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      1. Conventions of Combat for Armored Combat
        1. Target Areas.
          1. Torso: All of the torso above the point of the hips including the shoulder blades and the area between the neck and shoulder will be considered part of the torso.
          2. Face: The area between the collarbones and the mid brow and between the side burns.
          3. Head: The whole head and the neck except the face (as defined above).
          4. Hips: Begin with a line even with the bottom of the groin up to the point of the hip.
          5. Thighs: The leg from one inch above the top of the knee up to a line even with the bottom of the groin.
          6. Shoulder: From the point of the shoulder down to a line even with the top of the underarm.
          7. Arms: From the shoulder to one inch above the wrist.
        2. Targeting.
          1. Blows landed outside the target areas need not be counted.
          2. A fighter may not intentionally strike areas outside the target areas.
          3. A fighter may not intentionally strike with the non-striking surface of a weapon (haft, hilt, etc.).
        3. Telling Blows.
          1. A blow that strikes a legal target area with telling force will be acknowledged.
          2. Telling force is determined by evaluating the blow against the SCA standard of fully armored.
          3. Fully armored is interpreted to mean wearing authentic medieval armor consisting of an open-faced helm and a fully riveted chain mail hauberk covering the torso, shoulders, and thighs. The arm and leg armor is covered by boiled leather armor. Blows that would incapacitate through this armor are telling blows.
          4. The exact force level necessary to meet this standard is determined by each fighter but must be within the normal range defined by all Atlantian fighters.
          5. Missile weapons must strike the same targets as thrusting weapons. But, any contact from a projectile is considered a telling blow.
          6. Blows striking a weapon or shield before striking a target will be considered a telling blow if the force of the blow after striking the intervening shield or weapon is sufficient to be a telling blow.
          7. Blows in which the weapon is dropped upon impact may be discounted.
          8. Blows in which a weapon strikes a combatant because it physically breaks upon striking the shield or defensive weapon need not be counted.
          9. Blows struck with the non-striking portion of the weapons shall not be counted (haft, hilt, etc.).
        4. Results of Telling Blows.
          1. Telling blows to the face, head, or torso are considered killing.
          2. Telling blows from a swung mace, great sword, or pole arm to the hip or shoulder are killing.
          3. All other blows are wounding blows.
          4. Projectiles have the same effect as thrusts.
          5. Thrusts to the head, outside of the face, are not telling blows and need not be counted.
        5. Death.
          1. After receiving a killing blow the fighter will cease throwing blows.
          2. After receiving a killing blow the fighter will fall to the ground or in some other way clearly indicate he has been defeated.
          3. In single combat the bout is ended after a killing blow (except double kills).
          4. When both fighters, in a one-on-one bout, are killed, they either fight the bout over starting from mutually unwounded conditions or, both take the bout as a loss, depending on the scenario.
        6. Wounds.
          1. Wounding blows to the shoulder or arm will cause the loss of the use of that arm.
          2. The wounded arm may not be used to block or throw blows.
          3. A second telling blow to that arm or shoulder will be a killing blow.
          4. Wounding blows to a thigh or hip will cause the fighter to fight from his knees.
          5. The fighter must keep one knee on the ground unless he hops.
          6. Hopping is allowed if the fighter puts no weight on the wounded limb.
          7. Hopping is frequently used to throw one blow after being dealt a wounding blow.
          8. This must be done without putting any weight on the wounded limb.
        7. Interruptions.
          1. Any blow started before any interruption of combat (such as death or a hold) will count as if they landed before the interruption.
        8. Starting Combat.
          1. Combat will be started when the marshals call lay-on.
          2. Except special scenarios fighters should start fights well out of range.
        9. Holds.
          1. Effect of a Hold
            1. All combatants must immediately cease throwing blows.
            2. They must stop moving about the field.
            3. Fighters should not drop their guard until all fighters have stopped throwing blows.
            4. Combatants may call Hold when any unsafe situation develops. For example, a fighter should call hold if his helm comes off.
          2. Calling a Hold
            1. In single combat, hold will be called when a fighter is not capable of defense. In single combat, defenseless is defined as having no weapons in hand.
            2. If a fighter falls, or if any portion of a hand, arm, or a part of the upper torso or head touches the ground the fighter is considered defenseless. A fighter who feels that he is not defenseless in any of the above conditions may ask the marshals not to call hold in a specific circumstance. If the marshal feels that the request would not create a dangerous situation he will not call hold in the specified situation.
        10. Use of Weapons.
          1. All weapons to be used in a particular bout of single combat will be declared to the opponent and the marshal before the fight.
          2. If an auxiliary weapon is carried in such a way as to prevent proper acknowledgment of a blow, any blow striking the weapon will be considered a telling blow to the area that would have been hit.
          3. Except for the proper use of a weapon, grasping, pushing, or striking an opponent is not allowed.
          4. Striking, pushing, or pressing an opponent's shield with a hand, weapon, or shield is allowed.
          5. If the opponent has an edged weapon, striking, pushing, or pressing an opponent's weapon's striking portion (regardless of the orientation of the edge) with any part of the body (for example grabbing a sword with the hand) is not allowed.
          6. Weapon strikes with excessive force are not allowed. Blows with force levels that significantly exceed that necessary to be a telling blow, and significantly increase the chance of substantial injury are blows with excessive force.
        11. Helms.
          1. If a fighter's helm comes off or their visor opens during combat, the fight will be stopped and combatant declared dead. The combatant may not fight again until some steps have been taken to prevent a recurrence of the problem. A marshal will inspect the helm before it is used again.
        12. Engagement. These rules apply to melee combat only. In one on one combat fighters are always considered to be engaged.
          1. A fighter may only attack opponents they are engaged with.
          2. To engage an opponent a fighter must establish eye contact and be in front of the opponent.
          3. A fighter may not attack an opponent that cannot see them.
          4. All fighters must attempt to engage all fighters who are attempting to engage them. The simplest way to meet this requirement is to back up until all those attempting to engage are in front of the fighter they are trying to engage.
          5. If a combatant is engaged and then turns their back, or if they are charging past an opponent, the opponent may throw one blow immediately after the combatant turns away.
          6. After that, contact has been broken and the combatant must be engaged again.
          7. A defenseless combatant may not be struck. In melees, defenseless is having no weapons and no shield in hand.
          8. An otherwise defenseless person who remains an active participant within a melee by actions such as staying in the line, grabbing spears or blocking enemy movement, etc. will not be considered defenseless and may be stuck.
        13. Melees. Individual battles may have their own particular rules and conventions besides those stated in this document as long as those rules do not conflict with any of the rules governing combat.
          1. No more than four fighters shall attack a single opponent.
          2. When a fighter is a member of a formed unit (like a shield wall) that is fighting another formed unit, they may strike and be struck by any opponent in that unit. If a breakthrough occurs in a segment of the unit, fighters in that segment may both attack and be attacked by passing opponents.
          3. A fighter who is struck a telling blow by someone on their side must acknowledge the blow.
          4. A hold will not be called for fighters who lose their weapon in melee.
      2. Conventions of Combat for Combat Archery
        1. The legal target area for projectile weapons shall be same as any thrusting weapon that is legal in a given scenario. Exception: At the discretion of the MIC, projectile strikes to the face may be made legal, even in scenarios where face thrusts are prohibited.
        2. Archers shall not fire at a combatant if the arrow/bolt cannot leave the bow before contact with the target. For rapier combat, crossbows shall not fire at a combatant at a range of less than 15 feet.
        3. On the cry of hold or when slain, all arrows will be unnocked, and crossbows will be uncocked.
        4. Any projectile that strikes a legal target area, unimpeded and point first, shall be considered as telling. Any projectile that is blocked, deflected, or which strikes in any manner other than point (or edge) first need not be counted.
        5. Any bow which is struck by a projectile or melee weapon shall be considered as broken and unusable until a qualified marshal inspects the bow. A qualified marshal is a warranted combat archery marshal or a warranted target archery marshal. This marshal may not be the active user of the bow needing inspection.
        6. Reserved
        7. For rapier combat, rapier conventions of combat are to be used.
        8. A combat archer (or any other combatant) may yield. If a combatant yields, then he should not be touched.
        9. Engagement with missile weapons: An archer need not have eye contact with an opponent in order to shoot at them, but should be able to see their face or the front of their body when targeting them. Inadvertent strikes in the back (such as when the target turns away after the missile is loosed, or when the missile strikes an unintended enemy or friendly target) still count if they are recognized, but it should be expected that, in some cases, the target may not realize they have been struck.
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