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Combat rules

Browse sections

  • Armor
    • Armor
    • Weapons and combat
    • Artillerymen
    • Death and injuries
    • Fair-play
    • Healers
    • Hit areas
    • Monsters
    • .pdf

Armor

  • You are allowed to carry one indestructible shield.
  • Pieces of armor protect the wearer by adding non-cumulative armor points (AP) and only the specific area that is covered by the armor is protected. A hit area can never lose more APs than the value of its highest type of protection.+2 AP : Armor made of overlapping metal plates.
    +1 AP : Armor made of flexible metal or rigid armor.
    +0 AP : All other accessories or clothing.

Weapons and combat

  • All hits deal 1 damage point (DP) and must be delivered using a weapon. It is the hit itself that counts and not the force with which it is dealt.
  • All weapons of 112 cm or more must be held with two hands and spears must have a mark 50 cm from the pommel, delimiting a zone where you are limited to the presence of a single hand.
  • It is forbidden to thrust or aim projectiles at an opponent‘s head, to use excessive force or to hit someone with a shield.

Artillerymen

To be allowed to bring a war machine on the battlefield :

  • You must go through the homologation process
  • You must wear your red armband identifying you as an artilleryman. Only artillerymen (with a maximum of three for every machine) may fire a war machine.

To fire :

  • The pennant must still be attached and visible, which indicates to other that the war machine is functional.

To repair a war machine :

  • An artilleryman must use the war machines hourglass, identified as such, with the same healing rules as if the war machine was a player.

Questions:

Q: I­m not an artilleryman, may I move a war machine?
A : Yes.

Q: Are monsters immune to war machine projectiles?
A : No. Hitting a monster with a cannonball will kill him instantly. However, all other types of projectiles will deal a single hit point of damage.

Q: Can my war machine destroy other war machines?
A : Only if your machine is a cannon. If a moving cannonball touches your war machine, you must remove the pennant yourself.

Q: May I destroy a war machine?
A : Yes. You must simply remove the red pennant from the war machine yourself.

Death and injuries

  • A hit area becomes useless and inoperable when it is reduced to 0HPs. If the head or the trunk are reduced to 0HPs, the participant automatically dies and must act as such.
  • It is forbidden to fake death.

Fair-play

  • The marshals wearing blue and yellow tabards have authority on the battlefield. They are the ones to contact in case of an accident.
  • All participants, weapons, shields, monsters, war machines, and in-game items or objects must be homologated before entering the battlefield.
  • Each individual is responsible for counting the hits they themselves receive and not the ones they give.
  • It is forbidden to voluntarily betray the side you swore allegiance to.

Healers

To begin healing:

  • You must make sure you have a functional hourglass.
  • You must make sure the sand is entirely contained in a single bulb of the hourglass.

During the entire sandflow :

  • You can heal no more than a single person at a time.
  • You must stay alive.
  • You must keep a physical contact between your body and the body of the healed target.
  • The healed target must stay immobile. It is your responsibility to give your target this information.
  • You may not use your weapon offensively, but you can block hits either with your weapon or your shield.

If one of these rules is not respected, the healing process is interrupted and must be restarted from the beginning.

When all the sand has transfered :

  • The healed target regains the hit point on each of his hit areas.
  • The healed target regains all hit points gained trough his armor.

Questions:

Q: May I touche the target I want to heal with my weapon or may my targets weapon touch me in order for the heal to be valid?

A : No. The contact must be done body-to-body (hand on the head, back to back, food on chest, etc). All intermediary equipment does not count (hand on spear, shield on chest, sword to sword, etc.)

Hit areas

  • The body is divided into six (6) hit areas that have 1 hit point (HP) each: each arm, each leg, the trunk and the head (includes the neck).
  • The eyes, nose, mouth and genitals can‘t be targeted.

Monsters

  • Monsters have 10 HPs distributed over their body and are immune to projectiles.
  • A monster‘s weapon kills instantaneously (one-shot kill). This includes hits delivered to all six hit areas, the shield or any piece of clothing or equipment.

To be able to play a monster on the battlefield :

  • You must go through the homologation process to have your costume validated and receive your validation card for your monster.
  • You must show your validation card when entering the battlefield.
  • Your weapons may not be longer than 152 cm and you may have single shield equipped.

During battle :

  • You must use the costume and equipment you had during your homologation process.
  • You may not move faster than a walking pace.
  • War machine projectiles that touch you while they are still in movement deal 1 hit point of damage except for cannonballs which kill you instantly.
  • You may only be healed by your assigned healer with the same healing rules as if you were a normal fighter.
  • You must make sure your assigned marshal is close by at all times.
  • When fighting another monster, your weapon deal 1 hit point of damage instead of instantly killing him.

Download in .pdf

Simple rules

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QC G0X 1N0

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info@bicolline.org

Events

  • Grande bataille
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  • Military campaigns
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About

  • History
  • Our team
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  • Our values
  • Partners
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Participant’s guide

  • Bico 101
  • Buildings
  • Cessions & villégiatures
  • Combat rules
  • Decorum
  • Game Masters
  • Geopolitics
  • Get involved!
  • Guilds
  • Homologation
  • Marshals

About

  • History
  • Our team
  • Policies
  • Our values
  • Partners
  • Members
  • Game portal

Participant’s guide

  • Bico 101
  • Buildings
  • Cessions & villégiatures
  • Combat rules
  • Decorum
  • Game Masters
  • Geopolitics
  • Get involved!
  • Guilds
  • Homologation
  • Marshals

© Bicolline 2022