Introduction to Combat in Anfalas

Vonkar of Areostoren, February and March, 2000.


Introduction

This document briefly describes the basics of combat in the Dagorhir Kingdom of Anfalas. If you have ever fought with a different group, or read their rules, you will find Anfalas' rules very different. The basic idea behind it, however is the same.

This rule set is based on those of Pentwyvern in the early '90's. Other groups have changed the way a lot of their rules work, we have kept ours essentially the same. These rules allow for greater individual survivability in our relatively small group, as well as providing some relatively unique situations and interesting challenges. Our rules are open to evolution though, and may change greatly after this year's (2000) Ragnarok XV.

This is essentially the introductory talk I give to new members who are fighting with us for the first time. It is presented in what I believe to be the most logical progression of ideas. It should be easy for any newcomer (be they from a different kingdom, or completely new to Dagorhir) to read and figure out how we do things. It does not replace the Manual of Arms and other official rulings from the crown, it is meant only as a supplement to them.

Anfalas uses a system of demonstrated proficiencies. In order to use a new weapon class, a fighter must demonstrate that they are safe with it in front of the crown, armsmaster, or their appointed representative. A fighter must also be passed for general combat. Useualy this involves fighting with and against a varity of weapon. Some proficiencies are: general, woods (have demonstrated knowledge of rules system enough to fight unsupervised), florinteen (two weapons), axe, blue polearm, red polearm, archery, and double ended weapons.


Weapon Construction

Weapons in Anfalas are made using a core, and then padding that core with several layers of foam. Acceptable cores are PVC pipe, wood, and fiberglass. Cores should NOT break; all cores MUST be strong enough to withstand the stress of combat. The core of a weapon must be padded well enough so that it can not be felt through the padding.

Most Anfalas weapons are made from 4-5 layers of alternating pipe insulation and carpet pad. Unlike some national groups, Anfalas weapons are relatively soft. Two layers of camp pad won't cut it here.


Where You Can Hit

Firstly, the striking zones: torso, limbs, hands, feet, and head. The torso includes the chest, stomach, abdomen, back, shoulders (but not the arms) and the groin. Yes, the groin is a legal target on both men and women; wear a cup. The torso region encompasses the spine, all vital organs (except the brain), collar bone, and hip bones. Damage reflects the seriousness of wounds to these areas.

Limbs are the arms from the shoulder to the wrist, and legs from below the point of the hip to the ankle. Damage is incurred to hands and feet starting at the wrist and ankle, respectively. Yes, hands and feet count. (See hand guards and gauntlets below)

The "head" includes everything from the neck and throat up. With the exception of missile weapons, which we will discuss later, the head is an absolutely off limits area. If you accidently hit someone in the head, you must do 10 push ups. This is to remind you to be more careful, and to give them a chance to recover.


Blue Weapons

The blue sword is the basis of our combat system. The "blue" classification represents average length (or size) weapons that most warriors can use with no difficulties. Blue swords are between 18 and 36 inches. Other blue weapons can be axes, maces, war hammers, and short bladed polearms. Size specifications for these are available from the arms master and appear in the Manual of Arms.

A hit to an unarmored limb with a blue weapon renders that limb useless, it has been cut off or crushed. An arm should immediately drop what ever it is holding and be placed behind your back. If your leg is hit, you must drop to that knee; you can't hop around on your good leg, it hurts too much, though you can use a good leg to lunge.

A hit to a hand or foot renders it useless. If your hand is hit, you should immediately drop anything you are carrying, and make a fist. If your foot is hit, you can no longer stand on it, you may, however, hop around on your good leg.

You can not use a destroyed limb to push an opponent away, pin a weapon, or pretty much anything else. A hit to a destroyed arm is considered to have hit the torso, though hits to destroyed legs are just air. If both your legs have been destroyed, you may use a good arm to drag your self along, or in the event of a woods battle, after combat has moved off, you may rise to your feet and SLOWLY walk back to Valhalla, though if any one comes near you, you must immediately return to your wounded condition on the ground and inform others of your wound status.

An unarmored torso (we'll get to armor later) can sustain 2 blue hits before a warrior is killed. The first hit has caused severe damage, (punctured lung, ruptured spleen, broken back, split belly and your intestines are hanging all around your legs), and leaves the combatant on their knees. You can still fight, but because of your injury, you can not move from the place you fall. Again, in a woods battle, if combat moves off, you may rise and slowly walk Valhalla, following the guidelines above.


Red Weapons

Red weapons are larger two-handed weapons and include such things as great swords, huge axes, clubs, giant maces, big war hammers, and large bladed polearms. (Note that in Anfalas we have both red, and blue polearms. As mentioned earlier, this allows for more variation.) Red weapons MUST be swung two handed in order to count as red; if they are swung one handed they count as blue.

A red hit to a limb destroys that limb, a hit to a hand or foot destroys it, and one strike to the torso is death.


Other weapon classifications

Yellow weapons are a different in Anfalas from other groups. What WE call yellow weapons are bladed daggers, or long knives. Yellow weapons are between 10 and 18 inches in length and count as half of a blue. Thus, it requires 2 yellow slashes to destroy a limb, and 4 slashes to the torso to kill, though the second leaves you on your knees.

The green weapon class represents stabbing. These may be sword points, giant spikes, daggers or knives, sharpened stakes, spear heads, or anything else designed for stabbing. Very often a green classification is added to another weapon, thereby calling a sword with a stabbing tip a blue green. Greens can be added to MOST weapons. You can also have a weapon be only green, like a stabbing dagger or a spear.

A green stab to an unarmored torso is death, and a stab to a hand, foot or limb renders it useless. A stabbed arm should hang limply at the side, though you can use it to block. A stabbed leg puts you on your knees.

Black is a classification that seems to only be present in Anfalas. Like green, it is added on top of either red, or blue. Black weapons are mass weapons, axes, hammers, or maces. Their damage relies on the weight of their head to inflict damage. The black classification means that a weapon ignores armor.


Protection

Now, so far we've only talked about killing, but there are several types of protection, namely armor and shields. Anfalas is currently using the national rules for armor and shields with the addition of black weapons ignoring armor.

Shields are padded, rigid, objects with handles that are used to block, and are specifically designed and built for that purpose. Shields come in many shapes and sizes. In Anfalas all shields are considered to be made from a combination of leather, wood, and metal binding. Shields can be used to block ANY attack, but are destroyed once they are hit by 2 heavy blows from any red weapon. (This may change back to 3 blows at some point.)

Shields should not be used in an offensive manner. No bashes, kicks, or charges.

Armor is made from a varity of period materials. Armor provides an extra hit from a blue (but not a blue-black) weapon. Armor also blocks all yellow (short weapons) attacks, and all one handed blue stabs. Solid two-handed stabs do penetrate armor. Only one extra hit is provided for the entire torso. Armor does not stop arrows or javelins, except in hits to the head (described below). This description is brief. If you are going to be fighting in armor, you should read the full rules as they are stated in the National Manual of Arms.

In addition to armor and shields, protection may be gained by putting a hand guard on a weapon, or by wearing gauntlets. Handguards are attached to a weapon and are made of foam. They block ALL hits which are intercepted. Gauntlets are heavy leather welding gloves, and give protection to the hands and forearms of armor (maile).


Missile Weapons

Missile weapons are weapons which have been especially designed for throwing or launch from a mechanical device. Anfalas has orange (national known as yellow) arrows and javelins, white rocks, and throwing axes. The head IS a legal target for missile weapons, but should only be struck as a last resort. Head armor is proof against all missile weapons.

Arrows must be launched from a bow and cannot be used as hand weapons. Arrows must be specially constructed following exacting guidelines. The maximum draw weight on a bow is 35#, and at close range arrows should be fired at half draw. Arrows found lying on the battle field may be picked up and used by any archers, but returned to their owners after the battle or upon request.

Arrows may not be caught or blocked with anything except a shield. Arrows penetrate all armor except helms. ANY hit is considered to have caused damage. Hits to the torso are death, hits to arms or legs render them useless.

Javelins are well padded, light-weight spears that may also be used for throwing. Javelins may be picked up and thrown by anyone, but cannot be carried around or used as thrusting spears except by their owner. Thrown, javelins pierce all armor except helms and do damage the same as arrows. A javelin may be blocked with a shield, a weapon, or may be caught by hand (but avoid the tip).

White weapons are chunks of left over foam that have been covered in white fabric. No, you can't add metal weights to make them heavier. Whites represent any number of hard items which may be thrown: rocks, logs, dinner-wear, rocks, medallions, rocks, and rocks. A hit from a white weapon to the head is death, no damage is done from a hit anyplace else. You may block whites in any manner, except with your head. Anyone may pick up and carry white weapons with them. A white weapon MUST be dropped or thrown in order for it to count, they cannot be used as hand weapons.