New Combat Rules

Adapted from Lords of Men and House Rules.

Penetration
'''Penetration = 5 x (Penetration score + Sympathetic bonuses) ''' Penetration is capped at the margin by which a spell's casting total exceeded its level.

Ablative Magical Resistance
Magical effects that do not fully penetrate can erode magical resistance, be it derived from Parma Magica, Might, or other sources.

If the penetration of a spell is between 50% - 100% of the target's resistance, the target's MR drops by the magnitude of the spell or effect.

A caster may choose to deliberately not penetrate with an otherwise successful spell to erode MR instead.

Invisibility
In addition to concealment rules

You cannot engage an invisible opponent without knowing their location. If the invisible opponent attacks in melee, then they are engaged.

An engaged invisible opponent still enjoys a concealment bonus to defense.

Invisible opponent can get a first round surprise attack with +3 to attack roll.

Locating an invisible character takes 1 round.
 * Perception + Awareness + Keen Vision/Sharp Ears virtue vs. their Dexterity + Stealth + Stealth Bonus - Encumbrance

Action Types
Regular actions take 1 round. Examples are casting a spell, making an attack, standing up from prone.

Free Action can be taken at any time in combat, examples include shouting, firing a bow, drawing a weapon, making a concentration roll.

Extended actions like reloading a crossbow span one or more rounds.

Reactions such as defending don't take any action. You may only Fast Cast magic as a reaction if the casting is defensive in nature.

Interrupt Actions are allowed if you first purposefully delay your combat turn. When an opponent takes an action, you make an Interrupt Action to act before they do. At the moment of interruption, both parties roll Quickness + Relevant Ability + Stress Die - Encumbrance, the party with higher roll takes priority.

Movement

 * Walk Speed (paces) = 10 + Quickness - Encumbrance


 * Hurry Speed = 2 x (10 + Quickness - Encumbrance)


 * Run Speed = 4 x (10 + Quickness - Encumbrance), costs a Fatigue level.

You normally may not move and attack the same round unless you are charging. Charging costs 1 fatigue. You may charge at either Hurry or Run Speed; Run speed will cost another fatigue level. When charging in melee combat, add your Combat Ability to the attack roll as a bonus.

Magi must make an Easy (6) Stamina + Concentration roll to move and cast in the same round.

Groups of characters move together as a single unit. Their speed is that of the slowest member. They use the vanguard’s Characteristics and Abilities to resolve any rolls related to movement.

Dodging
Regular Defense rolls are suitable for melee combat between similarly sized opponents. Dodge rolls are suitable against any form of attack.


 * Evasion Total on Foot: Brawling + Shield Defense Mod - Size - Encumbrance + Stress Die


 * Evasion Total Mounted: Quickness + Ride + Shield Defense Mod - Size - Encumbrance + Stress Die

Terrain & Cover
On difficult terrain, like fighting uphill, movement is halved and there are extra botch die.

On hazardous terrain, like a rocking boat, there are extra botch die and a botch has more serious consequences.


 * Cover modifiers to defense:


 * 1/4 Cover = +3


 * 1/2 Cover = +6


 * 3/4 Cover = +9


 * Near Total = +12

Higher Ground gives +1 to attack/defense. This is already factored into the mounted combat bonus.


 * Concealment gives a bonus to melee attack & defense.


 * Light Concealment: +1 Melee, +3 Defense


 * Medium Concealment: +3 Melee, +6 Defense


 * Heavy Concealment: +6 Melee, +9 Defense


 * Total Concealment (includes Magical Invisibility): +9 Melee, +9 Defense

Environmental conditions (rain, fog, light) can put concealment on people at range, per GM discretion. For example, in fog, people 20 paces away have Medium concealment.

If you can't see your allies or surroundings, you add extra botch die.

Narrow Spaces:


 * With a back to the wall, you can only be attacked by a maximum of 4 opponents at a time.
 * Defending a corridor or a doorway, only 2 opponents from each direction can engage you.
 * Doorways can be cover or obstacles.
 * Going on furniture can give a higher ground bonus, going behind can give cover.
 * Tapestries provide concealment.
 * Low ceilings give a malus to large weapons.

Interception / Engagement
Once a character is attacked, either in melee or missile combat, that character is Engaged in combat and cannot move away easily. A single character can be engaged with multiple attackers.

A character that wants to make a regular disengage rolls a Defense Total vs. the Other Party(s)' Attack Total. If the Disengager succeeds, they are free to move. If they fail, nothing happens, but for each failed disengage the disengage gets +3 to successive disengage rolls. (Core rules)

A character can make a risky disengage and simply move away from combat. When this happens, anyone engaged with the character gets a free attack, and that character's Defense Roll is 0 for that attack.

Interception is a type of extended action. A shield grog (or other defender) stays in place and cannot attack or move until engaged. They may make an interrupt action to automatically engage any enemy that comes within 2m.

A Defender can engage multiple attackers but only defend 1 character at a time. If that character gets into the fight themselves, they now count as engaged in combat and are a valid target to the attackers.

Scuffling
These rules replace the Core rulebook scuffling system. Instead of incurring fatigue, scuffling causes "Bruises." Bruises function identical to Injuries, they just heal a lot quicker after battle.

Special Combat Moves
These all require a certain attack advantage to pull off.


 * Grappling (Attack Advantage: 1)

The grappled target gets -6 to attacks, defense, reactions, and cannot do spellcasting gestures. They can escape by inflicting any wound or bruise on the grappler. A prone attacker can grapple!


 * Tackle (Attack Advantage: 1)

This forces both the attacker and defender prone.


 * Pin (Attack Advantage: 6)

Functions like grappling, but on a prone opponent. The pinned opponent can take NO action, except spells or enchantments without gesture. Both the attacker and defender are prone during the pin.


 * Unseat Rider (Attack Advantage: 6)

The rider takes falling damage and is prone. This needs to be done as a brawl attack, or using a halberd/polearm.


 * Disarm (Attack Advantage: 9)

To pick up their weapon after they've been disarmed, a combatant needs to take a regular action and make a successful disengagement roll.


 * Wrest Weapon (Attack Advantage: 12)

Grab the opponents weapon/staff out of their hands. Now it's in yours!

Discipline/Morale

 * Discipline = Leader's Presence + Leader's Leadership + Loyalty Trait + Stress Die


 * Morale = Leader's Presence + Leader's Leadership + Bravery Trait + Stress Die

Example Morale Ease Factors:
 * Wounds from a missile attack with no way to retaliate (6)
 * Charged by a superior force (9)
 * Ambushed (9)
 * All members of the group have Wound Penalty -3 or worse (9)
 * Vanguard Killed/Disabled (9)

If morale fails, or the leader is disabled, the group becomes disordered.

A trained group that is disordered works like an untrained group.

An untrained group that is disordered gets a combat penalty.

Mitigating Wounds
Per GM discretion, a very serious wound on an important player character (Magus) can be mitigated to a lesser wound & the infliction of a flaw.

For instance, instead of a Mortal Blow, a wound causes an Heavy and the flaw Missing Hand. Requires judgment on the GM.

Horseback Rules
If the horse takes a wound:

Light Wound - Nothing special happens

Medium Wound - The rider makes a roll to keep it from panicking

Heavy Wound - The rider makes a roll to keep it from panicking, plus a +Dex roll to stay in the saddle

Incapacitated - The rider has to make a roll to keep from being pinned under the horse!


 * Vaulting into the saddle (Fast Action)


 * Strength + Athletics + Stress Die - Encumbrance vs. 6


 * Leaping from the saddle (Fast Action)


 * Dexterity + Athletics + Stress Die - Encumbrance vs. 6


 * Controlling a Panicked Horse (Reaction)


 * Presence + Ride vs. 6 + Wound Penalties on Horse


 * A falling horse:


 * Quickness + Ride + Stress Die - Encumbrance vs. 6

Failure means the horse lands on the rider. Rider takes 6 + Horse Size + Stress Die damage' and is pinned.