Sword and Axe

The Anarea Combat System

E. Armoury


Index to this Section

  1. Weapons
  2. Armour
  3. Shields
  4. Horse Armour

1. Weapons

1.1 Weapon Tables

The following Weapons are generally available.  In addition there are certain Restricted Weapons, the availability of which is Restricted to certain cultures.

1.1.1    Melee Weapons
Weapon Class Weapon Type Used StN DxN PE DAM vs Max Dis
dice
(b = with leather chain plate
Melee Weapons buckler)
Daggers Dagger 1/H + b 4 4 +3 d4 -1 -2 -3 1d4
Daggers Stiletto 1/H 2 6 +2 d6/2
Swords Short Sword 1/H 8 6 +2 2d4 -1 -2 1d6
Curved Swords Scimitar 1/H 9 9 +2 d8 -1 -3 1d6
Swords Broad Sword 1/H 12 7 +0 d6+d4 -1 2d6
Swords Bastard Sword 1/H 16 7 +0 2d6 +1 -1 3d6
Swords Bastard Sword 2/H 2/H 12 9 -1 2d8 +1

3d6

Swords Great Sword 2/H 16 9 -1 3d6 +1 +2 +1 4d6
Axes Hand Axe 1/H + b 6 4 +2 d4+1 -1 -2 1d4
Axes Taper Axe 1/H 10 5 +1 2d4+1 -1 2d4
Axes Broad Axe 1/H 16 5 +0 d6+d4+1 +1

3d4

Axes Broad Axe 2/H 2/H 10 8 -1 2d6+1 +1 +1 3d4
Axes Great Axe 2/H 16 8 -2 2d8+1 +2 +1 4d4
Hammers Light Hammer 1/H + b 7 3 +2 d6 -1 -2
Maces Light Mace 1/H + b 7 3 +2 d6 -1 -2
Maces Light Spiked Mace 1/H + b 8 3 +2 d6+1 -1 -2
Hammers Heavy Hammer 1/H 11 5 +0 2d4 -1
Maces Heavy Mace 1/H 11 5 +0 2d4 -1
Maces Heavy Spiked Mace 1/H 12 5 +0 2d4+2 -1
Hammers War Hammer 2/H 15 7 -2 2d6 +1
Picks Military Pick 1/H 10 6 -1 d6 +1
Whips Whip 1/H 8 12 -1 2d4 -1 -2 -4
Whips Barbed Whip 1/H 9 12 -1 2d4+2 -1 -2 -4
Flails Flail 1/H 10 11 -3 d6+1 -1 -2
Flails Morningstar 1/H 13 10 -4 d8 -1
Flails Spiked Morningstar 1/H 14 10 -4 d8+2 -1
Staves Quarterstaff 2/H 6 12 +4 2d4 -1 -3 -5
Spears Short Spear / Javelin 1/H 8 9 +0 d6 -1 -2
Spears Spear set 1/H 10 6 +0 d6+d8
Spears Spear thrust 1/H 12 9 -1 2d4 -1
Spears Spear charge 1/H 13 9 -2 3d6
Spears Trident 1/H 13 10 -1 3d4

-1

-3

Spears Lance / Pike set 2/H 12 6 -1 2d8+1
Spears Lance / Pike thrust 2/H 14 9 -2 2d6 -1
Spears Lance / Pike charge 2/H 15 9 -4 3d8
Polearms Halberd 2/H 10 6 -1 3d4 +2 2d8
Polearms Polearm 2/H 12 4 -3 d12 +1 3d8
Hand to Hand Hand (Punch) 1/H 4 n/a n/a d4/2
(FRU)

-1

-3 -6
Hand to Hand Foot (Kick) 1 footed 6 7 n/a d6/2
(FRU)

-1

-3 -6

1.1.1.1    Melee Weapons require one or 2 hands to wield, as indicated by "Used" "1/H" or "2/H" above.  Where marked "+b", a Buckler may be used on the same arm as the Weapon is wielded, but the Buckler may not be used to make a Shielding attempt in the same sec as an attack or parry is Specifically Plotted with that Weapon.

1.1.1.2    Combinations of Weapons (e.g. Sword and Dagger) wielded in two (or more) hands no longer count as a separate Weapon for Weapon Specialisation purposes.  The training in each is assumed to include use with the other.  (Two Weapons are no longer such an advantage following the change in the Hd/AMR systems so they no longer give additional AMR, and this rule had therefore become an unnecessary complication, making combinations worse than the separate weapons.  It is abolished with effect from 26 Oscow / Day 177 2503.)

1.1.1.3    Melee Weapons for which "Max Dis dice" are specified may be constructed to do up to the specified number of the specified sort of dice of Disembowelling damage.  Each die of Dis which the Weapon is constructed to do adds 1 to its StN.

1.1.2    Ranged Weapons
Ranged Weapons Eff.Range StN DxN IA DAM vs
(feet) leather chain plate
Bows Short Bow 240 9 12 0 d6 -2 -4
Bows Horse Bow 270 10 12 1 d6 -2 -4
Longbows Longbow 450 12 12 2 d8+1 -1 -2
Bows Composite Bow 600 13 12 3 d8 -1 -2
Crossbows Light Crossbow 300 10 10 5 2d4 -1
Crossbows Light Crossbow 1/H pull 300 13 10 5 2d4 -1
Crossbows Heavy Crossbow 450 15 10 5 2d6 -1
Crossbows Heavy Crossbow 1/H pull 450 18 10 5 2d6 -1
Slings Sling 180 6 13 0 d4 -1 -2 -4
Slings Staff Sling 240 9 13 -2 d4 -1 -2 -4

(Italicised figures for Longbow and Composite Bow are a systems change in play from 7 Weven 2504, but to be used retrospectively for historical runs.)

For 1/H pulls of Crossbows see section C.7.2.

1.1.3    Thrown Weapons
Thrown Weapons Eff.Range StN DxN IA DAM vs
(feet) leather chain plate
Thrown Weapons
Daggers Throwing Knife 30 6 11 4 d4+1 -1 -2 -3
Axes Hand Axe thrown 60 9 11 0 d6 -1 -2
Axes Taper Axe thrown 60 13 11 -1 d8 -1
Hammers Light Hammer thrown 60 10 11 1 d6+1 -1 -2
Hammers Heavy Hammer thrown 60 14 11 0 d8+2 -1
Spears Javelin thrown 90 10 11 3 d6 -1 -2
Spears Spear thrown 90 12 11 2 d8 -1
Misc. Objects thrown 60 n 10 1-n/2 -1 -2 -3

1.1.4    Effective Range for Ranged or Thrown Weapons is the maximum range at which they may attack with any systems effect.  The Effective Range is divided into three equal brackets, as follows:

1.2 Encumbrance

Weapons are classified as follows for Encumbrance purposes:

Category V (150 wt pts)

Category IV (100 wt pts)

Category III (75 wt pts)

Category II (50 wt pts)

Category I (20 wt pts)

The weight of bows includes a quiver or case and 20 arrows or quarrels.

1.3 Magic Weapons

Weapons may be enchanted separately to give bonuses (or even minuses) to A, P and DAM.  Some enchantments are limited to use against specified opponents.

Other specialised enchantments are possible, e.g Flaming, which gives d6s of additional Fire Damage (no saving throw).

Weapons may also be manufactured out of mithril for bonuses without being Magical.  Mithril typically gives +1 to DAM, and reduces minuses vs Armour by 1.

2. Armour

2.1 Armour Damage Subtraction

The effect of armour is to subtract a certain number of HP ("ADS") from the Dam caused when a hit is scored. The ADS depends upon the Armour Type covering the Hit Location where the hit is scored and the final digit of that Hit Location, as follows:

Armour Type

Final Digit of Hit Location

1 2 3 4 5 6 7 8 9 0
Reinforced Platemail 6

6

5

5

4

4

3

3

2

2

2

2

3

2

4

3

5

4

6

5

Platemail 5 4 3 2 2 2 2 3 4 5
Ringmail 4 3 3 2 1 1 2 3 3 4
Chainmail 3 3 2 2 1 1 2 2 3 3
Scale 3 2 2 1 1 1 1 2 2 3
Leather 2 2 1 1 1 1 1 1 2 2
Quilt 1 1 1 1 0 0 1 1 1 1

Reinforced plate only applies on the shield arm and the same side of the chest as the shield arm. The upper figures apply on the shield arm, the lower figures on the chest. Elsewhere it counts as normal plate.

Multiple layers of armour may be worn, but their ADS is not cumulative (e.g. plate worn over leather still only gives max ADS 5). This is because armour often includes lesser armour types as padding or at joints already, so extra layers are already deemed to be taken into account.

2.2 Encumbrance

Different pieces of armour may be specified for each HitLoc Area. The encumbrance (in weight points) of generic pieces of armour is as follows.

      Hit Location Areas (Sz 10)                    
Head Left Arm Right Arm Chest Abdomen Left Leg Right Leg Total
10 20 20 30 20 20 20 140
Armour Type                 Encumbrance
Reinforced Plate 70 180 145 270 145 145 145 1250 1100
Platemail 70 145 145 215 145 145 145 1000 1010
Ringmail 50 100 100 150 100 100 100 700 700
Chainmail 45 85 85 130 85 85 85 600 600
Scale 30 55 55 85 55 55 55 400 390
Leather 20 35 35 55 35 35 35 250 250
Quilt 10 20 20 30 20 20 20 150 140

The table assumes Sz 10 armour, but the encumbrance is the same irrespective of Sz. Armour is made to individual sizes, but pieces of up to 1 Sz difference either way may be worn. This is of particular relevance if magic armour is found.

The encumbrances specified assume full coverage of the HitLoc area. In some cases such a piece of armour may not be normally available: see 2.5 below.

2.3 Dx minus

Each full 300 wt pts of encumbrance from armour worn gives Dx(Ph) -1 (FRD).

Armour may give additional penalties to Thievish Activities, depending on Armour Type and HitLoc Area: see the Thief System.

2.4 Cost

The cost (in silver pieces) of generic pieces of armour is as follows. Note that the costs specified are typical costs in the Overworld, and that not all pieces of armour will be available everywhere. A good armourer will make armour to order, but each piece of armour must cover a whole HitLoc Area, subject to the exceptions appearing in 2.5 below.

      Hit Location Areas (Sz 10)                    
Head Left Arm Right Arm Chest Abdomen Left Leg Right Leg Total
10 20 20 30 20 20 20 140
Armour Type                 Cost (in SP)
Reinforced Plate 70 180 145 270 145 145 145 1250 1100
Platemail 70 145 145 215 145 145 145 1000 1010
Ringmail 15 30 30 45 30 30 30 200 210
Chainmail 10 20 20 30 20 20 20 150 140
Scale 3 7 7 10 7 7 7 50 48
Leather 1 3 3 5 3 3 3 25 21
Quilt 0 1 1 2 1 1 1 10 7

Cost will vary by size, particularly for metal armour. However, average sizes will be cheaper, even than smaller ones, due to economies of scale. For simplicity, only Sz 10 prices are given above.

2.5 Specific pieces

2.5.1 Head

Helmets and hoods give normal ADS for their respective Armour Types against attacks from behind or the sides (except for the steel 'pot' helmet). Against attacks from the front (or from any angle against 'pot' helmets) the ADS depends upon the type of helmet or hood:

Armour Type

Final Digit of Hit Location

Encumbrance Cost

(SP)

1 2 3 4 5 6 7 8 9 0
Steel helmet with vision slot 5 4 3 2 0 2 2 3 4 5 70 70
Steel helmet with visor (visor down) 5 4 3 2 2 2 2 3 4 5 75 100
Steel helmet with visor (visor up) 5 4 3 2 0 0 2 3 4 5
Steel helmet with nasal 5 4 3 0 2 2 0 3 4 5 60 75
Open faced steel helmet 5 4 3 0 0 0 0 3 4 5 47 50
Steel 'pot' helmet 5 4 3 0 0 0 0 0 0 0 21 25
Ringmail hood 4 3 3 0 0 0 0 3 3 4 33 15
Chainmail hood 3 3 2 0 0 0 0 2 3 3 30 10
Leather hood 2 2 1 0 0 0 0 1 2 2 13 1

Note that the above are the only pieces of armour available for the head. The "generic" pieces indicated in the tables above do not in fact exist, except as duplicated in this table.

Full suits of non-plate armour are based on hauberks or byrnies. Hauberks include hoods. Byrnies do not.

2.5.2 Arms

Gauntlets cover final digits 1, 2 and 3 of the Arm HitLoc Areas. They weigh and cost 30% of the generic figures for the arms (FRU). Plate gauntlets therefore weigh 87 wt pts and cost 87SP (per pair), and leather gauntlets weigh 22 wt pts and cost 22SP (per pair). Reinforced plate gauntlets exist, but may only be specified as part of reinforced plate for the whole non-weapon arm.

Full suits of plate armour come with arm pieces to cover the rest of the arms.

Hauberks cover final digits 4 to 0 inclusive of the Arm HitLoc Areas. Byrnies cover final digits 8, 9 and 0 of the Arm HitLoc Areas. However full-sleeved byrnies are also available, with the same arm coverage as hauberks. Such armour is commonly worn with gauntlets.

2.5.3 Chest

Plate breastplates cover the whole of the chest, and are as per the generic plate armour above. Reinforced plate breastplates may only be specified together with reinforced plate for the whole non-weapon arm.

Plate breastplates (non-reinforced) are available for the front of the chest and final digits 1 to 4 inclusive of the side. They weigh 100 wt. pts. and cost 100SP. However, if worn over other armour to protect the rest of the chest the full encumbrance and cost must be taken and paid for that other armour, with no additional ADS beyond that provided by the breastplate (see 2.1 above).

Hauberks and byrnies cover the whole of the chest.

2.5.4 Abdomen

Hauberks and byrnies cover the whole of the abdomen.

Full hose covers the whole of the abdomen and legs. It is available in ring and chainmail. It is sometimes combined with plate upper body armour.

Leather skirts are available. These are leather armour for the abdomen only, and are intended to be worn with full plate breastplates.

2.5.5 Legs

The same armour must be worn on both legs.

Leather leg swathings cover such final digits of the Leg HitLoc Areas as they may be wrapped around. The rest of the legs are normally protected by leather footwear, which is available in a variety of lengths, from thigh boots (cover final digits 3 to 0 inclusive) to shoes (cover final digits 9 and 0).

It can normally be assumed that generic leg armour applies, except where just boots or shoes are worn.

2.5.6 Combat Suits

These are only available to Men of Heaven. Following the Fall of Heaven they are only made in the House of Karma. Combat Suits give ADS 2 all over, but do not cover the front of the head or the hands. They are one piece items, and may not be combined with other armour. They come in a range of attractive, dark colours. Their encumbrance is 200 wt. pts., so they give no Dx minus, even when combined with a helmet.

2.6 Typical armour

Here are some common armour combinations, with their encumbrance, Dx minus and typical cost. Sz 10 is assumed throughout.

3. Shields

The following standard types of Shield are available:

Shield Type Base roll on d20 to interpose StN to wield ADS HitLoc Coverage Encumbrance
Buckler 8 1 3 8 35 wt pts
Shield 10 6 (4 if mounted) 6 20 150 wt pts
Tilt Shield 12 15 (10 if mounted) 8 30 250 wt pts

No bonuses are gained for having St > StN to wield a Shield.  If the wielder's St is < StN for the Shield he takes a StN minus to S of StN - St.

4. Horse Armour

Horse armour (Barding) protects the Head and Chest of a warhorse with the ADS of platemail and its Abdomen with the ADS of leather armour.  The legs and tail are unprotected.

Plate Barding is made up of the following pieces:

The total encumbrance of Plate Barding is therefore 750 wt pts.  A full set can be purchased for 60GP.

Scale Barding is also available (with the ADS of scale armour), as follows:

Plate, scale and leather pieces of barding may be mixed.


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