HomeForumsCalendarFilesParksRulesFAQSearch
Main Menu
Home
Forums
Calendar
Files
Parks
Rules
FAQ
Search
The O.R.K.
Knights
Heraldry
Rakis 2008
SKBC
Iron Mountains University
Links
Login Form





Lost Password?
No account yet? Register
Archery, Siege Weapons, Shields

Archery

The maximum limit for a bow's pull is 35 pounds with a maximum 28-inch draw length. Crossbows are limited to no more than 450 inch-pounds. No compound bows are allowed. Broken or mended arrows are not to be used. All wooden arrows must be taped on the entire shaft. Arrows may never be used as a hand or melee weapon. The 'point' of all arrows must have a diameter of at least 2.5 inches. An arrow scores hits like any other weapon. At close range (20 feet or less) bows must be no more than half drawn and two-handed crossbows may not be used. Arrows from short bows and single-hand crossbows do two points of damage to armor. Arrows from two-handed crossbows (over 20 inches in length) and longbows (any bow that has an AMO measurement of 60 inches or a physical string length of 56 inches) do four points of damage to armor. A weapon in hand that is hit by an arrow is destroyed. If a bow is hit by a weapon, it is destroyed.

Siege Weapons

Siege weapons are extremely powerful engines of destruction that were historically used for everything from anti-personnel to tearing down walls from a great distance. The abilities and limitations of siege weapons are as follows:

1) A melee siege weapon will kill any person or destroy any object it strikes regardless of armor. Is considered engulfing. Counts as one hit against invulnerability. Will stop Fight After Death.
2) A projectile siege weapon that fires a single projectile at a time, such as a single boulder or bolt, strikes exactly like a melee siege weapon except that it is also stopped by the enchantment Protection from Projectiles. A monk may not block this type of siege weapon projectile. Will stop Fight After Death.
3) A projectile siege weapon that fires multiple projectiles at a time, such as a grapeshot catapult, counts as firing Red projectiles. A monk may block these projectiles as normal. Protection from Projectiles stops these. Will not stop Fight After Death.
4) A siege weapon that fires projectiles may not be used within 20 feet unless its operators have the ability to 'half-draw' the weapon.
5) A siege weapon is a large, tough object that is hardened from casual attack. They are considered to have ten points of armor and are destroyed when all armor is lost (i.e. Ten hits from a one point weapon, five hits from a two point weapon, etc). Arrows have no effect on siege weapons with the exception of a Flame Arrow, which will do five points of damage to the siege weapon. Melee siege weapons and single shot projectile siege weapons will destroy another siege weapon on a single hit. Multiple projectile siege weapons deal damage to siege weapons as per normal. A siege weapon operates as long as it has at least one point of armor remaining. A Mend will repair one point of armor over all (siege weapons do not have sectional armor). Destroyed siege weapons may not be retrieved from base.
6) Siege weapons require at least three people to operate. Those people may be involved in any operation of the engine but may not be fighting, be Berserk, casting magic, using activated class abilities, or move more than ten feet away. A siege weapon with less than three people crewing it may not be used. Some monsters are exempt from this rule. Members of the siege crew may leave at any time and continue playing as normal.
7) You may only have one siege engine per twenty people on a team.
8) Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Siege engines may only be direct impact weapons such as catapults, ballistae, etc. You may not use siege engines that mimic area of effect attacks such as firebombs or Greek Fire. You may not use siege weapons that mimic gunpowder effects such as cannons.

Shields

Shields are considered wooden for purposes of being targeted by spells or monster abilities. All shield measurements are the exterior surface area on a flat plane.

1) Bucklers are a type of small shield that is strapped to a forearm instead of wielded in a hand. Anyone allowed to use a small shield may use a single buckler.
Note: This does not allow use of both a shield and a buckler.
2) Shields struck by effects that break shields (such as Red weapons) retain this damage until repaired, therefore receiving two such strikes from one player and one such strike from another player ten minutes later is sufficient to destroy the shield.
3) All shields must either be strapped to an arm or gripped in a hand. A blow that strikes a non-wielded shield strapped to a player, such as a shield slung across a back, is considered to strike the player as if the shield had not been there. A player may only wield one shield at a time.
4) A large shield is no larger than eight square feet, no more than 36 inches in diameter if round.
5) A medium shield is no larger than five square feet, no more than 30.28 inches in diameter if round.
6) A small shield is no larger than three square feet, no more than 23.45 inches in diameter if round.
7) Non-round shields may not be wider than two feet.
8) Round shields may not be wider than three feet.

 
< Prev   Next >
top of page

© 2008 The Empire of The Iron Mountains
Joomla! is Free Software released under the GNU/GPL License.