Modular Strike-Responsive Combat System and Gameplay Method
A modular combat simulation system with strike-responsive targets and flexible weapons provides real-time scoring and feedback, addressing the limitations of existing systems by integrating mechanical, chemical, and acoustic components for enhanced realism and safety.
Patent Information
- Authority / Receiving Office
- US · United States
- Patent Type
- Applications(United States)
- Current Assignee / Owner
- MCDONELL LAWRENCE
- Filing Date
- 2025-06-17
- Publication Date
- 2026-06-04
AI Technical Summary
Existing combat simulation systems lack real-time, integrated scoring mechanisms that provide direct physical feedback, often relying on manual methods, digital sensors, or bulky equipment, and fail to integrate scoring with realistic combat simulations.
A modular armor system with strike-responsive targets and flexible melee weapons that utilize visual and audible feedback, combined with a structured sport environment and defined team roles, enabling real-time scoring through mechanical, chemical, or acoustic components.
Enables real-time, visible or audible scoring in competitive team-based physical games, enhancing realism and feedback integration while maintaining safety and flexibility.
Smart Images

Figure US20260151682A1-D00000_ABST
Abstract
Description
REFERENCE TO RELATED PATENTS
[0001] 2015 / 0147937 A1 May 2015 Lu A63H 33 / 009
[0002] 2015 / 0147931 A1 May 2015 Wong A63H 33 / 00
[0003] 2009 / 0247306 A1 October 2009 Bogner 463 / 47.2
[0004] 2007 / 0191116 A1 August 2007 Gardiner 463 / 47.1
[0005] 2001 / 0051542 A1 December 2001 Dowdy 463 / 47.2
[0006] U.S. Pat. No. 6,669,601 B2 December 2003 Marciano 482 / 12
[0007] U.S. Pat. No. 6,588,019 July, 2003 Whittle 2 / 16
[0008] U.S. Pat. No. 6,497,619 December, 2002 Dowdy 463 / 47.2
[0009] U.S. Pat. No. 6,408,440 June, 2002 Phillips 2 / 102
[0010] U.S. Pat. No. 6,036,602 March 2000 Abbott 463 / 47.2
[0011] U.S. Pat. No. 6,010,435 January, 2000 Tanabe 482 / 83
[0012] U.S. Pat. No. 5,570,881 November 1996 Lau 273 / 57.3
[0013] U.S. Pat. No. 5,389,033 February, 1995 Rauch 446 / 473
[0014] U.S. Pat. No. 5,354,057 October 1994 Pruitt 273 / 85
[0015] U.S. Pat. No. 4,892,303 August, 1988 Gunther 482 / 12
[0016] U.S. Pat. No. 4,328,966 August, 1980 Miyamoto 446 / 473FIELD OF THE INVENTION
[0017] The present invention relates generally to physical gaming and sport systems and more specifically to strike-activated visual and / or audible scoring equipment combined with modular wearable gear and melee implements for use in simulated combat sports.BACKGROUND OF THE INVENTION
[0018] Existing combat simulation systems suffer from limited feedback mechanisms, either requiring manual scoring, digital sensors, or bulky equipment that lacks direct physical response. Traditional LARP, HEMA, and combat reenactment tools offer realism but lack integrated scoring.
[0019] There remains a need for a modular system enabling real-time, visible or audible scoring, using mechanical, chemical, or acoustic components suitable for competitive team-based physical games.SUMMARY OF THE INVENTION
[0020] The disclosed invention provides a modular armor system equipped with strike-responsive targets containing marking or sound-producing components; flexible melee weapons that transmit force safely; and a structured sport environment with defined team roles, scoring rules, and limited communication modes.BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG. 1—Section View of Preferred Embodiment of Target
[0022] 0.68″ diameter paintball in oversize hole
[0023] Rubber or elastic cloth retainer
[0024] Target body
[0025] FIG. 2—Isometric View of Preferred Embodiment of Target
[0026] 1. 0.68″ diameter paintball
[0027] 3. Target body
[0028] FIG. 3—Preferred Embodiment of Sword
[0029] 4. Pommel
[0030] 4a. Nut to hold pommel
[0031] 4b. Lock Nut
[0032] 5. Sword Tip
[0033] 5a. Tip Nut
[0034] 5b. Lock Nut
[0035] 6. Heat Shrink
[0036] 7. Closed cell foam
[0037] 8. High pressure hose
[0038] 9. Steel rod threaded at both ends
[0039] 10. Cross guard
[0040] 11. Steel rod threaded at both ends
[0041] 12. Cross guard
[0042] 13. Heat shrink
[0043] 14. Hilt loc nut
[0044] 15. Rubber cap
[0045] 24. Sword Assembly
[0046] FIG. 4—Preferred Embodiment of Armor back view
[0047] 1. Paintball
[0048] 16. Front target
[0049] 18. Arming hoodie-neck protector / target holder
[0050] 19. Small hexagon armor
[0051] 20. Large hexagon armor
[0052] 21. Loose fitting coat
[0053] 22. Helmet
[0054] 23. Face shield
[0055] FIG. 5—Preferred Embodiment of Armor front view
[0056] 1. Paintball
[0057] 16. Front target
[0058] 17. Back target
[0059] 18. Arming hoodie-neck protector / target holder
[0060] 19. Small hexagon armor
[0061] 20. Large hexagon armor
[0062] 21. Loose fitting coat
[0063] 22. Helmet
[0064] FIG. 6—Side View
[0065] 1. Paintball
[0066] 16. Front target
[0067] 17. Back target
[0068] 18. Arming hoodie-neck protector / target holder
[0069] 19. Small hexagon armor
[0070] 20. Large hexagon armor
[0071] 21. Loose fitting coat
[0072] 22. Helmet
[0073] 23. Face shield
[0074] 24. Sword
[0075] 25. Armored gloveDETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0076] The target system comprises a housing mountable on wearable gear. It contains a visual marking agent and optionally an acoustic component that produces an audible tone on impact.
[0077] The marking component may include paintballs, dye packets, powder pouches, or gel cartridges. These may rupture upon receiving sufficient physical impact, such as from a melee strike.
[0078] The acoustic component includes, but is not limited to, a tuned metal bar, resonant plate, or mechanical element which emits sound upon deformation or impact, similar in principle to a glockenspiel key.
[0079] The target assembly may be integrated into or removably attached to armor plates using hook-and-loop fasteners, clips, or elastic harnesses.
[0080] The armor system comprises a base garment such as a flexible undershirt or torso wrap; modular shoulder and torso plates; and a neck protection structure (coif or gorget). Armor plates are layered over the garment in overlapping fashion.
[0081] The plates are attachable via mechanical clips, magnetic couplers, elastic loops, or adhesives. Padding may be thermoplastic, die-cut rubber, foam, or impact-absorbing composite.
[0082] The melee training weapon consists of a flexible core, outer sheath, foam striking surface, and a compressible tip. The core may be fiberglass, carbon fiber, or polymer rod; the sheath may be rubber, foam, or elastomeric tube.
[0083] The tip is retained using groove-and-ring fittings, adhesives, or compression mounts. Weapons are dimensioned to simulate safe strikes while maintaining realism.
[0084] The sport is organized into team-based matches. Players are assigned equipment (weapon, armor, targets) and roles (soldier, captain, general). Matches are governed by a ruleset including legal strikes, disallowed actions, scoring, and victory conditions.
[0085] “Fog-of-war” is simulated by limiting communication from generals to soldiers during active phases. Only in designated intervals may full commands be issued, emulating the chaos of historical combat.
[0086] Scoring is achieved when a target is activated, producing visible or audible feedback. Referees verify hits by inspecting marks or listening for acoustic cues. Some variants use silent targets for training or mixed-audio formats.
[0087] Specialist roles may be introduced mid-match, adding strategic flexibility. Roles include medics, scouts, or support players with unique scoring rules, equipment, or target arrangements.
[0088] This modular framework supports expansion, varied scenarios, and rule customizations while preserving core scoring via strike-responsive targets.
Examples
Embodiment Construction
[0076]The target system comprises a housing mountable on wearable gear. It contains a visual marking agent and optionally an acoustic component that produces an audible tone on impact.
[0077]The marking component may include paintballs, dye packets, powder pouches, or gel cartridges. These may rupture upon receiving sufficient physical impact, such as from a melee strike.
[0078]The acoustic component includes, but is not limited to, a tuned metal bar, resonant plate, or mechanical element which emits sound upon deformation or impact, similar in principle to a glockenspiel key.
[0079]The target assembly may be integrated into or removably attached to armor plates using hook-and-loop fasteners, clips, or elastic harnesses.
[0080]The armor system comprises a base garment such as a flexible undershirt or torso wrap; modular shoulder and torso plates; and a neck protection structure (coif or gorget). Armor plates are layered over the garment in overlapping fashion.
[0081]The plates are attach...
Claims
1. An impact-responsive target system, comprising:(a) a target housing configured to be either integrally affixed to or removably mounted on wearable protective gear;(b) at least one compartment within the housing containing a visual marking substance;(c) a rupture element positioned such that upon receiving a physical strike, said visual marking substance becomes visibly apparent;(d) a target-facing surface defining a scoring zone corresponding to said rupture element; and(e) optionally, a sound-producing component integrated into or adjacent to the target housing, configured to emit an audible tone or resonance upon impact, wherein said sound is generated mechanically, acoustically, or electronically, including but not limited to tuned bars, plates, or other resonant structures.
2. The system of claim 1, wherein the visual marking substance includes, but is not limited to: paint, washable dye, powder, ink, gel, or any other material, mechanism, chemical, physical, electronic, or system-based means capable of producing a visible mark, stain, discoloration, color shift, or other visible indication upon impact.
3. The system of claim 1, wherein the rupture element is a cavity or bladder with a frangible wall or membrane.
4. The system of claim 1, wherein the target housing is mountable via hook-and-loop fasteners, elastic bands, or mechanical clips.
5. The system of claim 1, wherein the target housing is integrated into a molded portion of the armor shell.
6. A melee training weapon adapted for use in a visual-impact sport, comprising:(a) a central core formed of a flexible, resilient material;(b) a shock-absorbing sheath surrounding said core;(c) a compressible tip affixed to one end of the weapon;(d) an energy-dissipating pommel or counterweight affixed to the opposite end;(e) a surface covering configured to bind or encapsulate the structure; and(f) at least one striking edge or surface made of compressible foam or equivalent material.
7. The weapon of claim 6, wherein the core comprises one or more flexible or semi-rigid materials including, but not limited to: fiberglass, carbon fiber, spring steel, steel, polymer rod, or any material providing structural resilience sufficient to transmit force without causing injury.
8. The weapon of claim 6, wherein the sheath comprises one or more tubular or layered materials including, but not limited to: rubber, foam, elastomer, polymer, composite, or any material or combination of materials configured to absorb and dissipate impact energy during use.
9. The weapon of claim 6, wherein the compressible tip is secured using any mechanical or frictional retention method, including but not limited to: internal locking rings, groove structures, compression fittings, adhesives, fasteners, or integrated molded couplings.
10. A modular armor assembly for use in a combat sport or simulated melee engagement involving visible scoring upon physical contact, comprising:(a) one or more base garments comprising flexible, form-conforming material worn on the body;(b) a neck and shoulder protection structure comprising a coif, gorget, collar assembly, or integrated garment portion, configured to provide structural support and protective coverage to the wearer's shoulders, neck, and upper spine;(c) one or more armor components, including semi-rigid or flexible elements, configured to be mounted externally over the base garment in overlapping fashion;(d) an attachment system comprising mechanical, elastic, magnetic, adhesive, or integrated coupling means to affix said components to the base garment or neck / shoulder structure;(e) at least one strike-responsive target system as in claim 1, configured to produce a visible mark, stain, discoloration, color shift, or other visible indication upon impact, said target system mounted to, integrated into, or positioned within any portion of the armor assembly; and(f) ventilation or airflow control features incorporated into one or more components of the armor assembly, configured to reduce thermal buildup during use.
11. The assembly of claim 10, wherein the padding material includes thermoplastic, die-cut rubber sheet, foamed polymer, or any impact-absorbing composite material.
12. The assembly of claim 10, wherein the armor plates are removable, interchangeable, and configurable for various target placements or levels of protection using any mechanical, elastic, magnetic, or adhesive attachment system.
13. A team-based combat sport system, comprising:(a) at least two opposing teams of players;(b) each player equipped with at least one target system as in claim 1, one melee weapon as in claim 6, and one modular armor assembly as in claim 10;(c) a ruleset governing player interactions, permitted strikes, scoring, and safety;(d) a hierarchical command structure comprising designated captains and generals;(e) a gameplay mechanic whereby fog-of-war is simulated through restricted communication or information flow; and(f) scoring determined by the activation of target systems as in claim 1, wherein said activation produces a perceptible effect upon impact, including but not limited to: the release of a marking substance, a change in surface appearance, illumination, color shift, audible sound, deformation, or any other sensory signal, either alone or in combination; for example, a strike may simultaneously cause a colored powder to disperse, a glockenspiel note to sound, and an LED to illuminate to indicate a successful hit.
14. The sport system of claim 13, wherein referees determine outcomes based on visual inspection of target activation.
15. The sport system of claim 13, wherein designated specialist roles are assignable to players during gameplay, said roles configured to introduce unique abilities, objectives, or equipment capabilities, and wherein their deployment is subject to oversight or conditional approval by a referee or game controller.
16. The sport system of claim 13, wherein the fog-of-war mechanic includes limitations on communication from generals to soldiers beyond designated phases of gameplay.