thrust and slash.
1.1.12. Ammunition - Arrows and bolts used in bows or crossbows.
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 Referees 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 in a manner to indicate a Referee has inspected them.
1.3. General Weapon Checking Conventions - All Weapons must conform to all of the following, as applicable:
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.), 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. See Appendix A, 1.4.4.2.
1.3.4. The Weapon pommel must not readily pass through a 2. diameter hole.
1.3.5. The maximum allowed flex of any Weapon except Javelins is 30 degrees. See Appendix A, 1.4.7.6.
1.3.6. All striking surfaces must have an opaque cloth covering.
1.3.7. A Weapon may not have a wooden core. Bamboo and rattan are not considered wood for this purpose, but must have their entire handle taped.
1.3.8. A Weapon may not have a metal core, but may use metal counterweights.
1.3.8.1. Metal counterweights may not rattle.
1.3.8.1. Metal counterweights inside of a hollow core must have a head larger than the aperture of end of the core into which they are inserted.
1.4. All weapons must be built to the following specifications.
1.4.1. Class 1 - All Class 1 Weapons must conform to the following, as applicable:
1.4.1.1. A Class 1 Weapon under thirty-six (36) inches in length has no weight minimum.
1.4.1.2. A Class 1 Weapon thirty-six (36) inches in length or longer must weigh a minimum of twelve (12) ounces.
1.4.1.3. With the exception of double-ended weapons, a Class 1 Weapon must be shorter than forty-eight (48) inches.
1.4.1.4. The maximum handle length for a Class 1 Weapon is twelve (12) inches or one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the overall length.
1.4.1.5. The Striking-Surface on a Class 1 weapon must be a minimum of twelve (12) inches or one-half (1/2) of the overall length, whichever is smaller.
1.4.2. Class 2 - All Class 2 Weapons must conform to the following:
1.4.2.1. The minimum length is forty-eight (48) inches.
1.4.2.2. The minimum weight is twenty-four (24) ounces.
1.4.2.3. The maximum handle length for Class 2 Weapons is eighteen (18) inches or one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the overall length.
1.4.2.3. The minimum amount of Striking-Surface allowed is six (6) inches.
1.4.2.4. Weapons without a minimum of twelve (12) inches of Striking-Surface may only be used to thrust.
1.4.4. Swords must conform to the following:
1.4.4.1. If the Weapon has a semicircular tip with a minimum 1.5 inch radius, it is exempt from rule Appendix A, 1.3.3.
1.4.4.2. Single-edge Weapons must have their non-striking edge clearly marked with at least a 12-inch piece of contrasting tape.
1.4.5. Flails must conform to the following:
1.4.5.1. The striking surface must haves a minimum circumference of fifteen (15) inches measured on separate axes.
1.4.5.2. The maximum chain/hinge length is six (6) inches.
1.4.5.3. The maximum overall length is forty (40) inches.
1.4.5.4. 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 ½ inches of chain may be exposed.
1.4.5.5. Only one hinge per flail is allowed.
1.4.5.6. Only the head of a flail is a striking surface.
1.4.6. Double-ended Weapons must conform to all of the following:
1.4.6.1. Double-ended Weapons must not be more than 7 feet long.
1.4.6.2. 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 2 Weapon standards for a Double-ended Weapon to be legal.
1.4.6.3. Regardless of length, a Double-ended Weapon is a Class 1 Weapon.
1.4.7. Javelins must conform to all of the following:
1.4.7.2. The maximum weight is twenty-four (24) ounces.
1.4.7.3. The minimum length is four (4) feet.
1.4.7.4. The maximum length is seven (7) feet.
1.4.7.5. Padded along the entire length.
1.4.7.6. Must flex less than 90°. This is an exception to Appendix A, 1.3.5.
1.4.7.7. Must have a yellow cover.
1.4.8. Archery Restrictions:
1.4.8.1. No compound bows or compound-crossbows.
1.4.8.2. The maximum poundage allowed on a bow is 35 lbs pull at 28 inches of draw.
1.4.8.3. The maximum poundage allowed on a crossbow is 15 lbs at its loaded draw.
1.4.8.4. A draw stop is required to prevent an arrow from being drawn more than 28 inches.
1.4.8.5. Arrow striking surfaces may not easily pass more than 0.5 inches through a 2.5 inch diameter hole. No part of the arrow.s striking surface may be less than 2.5 inches in any direction.
1.4.8.6. All arrows must contain a perpendicular penny (or similar device) secured at the end of the shaft.
1.4.8.7. All arrows must have at least two full fletching.
1.4.8.8. The arrowhead should not have excess axial or lateral movement.
1.5. Prohibited Weapons:
1.5.1. Entangling Weapons (nets, lassos).
1.5.2. Unmanned Weapons (traps).
1.5.3. Non-compliant double ended Weapons (nunchaku, double ended daggers).
1.5.4. Punching Weapons (punching daggers, tonfas).
1.5.5. Any Weapon that, when used as intended, violates the rules stipulated herein.
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.
2.6. Shields may never cause Damage to a Target Area.
2.7. Shields may not be affixed to weapons in any manner.
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. Cops - Rigid metal knee and elbow Armor.
3.1.6. Composite - Armor constructed of both metal and leather.
3.1.7. Penny Round - Armor checking standard where the edge of rigid metal Armor is compared to that of a penny:
3.1.7.1. The edge of rigid metal Armor shall have the smoothness of the edge of a penny.
3.1.7.2. The edge of rigid metal Armor shall have less cutting ability than the edge of a penny.
3.1.7.3. The radius of any rigid metal corner must be greater than the radius of a penny.
3.2. Armor must be passed by Referees.
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 1/2 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
3.6.1. Metal Armor must be made from period metals and alloys such as iron, bronze, brass, or copper. Modern steel alloys are also allowed.
3.6.2. Metal Armor must conform to both of the following:
3.6.2.1. Must not be easily deformable by hand or by weapon strikes.
3.6.2.2. Using a material with a thickness of at least 18 gauge.
3.6.3. Rigid Metal must conform to the Penny Round standard.
3.7. Composite Armor
3.7.1. Studded, scaled, or brigandine Armor can only be counted as Armor if 2/3 of the target area is covered by metal or leather, or the studs/rings/plates can not be no more than 1/2 inch apart.
3.7.2. Composite Armor must be identifiable as Armor by appearance.
3.8. Prohibited Armor:
3.8.1. Rigid Metal full helmet. Partial Rigid Metal helmet as well as full helmet made of any other Armor materials are allowed.
Appendix B
1. Garb
1.1 Garb is defined as the clothing to be worn by all participants.
1.2 Minimum garb is the basic requirements for all participants. Minimum garb is defined as.
1.2.1 A tunic or tabard covering the torso.
1.2.1.1 Neutral colored t-shirts, with no visible printing, neutral colored Under Armor (or similar equipment), or sports bras may be worn underneath a tunic or tabard.
1.2.1.2 Wearing nothing on the torso is acceptable for men.
1.2.2 Baggy pants, baggy shorts, or trousers covering the legs.
1.2.3 Skirts, Kilts, and Dresses are acceptable substitutes.
1.2.4 Footwear should be muted colors, boots are preferred. Athletic shoes should be of a dark color and not unnatural. Barefoot or Sandals are acceptable.
1.2.5 Any piece of modern equipment or clothing required out of medical necessity overrules the minimum garb requirements.
1.3 Forbidden items:
1.3.1 T-shirts that are brightly colored, white, with visible logos, with visible collars, and or visible pockets.
1.3.2 Modern jeans of any color.
1.3.3 Modern hats.
1.3.4 Any fabrics with modern or camouflage prints.
Things people in Bel need to know:
9. Amtgardians talk a lot of trash. It is colloquially called 'smack' or 'smak'. It is meant in good fun, try not to take it seriously.
MagnusofDregoth wrote:Looks good, I was able to absorb it pretty quickly on one read-through.
It looks to me like rigid joint armor is allowed; is this correct?
debuenzo wrote:there's no distinction between swung or stabbed?
so if a spear is a wielded w/ two hands and is 48"+, does it break a shield with two solid strikes?
Derian wrote:I think that allowing spears to destroy shields will unbalance them quite a bit.
Big Jimmy wrote:Oh, please please please. I'll pick up a spear all day.
Does that include arrows? I see a lot of 3 man archer teams aiming at shields.
NOT SO Big Jimmy wrote:Things people in Bel need to know:
9. Amtgardians talk a lot of trash. It is colloquially called 'smack' or 'smak'. It is meant in good fun, try not to take it seriously.
Oh, it's **** ON.
Loptr wrote:Amtgarders should be advised that ground scoring equipment to fight with is a kosher thing in Bel.
Wisp wrote:Calling all melee weapons Blue wouldn't be hard for Bel or Dag to wrap their head around at all. Your just removing the Bel/Dag Green restriction of not being able to effect armor which is a good thing anyway.
Calling Great Weapons Red is the same same as Bel / Dag
Missile Weapons Green is the same same too.
Yeah, scrap Class 1,2,3 for Blue Red Green.
Will
Brennon EH wrote:
Well, that doesn't entirely cover it though.
The categories are really more as follows:
1. Under 36, slashing and stabbing, no weight requirements cannot break shields
2. Over 36 but under 48, slashing and stabbing, weight requirements cannot break shields
3. Over 48, slashing and stabbing, weight requirements, can break shields when used to slash
4. Over 48, stab only, weight requirements, cannot break shields
5. Between four and seven feet, fully padded, stab only, cannot break shields, can be thrown
6. Arrows. Cannot break shields
So... hmmmm... Lots of colors?
Sir Par wrote:Its all about Herpes? Then I've this **** down SOLID for years!
Modified Combined Ruleset (Modified (Plagiarized) from Belegarth rules)
Preface
You really need to read all of the rules. They are pretty straight-forward, but not knowing them is no excuse for violating them. These rules are subject to change if I find something I screwed up or new perspectives become available. These rules are definitely a compromise, and I tried to default to the simplest possible common denominator between any conflicting rules. Also, note that most of the scenarios being run will affect some aspect of these rules. Scenario rules trump these rules.
If you're from Amtgard, you need to know the following at a minimum:
1. Shield bashing, checking, "rimming" or "edging", etc are allowed to all normal hit locations except for the back.
2. You can grapple for equipment such as shields and weapons. You cannot grapple people. Incidental body-to-body contact is fine.
3. There is a sufficient force rule for strikes and stabs.
4. There is a weight minimum for weapons over three feet in length.
5. Weapon checking, safety adjudication, and any other rules below are going to be taken seriously. Plan ahead.
6. Good sportsmanship will be required. Poor attitudes will get you booted from the field to cool off. Doing it again will get you shown the door.
7. Scenarios run very similar to Militia-Style battlegames.
8. Picking up discarded equipment for immediate battlefield use is acceptable so long as it is promptly returned when the next round begins.
9. If legged, you must keep your live knee off the ground. Placing your live knee on the ground will result in both legs being considered legal targets.
If you're from Bel/Dag, you need to know the following at a minimum:
1. The 'no weight minimum' requirement has been moved up from 24 inches to 36 inches. Otherwise, they are the same.
2. You cannot grapple people, just shields and weapons. Incidental body-to-body contact is fine and expected.
3. There is still sufficient force. It will be calibrated via an objective standard of measure using a device.
4. No rocks. Javelins and arrows are fine.
5. No head shots from projectiles. Trust me, you do not want an Amtgard arrow to the face.
6. No continuing a shot once it strikes the head; if you whack somebody in the noggin, it invalidates the rest of the swing.
7. No worn shields.
8. All injuries are the same. Being stabbed is the same as being slashed is the same as being hit by an arrow.
9. Amtgardians talk a lot of trash. It is colloquially called 'smack' or 'smak'. It is meant in good fun, try not to take it seriously.
10. All shot calling is on the honor of the target of an attack. This includes arrow strikes. Players are encouraged to ask the referees to watch players who may be missing shots, including arrows."
11. Amtgarders will typically hide their live legs behind them when they have an injured leg. This is acceptable, provided that they do not rest the knee of their live leg on the ground.
1. Adjudication
1.1. Referee - Person responsible for rules enforcement and weapons inspection.
1.1.1. A Referee has the authority to remove anyone from the field of battle.
1.1.2. A Referee determines Equipment classifications according to the guidelines outlined in Appendix A.
1.1.3. A Referee is responsible for safe conduct of battles, and therefore has the power to stop battles whenever a safety concern occurs.
1.1.4. A referee may make any decisions on the field that s/he feels are necessary to maintain the flow of the game. This includes the ability to call shots on combatants. If a combatant disagrees with a referee's call, the combatant may follow the procedures for appealing as per 1.1.5.
1.1.5. A Referees decision may be appealed to the Head Referee.
1.1.6. A Referee with inappropriate behavior must be reported to the Head Referee
1.2. Head Referee - Person responsible for adjudicating disagreements between players and Referees
1.2.1. May be a Referee
1.2.2. inappropriate behavior by a Head Referee may be dealt with by a panel of three other Referees
1.3. The target of an attack makes combat strike determinations.
1.3.1 Always strive to have unquestionable honor when making strike determinations. If you are unsure of whether or not you should take a strike, take it.
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 Referee, according to these rules, and medieval foam combat precedent, settles all disputes.
1.5. Good sportsmanship is required at all times. Cheating, displaying real violence, striking with intent to injure another player, or any other behavior violating the concept of good sportsmanship will result in immediate action by a referee, up to and including expulsion from the event.
2. Equipment Classifications and Definitions
2.1. Offensive Equipment is any item that can score a combat strike. There are three classifications of Offensive Equipment, hereafter called Weapons. All Offensive Equipment must meet the requirements outlined in Appendix A.
2.1.1. (Class 1) Melee Weapon.
2.1.2. (Class 2) Great melee Weapon.
2.1.3. (Class 3) 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 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 (pre-1650 AD) 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 Referees discretion. The minimum non-armor clothing requirements are outlined in Appendix B.
2.4. All Equipment must be inspected and properly marked if appropriate, according to the guidelines outlined in Appendix A, before it is used in combat.
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).
3.1.4.1. The Head is an illegal Target Area.
3.1.4.2. Striking the Head causes the rest of the strike to be invalid. If a strike connects with the Head followed by the Torso, the Torso strike is invalid. If the strike connects with the Torso followed by the Head, the Torso is valid.
3.1.4.3. If a strike to the Head results in an advantage for the striker, the striker must immediately stop until the struck party indicates they are uninjured.
3.1.4.4. Intentionally putting the Head in the path of a Weapon in order to block (Head blocking) is illegal and shall be considered poor Sportsmanship.
3.1.5. Hand(s) - Area below the wrist (exclusive). An empty Hand is a legal Target Area. Any Injury to the Hand is considered Injury to the Arm. A Hand on a Weapon or Shield is considered part of that Weapon or Shield.
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 cause damage to the Target Area.
3.2.1.1. Sufficient force is a percussive strike or stab which will be measured objectively via mechanical means on-site.
3.2.2. Weapons yield various amounts of damage according to the classification of the Weapon and the armor status of the target.
3.2.2.1. Class 1 (Melee) Weapons cause one point of damage to a Target Area. Any Weapon wielded one handed, no matter the size, is a Class 1 Weapon, including equipment that qualifies as Class 2 Weaponry.
3.2.2.2. Class 2 (Great Melee) Weapons cause two points of damage to the Target Area when wielded two handed in a slashing or swinging manner. Thrusts from a Class 2 Weapon only deal one point of damage.
3.2.2.3. Class 3 (Missile) Weapons cause two points of damage to a Target Area.
3.3. Armor
3.3.1. Armor will prevent one point of damage to one Target Area one time. Additional pieces of Armor on the same Target Area will not provide any additional benefit. A single piece of Armor covering multiple areas confers protection 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 struck the unarmored Target Area.
3.3.5. The presence of Armor must be easily discernible or it does not count.
3.3.6. A hit to a wounded section, regardless of any remaining armor, will result in a death; i.e. armor does not count on injured areas.
3.4. Damage
3.4.1. Effects of Damage:
3.4.1.1. Damage to a Target Area injures that Target Area.
3.4.1.2. An injured Body causes Death.
3.4.1.3. Two injured limb Target Areas (Arms and/or Legs) cause Death.
3.4.2. All damage effects must be accurately portrayed and reported.
3.4.2.1. Death - Immediately lay down or sit down with your weapon on top of your head. Do not move unless instructed by a Referee or to avoid mundane injury.
3.4.2.2. Injured Arm - A injured Arm may not hold anything and must be placed behind the back.
3.4.2.3. Injured Leg - The knee of the injured Leg must be kept on the ground. The knee of the non-injured leg must not be in contact with the ground, or else both the injured and non-injured legs are considered to still be legal targets.
3.4.3. Strikes to a damaged limb:
3.4.3.1. Subsequent strikes to a damaged Arm cause Death.
3.4.3.2. Subsequent strikes to a damaged Leg are ignored, unless the non-injured leg is also on the ground as per 3.4.2.3.
3.4.4. A single strike can only damage multiple Target Areas if it hits each one with sufficient force.
3.5. Shields
3.5.1. Shields can be destroyed by two solid swings (not thrusts) from a Class 2 Weapon. Subsequent strikes to a destroyed Shield continue into the Arm 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.
3.5.4.1. A Shield Bash is defined as using a Shield to hit an opponent starting from a distance further than two steps away.
3.5.4.2. A Shield Check is defined as using a Shield to hit an opponent starting from a distance less than two steps away.
3.5.4.3. A person may not Bash or Check an opponent's rear quadrant. Shield pushing or incidental contact in an opponent's rear quadrant is allowed.
3.5.4.4. One foot must be planted on the ground in any attempt to kick a shield.
3.5.4.5 Shield Kicking of small Shields is discouraged.
3.5.4.6. Wearing of cleats prohibits Shield Kicking.
3.5.4.7. Shield contact to the Head or Neck is illegal.
3.5.4.8. The burden is on the aggressor to ensure the safety of any Bash, Check, or Kick. Any injuries that occur that are judged to be due to failure to properly ensure the safety of a Bash, Check, or Kick will be dealt with by the referees, and may have consequences up to and including expulsion from the event.
3.6. Grappling for equipment is allowed.
3.6.1. Combatants may initiate Grapples with opponents equipment according to the following rules:
3.6.1.1. A Combatant wearing no Armor may Grapple all opponents.
3.6.1.2. A Combatant wearing Leather Armor may Grapple any Armored opponent, but not unarmored opponents.
3.6.1.3. A Combatant wearing Chain Armor may Grapple opponents wearing Chain or Plate Armor.
3.6.1.4. 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, grabs, take downs, unarmed strikes, or joint/nerve holds may be applied directly to another player. Incidental body-to-body contact (such as hip checking) is acceptable within the bounds of good sportsmanship.
3.6.4. Combatants with bows may not initiate Grapples or be Grappled.
3.6.5. The onus is on the aggressor to ensure the safety of any grapple.
3.7. Melee Conventions
3.7.1. If during a battle an unsafe situation occurs, it is the responsibility of all Combatants (and Referees) who see the situation to call 'HOLD' and stop the battle. A HOLD stops the battle while the Referee assesses the situation. The battle resumes only at the Referee's discretion.
3.7.2. Combatants attacking an opponent from behind with a two-handed strike from a Class 2 Weapon MUST shout 'TWO'. This informs the opponent that the attack was a two-handed strike, and caused two points of Damage. If 'TWO' is not called, the opponent should consider a successful strike to cause a single point of Damage.
3.7.3. Blocking a Weapon strike by laying a Weapon against a Target Area and/or Shield is illegal.
3.7.3.1. This rule pertains predominantly to the following situations.
3.7.3.1.1. Laying a Weapon across a Target Area so that it behaves like indestructible armor.
3.7.3.1.2. Laying a Weapon across a Shield so that it is protected from Class 2 Weapon strikes.
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. A Combatant who has their Leg injured 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 Weapon, it is considered broken and cannot be used.
3.8.2. A half draw for bows under a range of 20 feet is required.
3.8.3. A missile Weapon must travel its entire length to score a valid strike.
3.8.4. A missile Weapon is considered a valid strike if there is significant deflection of the missile head (>30 degrees) or if the missile strikes and stops. Once the missile head has significantly deflected, the missile is rendered harmless.
3.8.5. Blocking Missiles
3.8.5.1. Javelins may be blocked by any means that keeps the missile away from a Target Area.
3.8.5.2. 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.
3.8.5.3. Intentional blocking of an arrow with a Weapon causes Death to the blocker.
3.9. Miscellaneous Combat Conventions
3.9.1. Miscellaneous equipment (see 2.3) cannot be used to block strikes. Equipment that stops a shot that would otherwise have landed is considered to have continued through to the intended Target Area.
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 strike.
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 handhold.
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 - Melee Weapon that may be thrown.
1.1.9. Archery - Class 3 Weapons including bows, crossbows, arrows, and bolts. All Ammunition must be clearly labeled with the name of the player using it.
1.1.10. Spear - Any Weapon approximating a medieval spear, constructed using either an edge/flat or cylindrical design. Spears are thrust-only weapons.
1.1.11. Polearm - Any Weapon approximating a medieval glaive, poleaxe, etc, constructed using either an edge/flat or cylindrical design. Polearms may thrust and slash.
1.1.12. Ammunition - Arrows and bolts used in bows or crossbows.
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 Referees 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 in a manner to indicate a Referee has inspected them.
1.3. General Weapon Checking Conventions - All Weapons must conform to all of the following, as applicable:
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.), 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. See Appendix A, 1.4.4.2.
1.3.4. The Weapon pommel must not readily pass through a 2.0" diameter hole.
1.3.5. The maximum allowed flex of any Weapon except Javelins is 30 degrees. See Appendix A, 1.4.7.6.
1.3.6. All striking surfaces must have an opaque cloth covering.
1.3.7. A Weapon may not have a wooden core. Bamboo and rattan are not considered wood for this purpose, but must have their entire handle taped.
1.3.8. A Weapon may not have a metal core, but may use metal counterweights.
1.3.8.1. Metal counterweights may not rattle.
1.3.8.2. Metal counterweights inside of a hollow core must have a head larger than the aperture of end of the core into which they are inserted.
1.4. All weapons must be built to the following specifications.
1.4.1. Class 1 - All Class 1 Weapons must conform to the following, as applicable:
1.4.1.1. A Class 1 Weapon under thirty-six (36) inches in length has no weight minimum.
1.4.1.2. A Class 1 Weapon thirty-six (36) inches in length or longer must weigh a minimum of twelve (12) ounces.
1.4.1.3. With the exception of double-ended weapons, a Class 1 Weapon must be shorter than forty-eight (48) inches.
1.4.1.4. The maximum handle length for a Class 1 Weapon is twelve (12) inches or one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the overall length.
1.4.1.5. The Striking-Surface on a Class 1 weapon must be a minimum of twelve (12) inches or one-half (1/2) of the overall length, whichever is smaller.
1.4.2. Class 2 - All Class 2 Weapons must conform to the following:
1.4.2.1. The minimum length is forty-eight (48) inches.
1.4.2.2. The minimum weight is twenty-four (24) ounces.
1.4.2.3. The maximum handle length for Class 2 Weapons is eighteen (18) inches or one-third (1/3) of the overall length, whichever is greater.
1.4.2.3. The minimum amount of Striking-Surface allowed is six (6) inches.
1.4.2.4. Weapons without a minimum of twelve (12) inches of Striking-Surface may only be used to thrust.
1.4.4. Swords must conform to the following:
1.4.4.1. If the Weapon has a semicircular tip with a minimum 1.5 inch radius, it is exempt from rule Appendix A, 1.3.3.
1.4.4.2. Single-edge Weapons must have their non-striking edge clearly marked with at least a 12-inch piece of contrasting tape.
1.4.5. Flails must conform to the following:
1.4.5.1. The striking surface must haves a minimum circumference of fifteen (15) inches measured on separate axes.
1.4.5.2. The maximum chain/hinge length is six (6) inches.
1.4.5.3. The maximum overall length is forty (40) inches.
1.4.5.4. 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 ½ inches of chain may be exposed.
1.4.5.5. Only one hinge per flail is allowed.
1.4.5.6. Only the head of a flail is a striking surface.
1.4.6. Double-ended Weapons must conform to all of the following:
1.4.6.1. Double-ended Weapons must not be more than 7 feet long.
1.4.6.2. Double-ended Weapons must have a minimum of 18 inches in length of Strike-Legal padding covering each end in a cylindrical fashion. Both striking surfaces of this weapon must follow Class 2 Weapon standards for a Double-ended Weapon to be legal.
1.4.6.3. Regardless of length, a Double-ended Weapon is a Class 1 Weapon.
1.4.7. Javelins must conform to all of the following:
1.4.7.1. The maximum weight is twenty-four (24) ounces.
1.4.7.2. The minimum length is four (4) feet.
1.4.7.3. The maximum length is seven (7) feet.
1.4.7.4. Padded along the entire length.
1.4.7.5. Must flex less than 90°. This is an exception to Appendix A, 1.3.5.
1.4.7.6. Must have a yellow cover.
1.4.8. Archery Restrictions:
1.4.8.1. No compound bows or compound-crossbows.
1.4.8.2. The maximum poundage allowed on a bow is 35 lbs pull at 28 inches of draw.
1.4.8.3. The maximum poundage allowed on a crossbow is 15 lbs at its loaded draw.
1.4.8.4. A draw stop is required to prevent an arrow from being drawn more than 28 inches.
1.4.8.5. Arrow striking surfaces may not easily pass more than 0.5 inches through a 2.5 inch diameter hole. No part of the arrow's striking surface may be less than 2.5 inches in any direction.
1.4.8.6. All arrows must contain a perpendicular penny (or similar device) secured at the end of the shaft.
1.4.8.7. All arrows must have at least two full fletching.
1.4.8.8. The arrowhead should not have excess axial or lateral movement.
1.5. Prohibited Weapons:
1.5.1. Entangling Weapons (nets, lassos).
1.5.2. Unmanned Weapons (traps).
1.5.3. Non-compliant double ended Weapons (nunchaku, double ended daggers).
1.5.4. Punching Weapons (punching daggers, tonfas).
1.5.5. Any Weapon that, when used as intended, violates the rules stipulated herein.
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.
2.6. Shields may never cause Damage to a Target Area.
2.7. Shields may not be affixed to weapons in any manner.
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. Cops - Rigid metal knee and elbow Armor.
3.1.6. Composite - Armor constructed of both metal and leather.
3.1.7. Penny Round - Armor checking standard where the edge of rigid metal Armor is compared to that of a penny:
3.1.7.1. The edge of rigid metal Armor shall have the smoothness of the edge of a penny.
3.1.7.2. The edge of rigid metal Armor shall have less cutting ability than the edge of a penny.
3.1.7.3. The radius of any rigid metal corner must be greater than the radius of a penny.
3.2. Armor must be passed by Referees.
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 1/2 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
3.6.1. Metal Armor must be made from period metals and alloys such as iron, bronze, brass, or copper. Modern steel alloys are also allowed.
3.6.2. Metal Armor must conform to both of the following:
3.6.2.1. Must not be easily deformable by hand or by weapon strikes.
3.6.2.2. Using a material with a thickness of at least 18 gauge.
3.6.3. Rigid Metal must conform to the Penny Round standard.
3.7. Composite Armor
3.7.1. Studded, scaled, or brigandine Armor can only be counted as Armor if 2/3 of the target area is covered by metal or leather, or the studs/rings/plates can be no more than 1/2 inch apart.
3.7.2. Composite Armor must be identifiable as Armor by appearance.
3.8. Prohibited Armor:
3.8.1. Rigid Metal full helmet. Partial Rigid Metal helmet as well as full helmet made of any other Armor materials are allowed.
Appendix B
1. Garb
1.1 Garb is defined as the clothing to be worn by all participants.
1.2 Minimum garb is the basic requirements for all participants. Minimum garb is defined as.
1.2.1 A tunic or tabard covering the torso.
1.2.1.1 Neutral colored t-shirts, with no visible printing, neutral colored Under Armor (or similar equipment), or sports bras may be worn underneath a tunic or tabard.
1.2.1.2 Wearing nothing on the torso is acceptable for men.
1.2.2 Baggy pants, baggy shorts, or trousers covering the legs.
1.2.3 Skirts, Kilts, and Dresses are acceptable substitutes.
1.2.4 Footwear should be muted colors, boots are preferred. Athletic shoes should be of a dark color and not unnatural. Barefoot or Sandals are acceptable. Cleats are acceptable, provided they are not metal. Wearing cleats prohibits shield kicking.
1.2.5 Any piece of modern equipment or clothing required out of medical necessity overrules the minimum garb requirements.
1.3 Forbidden items:
1.3.1 T-shirts that are brightly colored, white, with visible logos, with visible collars, and or visible pockets.
1.3.2 Modern jeans of any color.
1.3.3 Modern hats.
1.3.4 Any fabrics with modern or camouflage prints.
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