Below are the current armour weightings. It is typically not an exhaustive list, as an individual may present for assessment with a combination we have not seen yet. In those instances, the RTO will make a judgement call, which will be ratified later by the wider RTO population and added to this list.
Level 1 (1 Hit Point)
Minimum Safety equipment(Jack/helmet/stout gloves)Stout Leather armour comes in this category
Level 2 (2 Hit Points)
As Level 1 above plus Either:
A) Maille Shirt – maille on body trunk and at least upper arms
B) plate arms (spaulders, elbow, lower canon)
C) plate breastplate/brigandine
D) plate legs / knee cops
E) Plackart plus spaulders and upper legs.
Note: Plackart rule updated July 2018. It shall only elevate an individual to level 2 if worn in conjunction with other armour. Otherwise it is considered minimum safety equipment (level 1). Plackarts will not qualify an individual to level 3.
Level 3 – Half Harness (3 Hit Points)
Must comprise:
– Helmet
– Plate breastplate / Brigandine
– plate arms (at least spaulders and gauntlets)
– plate legs (at least plate thighs and knee cops)
Level 4 – Full Harness (4 Hit Points)
Must Comprise:
– Helmet
– Fully enclosed plate legs, MUST include rear of greaves (sabatons optional)
– Fully enclosed plate arms including gauntlets
– Back and breastplate, or Brigandine plus plackart
Note: Combatants at level 4 or higher may ignore any hits from a dagger (defined as under 19 inches) as it is considered ineffectual against this armour level.
Level 5 – Full Harness+ (5 Hit Points)
Must Comprise:
– Helmet
– Fully enclosed plate legs (sabatons optional)
– Fully enclosed plate arms including gauntlets
– Back and breastplate, or Brigandine plus plackart
– Maille Voiders
– Maille Skirt / Braies
– Maille Standard / gorget / bevor
Captain of Arms or Lead RTO Decision is final on presenting for assessment at start of combat.
Following a “good hit” to a valid target area, the individual will reduce their hit point level by one, until they hit zero and are bested. A good hit is defined as one which has lethal character – ie. it looks to an audience that is part of real combat but is in fact landed with minimum force to a valid target area with the safety of the adversary in mind.
July 2018 Update:
We are currently play testing a variant whereby to reduce hit points down an attacker must move from one target area to another following a good hit. This is to prevent ‘drum rolling’ of invalid hits and for visual effect.