Chapter VI: Combat
Rounds & Turns
Combat in Marcherlands is turn-based, as in Chess, so that each player decides what his character does one after the other. However, though the players around the table are taking turns, it should not be imagined that the characters within the fantasy are doing likewise. Each minute of in-game time during a combat is divided into six, ten-second long rounds. Every combatant gets one turn per round, with all turns of a round understood to be happening simultaneously—or at least within a span of seconds rather than the minutes the players around the table spend resolving the various happenings of a given round. Movement speeds, rates-of-fire, and other such statistics are all numerated with the ten-second round in-mind.
Healing
Hit-points can be recovered by several means. The usual method is to treat one's wounds and rest for at least eight hours, restoring one hit-point per day of sufficient rest. Flesh wounds must be cleaned and bandaged, broken bones must be set, missiles must be dislodged from the body, medicines must be administered. Should one rest without first addressing one's injuries, one heals at a rate of one hit-point per week. One might also recover hit-points through magical or miraculous means, such as a cleric's laying on of hands. Certain herbal remedies can quicken the rate of hit-point regeneration, but, unlike magical healing, still require a period of rest.
Death
Upon being reduced to zero hit-points, one is considered incapacitated or unconscious–the narrative description of the condition contingent on the particulars of the injury dealt–and thus incapable of fighting or performing any other action. An incapacitated person must be given medical attention within ~one minute (six rounds)~ of being smitten or else die.
One can suffer an amount of negative damage (damage dealt in excess of one's total hit-points) equal to 1+1 per level over 1st, such that a character of 2nd level can be reduced to -2 damage without immediate death.
Movement
Every character has a numerated movement-speed, being the distance in feet one can move on one's turn. A character can move on his turn in addition to making an attack, or drinking a potion, or reloading an arquebus, and can spend some movement before taking an action and spend some movement thereafter. One can also move at twice one's listed speed, forgoing any other action. Of course, one can also elect not to move at all on one's turn. Unless otherwise stated, one climbs at half the rate one walks.
Surprise
Whenever one or both parties are unaware of the other’s presence, there is risk of surprise. Should such case arise, roll a six-sided die for each party concerned. On a roll of 1 or 2, the members of a party are surprised, and thus lose initiative. Should both parties be surprised, neither gains an advantage, and after a moment of confusion both roll for initiative as per usual.
Many things can affect the likelihood of surprise. Those carrying light or making much noise cannot catch others unawares. A failed attempt to force open a door negates any chance to surprise those on the other side. Conversely, striking under cover of darkness, attacking foes in their sleep or at supper, preparing a clever ambush, create opportunities to surprise one’s foes.
Some characters and monsters, due to their greater awareness, have a lesser risk of being surprised. When rolling to determine surprise, a party uses the most favourable chance among its members. For example, a ranger, surprised only on a roll of 1, represents his entire party in the determination of surprise.
Weapon Reach
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Weapon versus Armour
| Weapon | Gambeson | Buff-Coat | Maille | Brigandine | Plate |
|---|---|---|---|---|---|
| Axe | -- | -- | -- | -- | -1 |
| Blade | -1 | -1 | -2 | -2 | -3 |
| Bludgeon | -2 | -- | -- | -- | -- |
| Pick | -- | -- | -- | -- | -- |
| Spear | ? | ? | ? | ? | ? |
Combat Manœuvres
Hook
When wielding a polearm, one may attempt to hook one's opponent foot, thereby knocking him off his feet. To do so, one must succeed on an attack roll.
Half-Sword
One may take hold of an arming- or longsword, or rapier, by the blade with one hand in order to gain greater leverage. Half-swording confers a +2 bonus to parrying and to piercing damage, but precludes slashing.
Lunge
When wielding a piercing weapon, one may choose to make a lunging thrust, paying movement in order to do so. For every foot lunged, one gains a +1 bonus to damage, but also a -1 penalty to-hit, for a maximum modifier of +5/-5. A fighter of higher level cannot made additional attacks if commited to a lunge.
Murder-Stroke
By grasping a sword by the blade like a polearm, one may use it to deal bludgeoning damage. Armingswords, and longswords deal 1d4, and 1d6 bludgeoning damage respectively. Strength bonuses still apply, but bonuses peculiar to the sword do not.
Parry
One may forfeit one's turn in order to block an incoming attack. When parry one makes a to-hit roll, and if one's result is higher than the roll of the attacker, the blow is parried. Note that one can only parry with a sword, dagger, or polearm. When parrying a weapon other than another dagger, all daggers save parrying-daggers suffer a -3 penalty. If one rolls a natural 20 while parrying, one may follow-through with a free attack.
Weapons with a reach of ten feet or more can parry attacks in adjacent squares, thereby deflecting blows that would hit one's fellows.
Sweep
One may attempt to attack two foes within range by making a sweep at them. When rolling for to-hit and damage, one does not add any bonuses, unless said bonuses are conferred by the weapon itself (i.e., Elvish Sword versus orcs). Upon attaining fifth-level, one may target three foes with a sweep, and four foes upon attaining tenth-level. One cannot sweep with a knife or spear.