An optional rule set contributed by Bill Gant

A joust is where two mounted knights charge at one another with couched lances and attempt to unhorse each other. In tournaments, blunted lances are normally used but serious injuries are still common.

The knights charge on blindfolded horses from opposite ends of a 60-pace clearing known as a Jousting. Run. On the final part of the charge, as the opponents close in, each knight ideally swings his/her lance to the left, aiming either for the opponent’s shield, the top of the helm or the throat. If a knight strikes and unseats the opponent, he/she wins the joust.

A jousting contest is resolved by one knight making a Melee Attack and the other Counterstriking with the lance. The Attacker is the knight with the highest Jousting Initiative:

Jousting Initiative = Rider’s Effective Initiative + Steed’s Effective Initiative

Each knight’s player may roll 1d100 against Jousting Initiative; if the knight with the lower Jousting
Initiative achieves a higher success level, he/she Attacks and the other knight Counterstrikes. Otherwise, the jouster with the higher Jousting Initiative Attacks and the other Counterstrikes.

While mounted, the Rider’s Effective Initiative is his/her basic Initiative minus the Mounted Physical Penalty, which is (½ Encumbrance Penalty + Universal Penalty + any appropriate Special Penalty). The EP returns to full when the knight fights on foot. The EML –5 Special Penalty for restricted vision when wearing ¾-helms and great helms is ignored when jousting.

The Steed’s Effective Initiative is its basic Initiative minus its Encumbrance Penalty, which is its ((total load in pounds – horse’s Threshold) / horse’s Endurance). A wahorse’s Threshold is typically 300 lbs.

Example: Sir Ulrich, one of Chybisa’s finest knights, is about to joust an opponent at the Royal Chelebin Tournament of Chivalry in Olokand. His personal Initiative is 102, but his Encumbrance Penalty while mounted is 4 (EML –20) and he is nursing two bruises from a previous joust (2×M1= EML –10 Injury Penalty). The Rider’s Effective Initiative is therefore (102-20-10=) 72. Sir Ulrich’s warhorse’s basic Initiative is 47. However, it is carrying a total load of about 340 lbs., including the war saddle, blanket, bridle and bit and a set of horseshoes. Its Endurance is 16. Since the horse’s Threshold is 300 lbs., its Encumbrance Penalty is ((340-300)/16=) 3, or EML –15. The Steed’s Effective Initiative is therefore (47-15=) 32. Thus, Sir Ulrich’s Jousting Initiative is (72+32=) 104. Since a typical knight would only have a Jousting Initiative of 80 to 90, Sir Ulrich attacks more often than he counterstrikes.

The knights should decide on the speed at which they wish to charge: Canter (MOV×3) or Gallop
(MOV×4). The horses’ basic Movement (before multiplying) is reduced by half its EP, if any. Although a Gallop is more impressive, it is more dangerous if the knight is unhorsed. Most knights charge at a Canter.

The length of a charge may not be less than MOV×3. Hence, the steeds do not halt upon entering each others’ Engagement Zones, but must continue to charge until they have covered the minimum distance.

As the jousters pass each other, they make weapon EML rolls equal to the lower of Spear (Lance) ML and Riding (Horse) ML, modified by applicable penalties and bonuses. One knight Attacks and the other Counterstrikes, as determined by Jousting Initiative. Strike determination is made as for normal melee combat, with a few small differences as follows.

There are two minor modifications to the standard Melee Attack Table:

  • If the Attacker achieves a CF and the Defender obtains a MF, instead of the AF result, the two riders narrowly miss each other and accidentally collide with their knees. Blunt Impact to each knight’s left knee is 1+2d6.
  • If both riders achieve a CF, then instead of the BF result, the blindfolded horses collide with each other, with each horse suffering 6+2d6 Blunt Impact to a random location in the High Aiming Zone. Both riders are automatically thrown from their mounts.

If a strike occurs, the chance of striking the left side of the opponent’s body is 75% instead of 50%,
because of the angle of attack. However, there are instances of riders accidentally charging to the right of their opponents, in which case the chance of striking the left or right side of the body is reversed.

Shields: Shields are not used for Blocking in jousts, but instead held to provide passive defence to the left Sh Ua El Fo Ha Tx Ab Hp (Knight Shields) or the left Sh Ua El Fo Ha Tx Ab Hp Th (Kite Shields). Shields do not protect the right half of the chest. Treat the Armour Protective Value of a passive shield as Plate armour (B6 E10 P6 F2). If the shield is struck and Impact exceeds its APV, reduce the shield’s WQ by 1 and make a 2d6 Weapon Damage check for it.

After the location struck has been determined, generate Strike Impact. This is the base Blunt Impact of the lance (typically 4b) plus a 1d6 (*1), 2d6 (*2), 3d6 (*3) or 4d6 (*4) roll, depending on the success level obtained. Since the knights are charging at a Canter or Gallop, a bonus +1d6 Impact is added to the total.

With any successful strike, a Weapon Damage check must also be made for the lance. In addition, the knight must make a Fumble Roll to determine whether he/she drops the weapon; no Fumble Roll is required if the lance breaks or the opponent is unhorsed, however.

Shattered Lances: If a lance breaks, there is a small chance that the splinters will cause injury: If the Weapon Damage check of the opponent’s lance rolls 16, 17 or 18 on 3d6, a potentially lethal shard of wood flies at the knight’s head. Roll on the High Aiming Zone table to determine the location struck. The splinter will inflict 1+2d6 Point Impact
(note: ¾-helms and great helms do not protect the eyes from the splinter).

Knockback can occur whenever the lance’s total Impact to the head or upper torso (Sk Fa Nk Sh Tx) exceeds the target’s Effective Strength. Effective Strength is equal to the knight’s Strength attribute reduced by his/her Mounted Physical Penalty. Increase the Effective Strength by +1d6 if the target is not struck on the head or neck (Sk Fa Nk), and by another +1d6 if the target is in a war saddle.

If the total Impact exceeds the rider’s Effective Strength, he/she must succeed in a Stumble Roll (affected by the Mounted Physical Penalty) or be unhorsed. If the rider is in a war saddle, a +1d6 bonus is awarded. An unhorsed knight suffers the equivalent effect of a 30-foot fall (see page 8 for details on falling damage) – had the horse been Galloping instead of Cantering, the effect would be the same as a 50-foot fall.

Example: Sir Ulrich charges his opponent, aiming for the helm. Sir Ulrich wins the Initiative and chooses a Melee Attack while the opponent Counterstrikes. As the knights pass, the tip of Sir Ulrich’s blunt lance strikes the other knight on the skull, while the opponent misses. The Melee Attack result is MS vs. MF, indicating a (A*2) strike. The Blunt Impact to the Defender is 16; the Defender’s armour in the skull is only B13 so he suffers a bruise (M1). Furthermore, the knight’s Effective Strength is only 14 so he must succeed in a Stumble Roll or be knocked off his horse.

If neither knight is unhorsed in the first pass, they may try again, with fresh lances if the first ones have broken. If a knight breaks three lances without unseating his/her opponent, or if both knights are simultaneously unhorsed, the matter is then settled on foot with chivalric weapons (usually maces). The winner in foot combat is the first man to knock the other to the ground.

Two specialised pieces of jousting equipment require mention:

Jousting Lance: A 10-12’ long, 8-lbs. hollow wooden lance fitted with a coronel (an iron head ending in three short points to spread the force of impact over a wider area). The average jousting lance inflicts 4b base Impact. Designed to break easily, the WQ is typically 8, but it is fitted with a flared metal vamplate (B6 E10 P6 F2) to protect the right hand. The weapon is held couched under the right arm and is guided, rather than thrust, towards the target. Jousting lances are often brightly coloured and may even be festooned with bells and pennants. Typical cost is 40d.

Blind Caparison: Canvas clothing for the horse, costing 70d to 150d. It is usually decorated with the knight’s heraldic device. Because horses are extremely reluctant to charge towards each other, there are no eyeholes in the caparison. This prevents the horses from veering apart beyond the range of the lances. The caparison provides Cloth protection to the horse’s body except the muzzle, lower legs and tail. Weighing only about 2% of the warhorse’s weight (about 30 lbs.), caparisons generally do not affect the horse’s Initiative or movement.

 

You can see more of Bill's work at: http://www.warflail.com/harn/

 

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