Equipment
For information on buying or making equipment, please refer to our resources page. Also make sure you read all of the rules as this is not a comprehensive guide to legal play with each weapon. Never forget to have all your equipment checked by a Marshal(Herald) or Weapons Checker before stepping out on the field, especially if you just finished building something new.
There is a slight difference in language between what you will hear on the field and what is written in the rules. Please use the chart below as a guide.
| Written | Spoken | Type of Weapon |
|---|---|---|
| Class 1 | Blue | One-handed slashing |
| Class 2 | Red | Two-handed slashing |
| Class 3 | Green | Stabbing |
| Class 4 | Yellow | Missile |
| Class 5 | White | Missile (only head is a killing shot) |
Held Weapons
Swords
Swords are the most common weapon seen out on the field, and also one of the most versatile. They are characterized by having a distinct striking surface: the "blade" of the sword. Any contact that is made with sections of the sword other than the blade should be called "flat" by the combatant holding the sword and no damage is taken by the recipient. Although most swords have two blades, some custom-built swords have only one as you might expect from a katana or some axes. Any single-sided weapon must have the non-bladed portion (the back side of a katana) must be clearly marked as such.
Swords come in a variety of sizes (picture and classifications below) and can be a Class 1 (one-handed slashing), Class 2 (two-handed slashing), and/or Class 3 (stabbing) weapon depending on the build of the sword. If you are intending to stab with a sword please make sure the weapon has a stabbing tip that has passed inspection by a Marshal. All swords are not stabbing by default.
Daggers
These tiny weapons depending on the build my act as a smaller version of a Class 1 weapon or may only be used as a Class 3 weapon.
Clubs
Unlike a sword, these weapons have no distinct edge so the weapon cannot be called "flat". Characterized by a rounded edge, clubs come in a variety of sizes, just like swords, and can also be Class 1, 2, and/or 3 depending on build.
Flails
Flails are very distinctive with a chain that does not exceed six inches, which connects the ball-shaped striking surface to the rest of the weapon. Although, not seen often on the Numenorean field, these weapons are ideal for wrapping around shields and are much more common in other realms. These Class 1 weapons must be carefully checked due to the danger of entanglement with the chain and the heft of the ball, so take care if you are planning to build one of these.
Axes
Almost never seen on the Numenorean field, axes, like swords, have a distinct striking edge. They can also be single or double sided. A few examples can be seen below.
Javelins
A very well-rounded weapon, javelins fall into both Class 3 and Class 4 depending on the situation. They are much shorter than a spear in length for throwing purposes, and usually marked with yellow fabric on its tip. A javelin, like a spear, can also be used with two hands to pierce armor.
Glaives
Glaives are typically the largest polearm seen on our fields. They are almost always used with two hands, so they may require shieldmen to be most effective. These weapons can be used like any Class 1, 2, or 3 depending on the type of strike. Often these massive weapons are used to break shields or knock out legs of opponents during bridge battles.
Spears
Spears are the lighter counterpart of Glaives, but can only be used as a Class 3 weapon. It is ideal for those who want to use a polearm, but don't have the strength or weight to effectively maneuver a glaive.
Custom Weapons
There will always be new sizes and shapes of weapons being built. As long as they conform to all the rules they are perfectly legal on our field. If you aren't sure about something, just ask a Marshal.
Missile Weapons
Rocks
These little balls of padding are banned from our field. These are Class 5 weapons, the only one of their kind.
Arrows
Arrows are unique missile weapons as they require a bow that has at most a 35lb draw at 28 in before they can even be used. Arrows tend to fail quickly as they break down or are stepped on, so take care to avoid these if you see them laying on the ground.
A few special rules about arrows and archers:
- An arrow is considered harmless after it has deflected ( > 30 degrees)
- If a opponent is unclear as to where a shot landed and the archer saw the tip of the arrow hit, they may call out where the shot should be taken
- Arrows cannot be picked up off the ground and reused on our field
- Once an archer has been cornered or outrun by the enemy they may call themselves "dead" without being struck. This is for both the safety of the archer and their more delicate equipment.
If you want to take up archery, please speak to one of the Knights or Marshals first. The rules around archery are unique and complicated, but it can be an extremely fun part of our game, especially if you lack the physical ability to fight in melee combat.
Javelins
Javelins, when thrown, are considered Class 4 weapons. The throw must travel at least double the length of the javelin from the thrower to the target to be considered legal. These weapons can sometimes be rather unwieldy to throw, so consider practicing with some experienced players before or after practice.
Shields
Buckler
A very small shield strapped to the arm. Often used with Belegarth’s modified Florentine (holding a weapon in each hand) style. They are also used by polearmsmen and archers.
Round
These shields are completely circular in shape, and are by far the most common on our field. The shield is held either with a strap which your arm slides through, or a handle which can be gripped by your hand. These are known as "strap" and "punch" rounds respectively. These also come in a variety of sizes, so try a few to find the most comfortable.
Tower
These massive shields are much taller than they are wide and can provide few targets for your opponents to hit. If you find yourself having trouble getting around a tower shield that an opponent has, ask some of the other experienced players for tips and shots that will help.
Teardrop
Shaped like their namesake, the pointed end of these shields provide extra protection for your legs. This is another uncommon shield-type on the field.
Heater
These shields are large, effective and bring the stereotypical medieval shield image to mind. This shape is generally reserved for Knights, so it is banned for any Numenorean to use one at Numenor practices. They are also a great way to spot any Knights of Numenor that are at practice because they have the Knight's personal symbol and colors across it.