
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 opponents
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 = Riders Effective Initiative
+ Steeds Effective Initiative
Each
knights 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 Riders 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
Steeds Effective Initiative is its basic Initiative
minus its Encumbrance Penalty, which is its ((total load in
pounds horses Threshold) / horses Endurance).
A wahorses Threshold is typically 300 lbs.
Example:
Sir Ulrich, one of Chybisas 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 Riders Effective
Initiative is therefore (102-20-10=) 72. Sir Ulrichs
warhorses 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 horses Threshold is 300 lbs., its
Encumbrance Penalty is ((340-300)/16=) 3, or EML 15.
The Steeds Effective Initiative is therefore (47-15=)
32. Thus, Sir Ulrichs 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 knights 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
opponents 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 shields 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 opponents lance rolls 16, 17
or 18 on 3d6, a potentially lethal shard of wood
flies at the knights 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 lances total Impact to the head
or upper torso (Sk Fa Nk Sh Tx) exceeds the targets
Effective Strength. Effective Strength is equal to the
knights 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 riders 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 Ulrichs 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 Defenders armour
in the skull is only B13 so he suffers a bruise (M1). Furthermore,
the knights 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 knights
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 horses body except the muzzle, lower legs and
tail. Weighing only about 2% of the warhorses weight
(about 30 lbs.), caparisons generally do not affect the
horses Initiative or movement.
You can
see more of Bill's work at: http://www.warflail.com/harn/

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