The Codex of Fourth Law

## Eligibility of Participation

1. The minimum age for participation is 14.
2. All participants must sign a release form before they will be allowed to participate in any event. For those who are under 18, a legal guardian must sign the release form with either a notary or a member of the Command Staff.
3. All participants are required to adhere to all the policies outlined in this document.
4. Participants are expected to read this document and also familiarize themselves with Empire Standards.

## Policies Concerning Event Organization

The Command Staff hold ultimate authority concerning who is allowed at events. They reserve the right to remove any participant for acting in a way that would be deemed unbecoming of a professional environment.

## Game-play Rules

1. To "kill" or "wound" someone in combat, you must use a weapon which has passed safety inspection for that event.
2. All weapons must be checked and marked by weapons checkers appointed by the event organizer before they may be used in combat.
3. Players are never allowed to strike to the head with melee weapons.
	1. However, **airborne** missile weapons are allowed to strike to the head.
4. There are six classifications of weapon types, divided into melee and projectile weapons, which are designated by colored tape: **Blue**, **Red, Black**, **Green**, **Yellow**, and **White**.
	1. **Blue** melee weapons are shorter hacking and smashing weapons which are intended to be used primarily with one hand. Blue weapons cannot be considered red weapons even when used with two hands.
	2. **Red** melee weapons are longer hacking and smashing weapons intended to be used primarily with two hands. A red weapon must be used with both hands to count as a red weapon; if used with a single hand, it counts as a blue weapon.
	3. **Black** melee weapons are they largest and heaviest of all swung weapons. They are intended to primarily be used with two hands for the purpose of breaking armor and shields. If a black weapon is used one handed it counts as a blue weapon. Black weapons are marked with two separate wraps of red tape.
	4. **Green** melee weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
	5. **Yellow** projectile weapons include arrows, crossbow bolts/quarrels, and thrown javelins. Arrows and crossbow bolts may never be used as hand weapons; however, hand-held javelins may be used as green melee weapons.
	6. **White** projectile weapons are rocks and other blunt-force projectile weapons which only must be thrown and are only legal to the head.

### **Strike-Zones**

Strike zones include **Torso**, **Leg**, **Arm**, **Head & Neck**, **Feet**, and **Hands**

1. **Torso**: shoulders (including arm sockets), chest, stomach, crotch, sides, back, and buttocks.
2. **Leg**: From the top of the foot (including ankle) to the torso (below the buttocks).
3. **Arm**: From point where hand joins the wrist to the shoulder socket
4. **Head**: Off limits to all weapon/shield strikes except yellow and white projectile weapons.
5. **Neck**: Off limits to all weapon/shield strikes except yellow and white projectile weapons.
	1. Neck is unaffected by hits from white projectile weapons.
6. **Hands and Feet**: Intentionally blocking any blow with a hand which is not gripping a weapon or the handle of a shield results in the loss of that arm. Intentionally blocking any blow with foot results in the loss of that leg. Gripping the blade or point of your opponent's weapon with your hand results in the loss of that arm.
	1. Hands and feet are unaffected by weapon hits if:
		1. The foot is on the ground; if the foot is in the air when it is hit, it is considered a hit to the leg.
		2. Hands are holding a weapon or the handle of a shield. When not holding anything, hands are considered part of the arm.

### **Judging Hits:**

1. A hit from a hand-held weapon counts when the weapon's striking surface hits with **attack-worthy force**.
	1. Clarification: taps, grazing, and glancing shots do not count as the attack-worthy force required to inflict damage.
2. Hits from projectile weapons count when the head of the weapon merely strikes the target: stopping or being slightly deflected.
3. Weapon damage varies according to weapon type. See the Combat Quick Reference Chart for a one-page matrix showing the effect of each color of weapon against target-zones.

## Weapons

### **General Standards**

1. All weapons are subject to rejection for any safety or construction discrepancies as determined by the command staff.
2. A safe weapon is one which when used as intended will NOT result in bruises, break bones, or knock out teeth if an unarmored person is struck with a full-strength swing.
	1. Before being allowed onto the field, all weapons are tested at full force, by event appointed Weapons Checkers, unless previously failed by weapons checking staff for safety.
3. All weapons must have cloth covering over all striking surfaces
4. Two-and-a-half-inch rule: No part of a weapon's striking surface, whether the tip, the edge, the face or any other part, may pass easily more than 0.5" through a 2.5" diameter hole when tested in the direction of the strike.
5. Two-inch rule: No non-striking component of a weapon, such as a cross guard, a nonstriking tip, or a pommel, may pass easily more than 0.5" through a 2" diameter hole when tested perpendicular to the striking surface or shaft of the weapon.
6. The flat (non-striking surface) of bladed weapons must be safely padded to prevent injury from hits from the flat of the blade.
7. Hafts on axes, maces, polearms, and the like must be safely padded except for a reasonable area for a handhold. This means the haft padding on swung weapons must be as safe as their striking surface. The haft on spears (which are thrusting-only weapons) is not required to be as heavily-padded as that of a swung weapon.
8. No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30" unpadded.
9. Single-edged weapons such as glaives and cutlasses must have their non-striking edge clearly marked with a 12-inch piece of silver or gray tape at least 1 inch wide.

### **Restrictions:**

1. The pommel of a weapon must be padded to prevent injury in the event of an accidental "hit" and must not easily go through a 2 inch-diameter hole.
2. No weapons aside from javelins may have a yellow cover.
3. All swung weapons must conform to the following:
	1. Balance **above** the un-padded handle section.
	2. Blue weapons must weigh **at least** 12 ounces.
		1. However, blue weapons under 18 inches in length are not required to have a minimal weight.
	3. Red weapons must weigh **at least** 24 ounces.
	4. Black weapons must weigh **at least** 32 ounces.
	5. The shaft or blade of a red, black, or blue weapon may not flex greater than 45 degrees when the weapon is swung in the plane/direction of the striking surface.
	6. The shaft of a spear or javelin may not flex greater than 90 degrees under reasonable testing stress.
	7. No weapon may have a spike or blade at the butt (pommel) end. Note that double-ended weapons (below) may have stabbing points at ends; this is different from a blue sword with a green stabbing spike on the pommel.
	8. No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30 total inches unpadded.
	9. Double-ended weapons such as quarter staves are always considered to be blue weapons.
	10. Any weapon with a wooden core must have all wood covered with tape.
	11. Disallowed weapons include but are not limited to: Flails, Nets, lassos, nunchucks, double-ended daggers, fist weapons, etc.
		1. Auxiliary members **may** be allowed to utilize flails.

### **Blue Weapons**

1. Blue weapons are shorter swung melee weapons intended primarily for one-handed use.
2. Blue weapons must have a minimum total length of 12 inches and a maximum total length less than 48 inches.
3. Blue weapons must have a minimal weight of 12 ounces.
	1. However, blue weapons under 18 inches in length are not required to have a minimal weight.
4. Blue weapons must have a minimum 6 inch striking surface.
5. Blue weapons may have green stabbing tips or spikes.
6. Flails are always blue weapons, regardless of length.

#### Double-ended Weapons

1. Double-ended weapons must not be more than 7 feet long.
2. Each side of a double ended weapon must have a minimum of 18 inches of padded striking surface.
3. Double ended weapon striking surfaces must have cylindrical padding.
4. Both ends must pass as green or neither end will pass as green.

### **Red Weapons**

1. Red weapons are longer swung melee weapons intended to be used primarily with two hands.
2. Red weapons must be a minimal of 48 inches long
3. Red weapons must be 24 ounces in weight.
4. For a red weapon to deal 'red damage', it must be swung with two hands.
5. A red weapon used with one hand counts as a blue weapon for damage
6. Red weapons may have green stabbing tips or spikes.
7. All Red weapons when used two-handed can destroy a shield with two solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count).
	1. When a fighter is attempting to break a shield, they must call out "Red!".
	2. Blows which are mostly blocked by another weapon, light, or glancing hits to a shield do not count as "shield breaking" hits.
	3. The fighter wielding the shield judges if the blows are solid "shield-breaking" red hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.

### **Black Weapons**

1. Black melee weapons are very long hacking and smashing weapons intended to be used primarily with two hands. Their class purpose has additional anti-armor benefits.
2. To be considered a black weapon:
	1. The weapon must weigh at least 32 ounces and balance above the top of the hand-grip.
	2. Must be at least 54 inches long.
	3. Constructed with a core that is a minimal of 2/3" thick.
		1. If a weapon fails to meet all of these requirements, but still meets all red weapon requirements: Then the weapon is considered a Red weapon.
			1. For example, you could have a 57 inch weapon that only weighs 29 ounces. But it will only be considered a Red weapon. Never a Black weapon. It is sometimes easiest to think of Black weapons as a subclass of red-weapons.
3. A Black weapon used with one hand counts as a blue weapon for damage
4. Black weapons may have green stabbing tips/spikes.
5. All Black weapons when used two-handed can destroy a shield with two solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count).
	1. Blows which are mostly blocked by another weapon, light, or glancing hits to a shield do not count as "shield breaking" hits.
	2. The fighter wielding the shield judges if the blows are solid "shield-breaking" hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.
	3. Red and Black weapons deal the same damage to shields. Meaning one hit from a red weapon and a subsequent hit from a black weapon would break the shield.
		1. While utilizing a black weapon, it is permissible and **encouraged** to scream red when hitting a shield.
		2. Yelling black is only required when attacking armor.

### **Green Weapons**

1. Green weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
2. There are two types of Green damage: **Single-green** and **Double-green.**
3. Single-green damage is achieved when a stab is made only using one hand. This includes "pool-cue" styled thrusts where the weapon is being slid through a gripping hand while being pushed/accelerated with the other.
4. Double-Green damage is achieved when a stab is made with both hands being utilized as accelerators from the begging of the attack until it has fully connected with the target.
5. Spears must have at least 1/3 of the haft padded, but because spears are strictly thrusting weapons (as opposed to hacking weapons), the padding does not have to be as thick as on a hacking weapon.

### **Yellow Weapons**

1. Yellow weapons must be used at half-drawn (arrows) or thrown with half force (javelins) at ranges closer than 20 feet.
2. A yellow weapon must travel its own length through the air after it is released to count as a legal hit.
3. Yellow weapons do no damage if they strike shields and legal head/neck armor, or plate-tier armor. (more information on this dynamic in the subsequent armor sections)
4. Players may not ever carry another fighter's missile weapons around without the owner's express permission. You may return fire with missiles that have been shot/thrown at you, but if you leave the immediate area where the missiles were fired/thrown, you may not take any missiles other than your own with you. Players must always return the owner's missiles to the owner upon request.

#### Javelins:

1. The maximum weight of a javelin is 24 ounces.
2. Javelins must be between 4 and 7 feet in length.
3. Because they may be used as both thrown and hand-weapons, all javelins must pass standards for both yellow and green classifications
	1. "Yellow only" javelins are not allowed.
4. All javelins must have a yellow cover on the striking head (not on the pommel). This is to clearly show in the heat of battle which end of a javelin is safe to throw at the enemy.
5. Javelins are exempt from weapon flex rule and instead must not flex more than 90 degrees.
6. Any block which stops the head of the javelin from striking its target is a legal block, including catching the javelin by the shaft or blocking it with any weapon.
7. Javelins must be padded along their entire length.
8. Javelins may not easily pass (<0.5") through a 3.5" diameter hole. The softer padded face of the javelin must be at least 3.5" wide in all directions. The stiffer structural base foam must be at least 3" in diameter where it meets the open cell face foam.

#### Archery:

1. All bows must have a draw weight of 35 pounds or less at 28 inches draw.
2. Compound (pulley) bows are not allowed.
3. Crossbows must have a maximum draw weight of 35 lbs with a draw length of 12"
4. Arrows must always be shot; they can never be used as hand weapons.
5. To be an archer at an event, a player must bring at least 2 passing arrows to the field.
6. If an arrow is deflected, even minutely, it is considered to have hit.
7. An arrow must strike with its head to cause a hit.
8. Once an arrow has hit an object (changed its path) it is harmless. An arrow cannot strike multiple targets.
9. To better simulate the speed and power of real arrows in flight, the only things which can stop arrows are shields or legal head armor such as a helmet or coif, or armor of plate-tier.
	1. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet, weapons, or other equipment. If an arrow is blocked intentionally with anything other than a body part, shield, or armor, the fighter doing the blocking is dead automatically.
10. Bows may be used to turn aside thrusts without suffering any damage. However, if a bow is hacked or smashed by a red or blue weapon, the bow is considered broken.
	1. A healer may heal a bow.
11. Archers are allowed to call shots for **clarity**, i.e., they may call out to let their target know where a hit landed or if the hit was "good," as in the case of a glancing or ricocheting arrow.
12. If an arrow strikes a limb which has already been hacked or smashed by a blue, red, or black weapon, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path.
13. If a weapon accidentally blocks an arrow from hitting a target, the arrow is considered to have hit the target anyway.
14. If an arrow hits a fighter's hand, that arm is lost (regardless of whether the hand held a weapon or shield).
15. If an arrow hits a foot which is off the ground, that leg is lost.

#### Arrows:

1. A draw stop (generally a ring of tape around the shaft) is required to prevent arrows from being drawn more than 28 inches.
2. Arrows may not easily pass (<0.5") through a 2.5" diameter hole. The softer padded face of the arrow must be at least 2.5" wide in all directions. The stiffer structural base foam must be at least 2" in diameter where it meets the open cell face foam.
3. All arrows must contain a penny secured perpendicularly (flat) at the end of the shaft, unless it is an arrow with a golf tube shaft. In this case, a washer slightly larger than the golf tube's rolled edge must be used instead.
4. All arrow striking surfaces must be constructed of open-cell foam.
5. All arrows must have at least two full vanes/fletchings (feathers) and a nock.
6. Only duct, cloth, or strapping tape may be used in arrow construction.
7. All wooden arrows must have their shafts wrapped in tape.
8. There can be no tape on the striking surface of an arrow
9. The head of the arrow must not be able to be moved easily from side to side.
10. In order to avoid confusing golf tube arrows with javelins, no arrow using a golf tube shaft may have a yellow cover.

### **White Weapons**

1. Rocks must be at least 4" in diameter and constructed of foam with a little tape as possible, and all aspects of their construction must conform to the 2 1/2 inch rule.
2. The maximum weight of a rock is 1.5 pounds.
3. Rocks must be thrown; a fighter may never strike another fighter with a hand-held rock.

### **Shields**

1. Shields must be safely padded on the front and all edges. Any dangerous protrusions (bolts, handles, etc.) on the rear must be taped and/or padded for the user's safety.
2. Shields must be constructed with a wooden core.
3. A shield may be used or worn in any manner, and it will still remain a shield; e.g., a shield may be carried on the arm, held in one or two hands, or propped against a fighter's side.
4. A fighter may wear or carry only one shield at a time in combat.
5. A shield may not be taller than the distance between the wielder's chin and their ankles, nor wider than 3 feet.
6. The minimum diameter of a shield is 12 inches.
7. Shields may be virtually any shape, but must have handles and/or arm-straps. If a shield is made to strap onto the body and has no means to carry it on the fighter's arm, it is not allowed. As with all weapons rules, Weapons-Checkers and Heralds have the final say in determining what is a shield versus what is armor
	1. Back-shields and body shields worn with the purpose of being ‘armor’ are explicitly banned.
		1. This does not stop you from carrying your shield with a strap.
8. All Red and Black weapons when used two-handed can destroy a shield with two solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count).
	1. Blows which are mostly blocked by another weapon and light or glancing hits to a shield do not count as "shield breaking" hits.
	2. The fighter wielding the shield judges if the blows are solid "shield-breaking" red/black hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.
9. When a shield is destroyed by two red/black-weapon hits, the wielder of the shield must immediately drop the shield.
	1. Additional hits from any type of weapon that strike before the shield is dropped count as though the shield isn't there (generally counting first against the shield-wielder's arm, then their torso).
10. Anvilling, layering a weapon on a shield to avoid taking damage to the shield, is not permitted. Thus, a weapon must intercept the red/black weapon before it strikes the shield. If the blocking weapon is driven back against the shield by the hit from the red/black weapon, it does not constitute anvilling. If the red/black weapon continues past the attempted block with significant force, the blow still counts as a red/black-weapon hit.
11. Fighters may use a red/black weapon while also using a shield.
12. Shield "spikes" are for ornamentation only and do no damage.
13. Shields may be covered in non-latex based soft plastic sealant (e.g. Plasti-dip) as an alternative to cloth as long as they pass all other requirements.

#### Shield Kicking:

1. Players are allowed to kick shields, provided the kicker keeps one foot on the ground. Shield kicking must be done with regard for the safety of other fighters. As such flying kicks are not allowed.

#### Shield Bashing and Checking:

1. A shield bash means using a shield to strike an opponent starting from a distance more than two steps away.
2. A shield check means using a shield to strike an opponent starting from a distance two steps away or closer.
3. Players may shield bash an opponent on their front or side. Bashing an opponent from the rear is prohibited. Bashing an opponent who has lost a leg is prohibited.
4. Players may shield check an opponent from any direction. Players may shield check opponents who have lost a leg.
5. It is never permissible to strike a fighter in the head or neck with a shield.

### **Grappling**

1. Grappling is defined as wrestling in a safe and reasonable manner, attempting to subdue or unbalance your opponent without strikes or dangerous throws.
2. Players are not allowed to initiate a grapple starting more than two steps away from an opponent.
3. Grappling from behind should be done with great caution and will be closely monitored by Heralds for safety.
4. Body checks (blocking your opponent's movement using one's body) are allowed.
5. Punching and kicking are never allowed, except in the case of shield kicks as outlined above.
6. An unarmored fighter may choose to initiate a grapple with any opponent, including those who are carrying bows or arrows.
7. A fighter may 'tap-out' to end the grapple. Utilizing this policy also means that you have 'died'.

### **Miscellaneous:**

1. Whenever you strike an opponent from behind with a non-blue weapon, simultaneously call out the color of your weapon so that your opponent will know how to react.
2. Strikes ignore sheathed weapons (i.e., one that is attached/hanging from one's belt or over one's back) or any other worn object, including baggy clothing such as cloaks. If an attack would have made legal contact with a fighter had the object been absent, then it should be counted as a hit. A weapon must be in a fighter's hand to intercept an attack.
3. Anvilling, the act of layering one's weapon on a shield or body part to avoid taking damage, is not permitted.

## Armor

1. Armor must meet he minimal standards of the Empire. Found here.
2. Armor is subject to the same restrictions as garb with regards to resemblance to modern clothing and incorporation of modern symbols. Armor may not be constructed in such a way as to resemble clearly modern hats, caps, jackets, trousers, etc. (this is not an exhaustive list) nor may it incorporate clearly modern symbols and designs. Armor does not waive the garb requirement for the wearer unless all modern clothing is completely covered by the armor.
3. Only items specifically constructed as armor and recognizable as armor shall be counted as armor. Armor shall be counted as such only when worn as intended. No item with an obvious function other than armor, such as straps, quivers, pouches, boots, scabbards, bandoleers, etc. (this is not an exhaustive list) shall be considered to be armor regardless of the material of its construction.
4. Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.
5. Hits to areas that are both armored and unarmored must be taken to the unarmored area.  Gaps in armor coverage of ¾” or less shall be ignored.
6. Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.
7. Items of garb that appear to be armor, at the discretion of either the events’ armor checker or garb checker, or any herald, may not be worn on the field.
8. The front, back, and sides of any part of the body are considered a single strike zone for armor coverage. Hits anywhere on armor on the left leg are considered hits to the "left leg armor," and hits to a fighter's armored chest, sides, and back are considered hits to the "torso armor" even if the hits land on different pieces of armor such as a breastplate and backplate.
9. All armor within a target-zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
10. Head and neck armor and helmets protect from yellow and white weapon hits to the head and neck.
11. A one-handed green thrust has no effect on armor, even if previously 'broke' with a melee weapon.
12. Rigid plastic safety equipment for knee and elbow protection is permitted but must be concealed under clothing. It does not count as armor.
13. Rigid body armor including helmets must not have projections which protrude more than 1/2 inch from the armor.
14. Rigid armor including helmets must have no spikes or points and must have blunted edges.
15. Armor must not be able to catch any appendages such as fingers.

### **Armor Tier System**

There are 3 tiers of armor: **Leather**, **Chain**, and **Plate**. These tiers are used to quantify the level of defense a piece of armor provides.

1. **Leather** offers protection in the following ways:
	1. Leather armor is **immune** to single-green damage, even if previously struck with a blue weapon
	2. Leather armor can '**block**' one point of blue damage before breaking
	3. Leather armor offers no protection from Red, Double-Green, Yellow, or Black damage.
		* However, leather head armor is **immune** to Yellow and White damage.
2. **Chain** encompasses all the power of leather armor and *additionally*:
	1. Chain armor **reduces** incoming red damage to blue damage
	2. Chain armor **reduces** incoming double-green to blue damage
	3. Chain offers no protection from Black or Yellow damage.
		* However, Chain head armor is **immune** to Yellow and White damage.
3. **Plate** encompasses all the power of chain armor, it protects in the following ways:
	1. Plate armor is **immune** to yellow damage, even if previously 'broke' by melee attacks.
	2. Plate armor **reduces** incoming red damage to blue damage
	3. Plate armor **reduces** incoming double green to blue damage
	4. Plate armor can **'block'** 2 blue attacks instead of the current 1
	5. Plate armor can only survive one strike from a black weapon.
		* If the armor has already suffered a point of blue damage, the black weapon immediately bypasses the armor and deals damage to the torso/limb struck.
			+ (It may be easiest to think of Black weapons as dealing 2 points of blue damage)

Where **helmets** are concerned, all tiers of armor offer the same level of protection

### **Armor Classification System**

However, not all armor is made up
of a singular armor material and therefore is further identified into three categories: **Single-Make**, **Hybrid**, and **Ambiguous**. Each classification is a way to identify what level of tier-protection a particular armor item has.

#### **Armor Material Qualifications**

In order for armor to qualify as either Plate-tier, Chain-tier, or Leather-tier it must meet the following standards:

**Plate**

Plate armor is defined as armor made out of solid metal pieces that meet the empire standards and encompass one or more of the following properties:

1. Full spanning sections that cover sub-areas within a target zone (Such as the pectorals, the abdomen, the shoulders, etc)
	* If plates are clearly large enough to cover sub-areas, they are not required to be connected by chain.
	* Armors that utilize chain connection must adhere to these standards:
		+ If the chain portions exceed 1” the armor may become classified as chain-tier through the Ambiguous Armor Standards.
		+ If the plates are smaller than 2” by 3” then they are classified as Chain-tier through the Ambiguous Armor Standards.
2. Splint styled bands used to encompass a limb when enclosed. With no gap larger than 3/4"
	* Because splints are designed to wrap around limbs to offer meaningful protection, they cannot be used as torso plate-tier armor.
		+ Splint-styled armor on a torso would be classified as chain-tier through the Ambiguous Armor Standards.
3. Plates that are smaller than 2” by 3” may be considered plate-tier only if they **overlap** consistently.
	* For example: lamellar, scalemail, etc.
4. Brigandine Standards
	* Brigandine is defined as armor utilizing a series of repeating 'butted' plates to span body surfaces.
	* Repeating plates that are not interconnected by chain fall under Ambiguous Armor Standards. Because the true effectiveness of this armor is debatable, it is classified as leather-tier.
		+ However, kikko armor is exempt from this policy and is instead classified as chain-tier.

**Chain**

Chain armor is defined as armor made up of interlocking metal rings that adhere to the empire standards, both styles of kikko armor, and armors that utilize metal **'tags'** woven into a chain mesh.

**Tags** are defined in a few ways:,

1. As non-overlapping metal plates, that are smaller than 2” by 3”, and interconnected by chain.
2. As metal plates connected by chain sections that are larger than 1”
3. **Tags** made out of leather can never be considered chain-tier. They are always classified as leather-tier under the Ambiguous Armor Standards.

**Leather**

 Leather armor is classified as both armors made from leather and as armors that have **questionable defensive properties**. Leather-constructed armor must first be made of acceptable thickness according to empire standards. Leather-constructed armor pieces must also conform to the following standards:

1. Leather-Material Policies:
	* Leather armor must be solid and full spanning. Meaning that the pieces are large enough to cover sub-areas within a target zone (Such as the pectorals, the abdomen, the shoulders, etc)
		+ These can be connected by sections of chain or integrated into chain sheets.
			- However, the armor will always be classified as leather-tier through the Ambiguous Armor Standards, even if the chain is a major part of the defense.
		+ Leather splint-style armor is not allowed.
2. Weakest-Tier Policies:
	* Leather 'tags' or plates used in an armor item will always reduce the armor's tier-protection to leather-tier.
		+ This does not apply to leather edging or strapping.
	* Brigandine Standards
		+ Brigandine is defined as armor utilizing a series of repeating 'butted' plates to span body surfaces.
		+ Repeating plates that are not interconnected by chain fall under ambiguous armor standards.
			- Because the true effectiveness of this armor is debatable, it is always classified as leather-tier. Even if the plates are metal.
				* However, kikko armor is exempt from this policy and is instead classified as chain-tier.

#### **Specific Armor Item Classification**

1. **Single-Make** refers to armor that is made up entirely of one type of material-qualification. These material-qualifications are **Leather**, **Chain**, or **Plate** as defined above.
2. **Hybrid** refers to armor that has distinct and clear areas that are made up of different materials to cover larger sub-areas within a target-zone.
	* Armors can only maintain hybrid status if differing armor materials are **clearly defined** and cover one of the sub-areas within a target-zone.
		+ *For example*: The **Forearms** would be considered a sub-area of the larger target-zone of **Arm**.
	* Areas with differentiating materials must have significant material present to warrant corresponding tier-protection.
		+ *For example*: If a chain-plate hybrid shirt wishes to utilize the plate-tier levels of protection, the plates present must be large enough to cover one of the sub-areas within a zone (Such as the buttocks of the torso zone)
3. **Ambiguous** refers to armors that either have multiple materials clustered together, or combinations of materials accenting one another in a way where there is no **obvious** or **armor-worthy** majority. If armor does not **easily** fit into the categories of Single-Make or Hybrid, they are automatically considered Ambiguous. This judgement falls to the discretion of the Command Staff.
	1. Ambiguous armor only offers tier-protection of the **weakest** material present.
	2. Certain styles of armor are **ALWAYS** considered Ambiguous:
		1. **Brigandine**
			* Repeating plates that are not interconnected by chain fall under ambiguous armor standards. Because the true effectiveness of this armor is debatable, it is classified as leather-tier. Even if the plates are metal.
		2. **Cloth Covered Brigandine**
			* Because the material cannot be easily seen/identified. This armor is always considered leather-tier, regardless of whether or not the plates would otherwise be plate/chain tier if they were visible.
				+ However, kikko armor is exempt from this policy and is instead classified as chain-tier.
		3. **Small, non-overlapping metal 'tags' weaved into a chain mesh**
			* Metal plates, interconnected by chain, that are smaller than 2” by 3” are considered chain-tier.
			* Metal plates, connected by chain sections that are larger than 1”, are considered chain-tier.
				+ Unless the plates are so large they fully cover a sub-areas within a target zone. Then they may retain either a single-make or hybrid status.
			* Armors with **Tags** made out of leather can never be considered chain-tier. They are always classified as leather-tier.

#### **Miscellaneous**

1. If multiple items of armor are worn on top of one another, the armor that is **visible** or **worn on top** is the armor that will dictate the tier-protection.
	* For example, wearing a leather pauldron over a fully-sleeved chainmail shirt will warrant leather-tier armor protection for the pauldron area, even though there is actually chain underneath. (Because it is not immediately clear in battle)
2. If a body-shield is used over armor. The armor underneath the shield does not offer any protection. Meaning once your shield is broken, you are vulnerable to attack, even if you have armor underneath it. This only counts for shields strapped to your body, such as back and shoulder shields. This does not affect shields held in the hand.
3. If any part of the armor zone has been broken, then the whole zone is nullified. Regardless of differentiating tiers. (Torso, arms, legs)
	* For example: A fighter is wearing a hybrid plate-chain torso. They then take blue damage to the chainmail portion, this also ‘breaks’ the plate portion of that zone, even though plate-tier armor would offer an additional point of defense in other circumstances.

## **Healing**

1. Only fighters registered to the Penvaren division may heal.
2. The Healer cannot heal her/himself or their own equipment.
3. To heal a person, the Healer must be in direct physical contact with the injured person.
4. A healer may not heal a person while either are under direct attack. If the Healer or injured person is attacked or distracted, or contact is broken for any reason, the entire Poem of Healing must be read or recited again.
	1. However, passive defenses against projectiles do not interrupt the poem. (Shields, armor, etc)
5. A Poem of Healing must then be recited or read aloud. The minimum length of a poem of healing is 180 syllables and must be approved at event check-in.
6. When the healer completes reading the Healing Poem, all wounds and any items held by the wounded fighter are healed or repaired (i.e. armor, bow, shield, etc.).
7. Healers can heal multiple targets at the same time, as long as physical contact is maintained.
	1. Additionally this allows for the usage of healing staves/items/totems.