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 essentialy 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 essentialy 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 suppliment 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 apointed representative. A fighter must also be passed for general combat. Useauly 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. Firstly, the striking zones: torso, limbs, hands, feet, and head. The torso includes the chest, stomach, abdomon, 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), coller 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 missle 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 carefull, and to give them a chance to recover. The blue sword is the basis of our combat system. The "blue" clasification represents average length (or size) weapons that most warriors can use with no dificulties. 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 Valhala, 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 blue torso (we'll get to armour later) can sustain 2 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 aroung 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 Valhala, following the guidelines above. 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 a strike to the torso is death. Yellow weapons are a different in Anfalas from other groups. What WE call yellow weapons are short 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 clasification 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. [***Is the leg right?] Black is a clasification 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 clasification means that a weapon ignores armor. Now, so far we've only talked about killing, but there are several types of protection, namely armour 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 specificaly designed and built for that puropse. 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. Armour is made from a varity of period materials. Armour provides an extra hit from a blue (but not a blue-black) weapon. Armour also blocks all yellow (short weapons) attacks, and all one handed blue stabs. Solid two-handed stabs do penetrate armour. Only one extra hit is provided for the entire torso. Armour does not stop arrows or javlins, except in hits to the head (described below). Theis description is brief. If you are going to be fighting in armour, you should read the full rules as they are stated in the National Manual of Arms. In addition to armour 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 armour (maile). Missle weapons are weapons which have been especialy designed for throwing or launch from a mechanical device. Anfalas has orange (national known as yellow) arrows and javlins, white rocks, and throwing axes. The head IS a legal target for missle weapons, but should only be struck as a last resort. Head armour is proof against all missle weapons. Arrows must be launched from a bow and cannot be used as hand weapons. Arrows must be specialy 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 cought or blocked with anything except a shield. Arrows penetrate all armour except helms. ANY hit is considered to have caused damage. Hits to the torso are death, hits to arms or legs render them useless. Javlins are well padded spears that may also be used for throwing. Javlins may be picked up and thrown by anyone, but cannot be carried around or used as thrusting spears except by their owner. Thrown, javlins pierce all armour except helms and do damage the same as arrows. A javlin may be blocked with a shield, a weapon, or may be cought 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, dinnerwear, rocks, medalions, 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.