The head and groin are not targets. People who make a habit of striking these areas will not be allowed to fight.
Blows should be firm, but not excessive. Wanky little wrist flicks don’t count, blows should look like they would have a chance of chopping off a limb, breaking bones or running somebody through.
Any ‘good’ blow that lands on an armoured location renders the person struck unable to fight. They must fall prone and act out the wound. The wound type (sharp/blunt) and location (limb/torso) will determine what actions may be taken.
1.1 Armour
Armour should be in the greek style, or as appropriate for that period.
If armour is bronze, it is impervious to all normal blows. Very strong characters can wound through armour (i.e. Heracules, the minataur)
The following areas may be armoured in bronze:
Armour (protects)
Greaves (ankle to knee)
Vambraces (wrist to elbow)
Corslet (torso - hips to shoulders)
Helm (head and neck)
1.2 Shields
Shields should be in the greek style, or as appropriate for that period.
NO heater shields.
1.3 Weapons
Weapons should be in the greek style, or as appropriate for that period. NO cutlasses & rapiers.
type (damage type)
dagger - sharp (cut/thrust)
short sword - sharp (cut/thrust)
long sword - sharp (cut/thrust)
spear - sharp (thrust only)
javlin - sharp (thrust only)
club - blunt
staff - blunt
sling - blunt
rock - blunt
Staffs must be used two handed - javlins can be thrust or thrown
1.4 Wounds and Healing
There are two types of wounds, sharp and blunt. Blunt wounds heal quicker than sharp. Many sharp weapons can be used to do blunt damage (i.e the haft of a spear can be used as a staff). Sacrifices at temples may result in healing. Some priests/priestesses can heal.
1.5 Death
An incapacitated person can be killed by one sharp or five blunt blows to the torso, delivered with the intent of finishing the incapacitated person off. Armour does not protect you from finishing blows. Dead people go to Hades.