ighting
Clash Of The Titans
Armor
and Weapons Standards and Inspection
Rules Specific to Combat Archery
The Seven Battles of Panhandle Skirmishes
1)
Sir Cedric the Just of Dorchester.
Shall be Marshal-in-Charge of Panhandle
Skirmishes. The Kingdom of Meridies may designate their Earl Marshal and such
other warranted representatives to assist in
marshaling the battles. Other kingdoms represented are welcome
to supply appropriately qualified marshals
to assist. The Marshal-in-Charge has ultimate responsibility for
all combat related activities at this event. As these are friendly skirmishes,
we anticipate no need for a marshal's court.
However, Significant disputes will be solved, if possible, by a
consensus of the Kings of Meridies and
Trimaris. The King of Trimaris remains the final authority in marshallate
matters.
2)
All field marshals at Panhandle
Skirmishes shall operate under the supervision of Sir Cedric. The marshals for
each battle shall be appropriately designated and
equipped. No battle may begin without a sufficient
number of marshals to police the battle.
3)
No steel weapons may be carried on the field by anyone,
including marshals.
4)
The area for combat shall be clearly marked and pointed out to all
participants. For the safety of spectators, no engagement is
allowed outside the
designated area.
5)
The Marshal-in-Charge reserves the right to stop all combat
activities due to excessive heat,
dangerous weather, or any other safety concern. General Holds will be
called whenever major safety concerns arise.
Such holds may be initiated by the
marshals or by fighters who become aware of major safety issues. When a
General Hold is called, all fighters shall echo the hold, combat shall cease,
and fighters shall lower their weapons and drop to
their knees, if possible. There shall be no discussion of
tactics during the hold. Violation of this
rule may cause a fighter to be suspended for the day.
6)
Marshals may stop the fighting in
localized areas to move the fighters
away from a boundary or obstacle without calling a General
Hold. In such instances, fighters are
expected to cease hostilities,
follow the directions
of the marshal, and resume fighting when instructed.
7)
Marshals have the power and duty to remove any person
violating the rules of combat, including
those who fail to accept blows, those who are endangering safety, and those who
ignore instructions or the rules for the battle.
B)
Armor
and Weapons Standards and Inspection
1)
All Society for Creative
Anachronism armor standards will be enforced at
Panhandle Skirmishes. Fighters must meet the armor standards
of the kingdom for which they fight
(Trimaris or Meridies). In general, inspection of
armor will be done by the fighter's kingdom. Trimaris
inspectors will inspect Trimaris and those
who will fight for Trimaris; Meridies inspectors will inspect
Meridies and those who will fight for Meridies. All
weapons must meet the standards of the Kingdom of Trimaris.
2)
No fighter may participate in the
battles without passing armor
inspection. No weapon may be used if it has not been inspected.
Fighters should call the marshals' special
attention to any unusual weapon intended for use. Fighters must
present themselves for inspection by the posted
deadline for any battle with all of their equipment, their
authorization card, and their site token.
3)
Siege weapons WILL be allowed this
Panhandle Skirmishes. Scouts (with a
reduced armor requirement) are NOT allowed.
4)
Each kingdom should supply sufficient marshals to inspect
their own fighters by the posted deadline
for each battle. New fighters may
only be authorized in accordance with the
requirements of the fighter's
respective kingdom. Those passing
inspection will be marked with a helmet sticker, which
remains the property of the SCA/Panhandle Skirmishes, and
may not be marked or altered by
anyone except an authorized marshal.
1)
Maximum spear length is nine feet.
This will be enforced. Only rattan
and protruded linear fiberglass are allowed. Fiberglass spears
must have at least a three-inch
diameter-thrusting tip. The end of the shaft must be capped with a
schedule-40 PVC pipe cap to prevent the shaft from
penetrating the tip. Rattan spears must have at least a two-inch
thrusting tip. No fiberglass spears less
than seven feet. No counter
weights are allowed on spears, but sliders
are allowed.
2)
No laminated blades allowed.
3)
Butt spikes are only allowed on
pole arms. Spears must have thrusting tips
at least 3 inches in diameter. Poles and other two-handed
weapons must have tips at least 2 inches
in diameter. Single-handed
weapons can have in
line tips. The ends of weapons should be rounded to mimic the
circumference of the stick.
4)
No modern camouflage may be worn
while participating in the battles.
5)
All shields must have the edges
covered with hose or equivalent to prevent damage to
combatants or weapons.
6)
Shield edges may not have flexible
extensions or flaps that extend beyond
the rim or edge of the shield.
7)
No thrusting shields are allowed.
8)
No passive shields are allowed. If
the hand does not control the shield, it is
considered armor, and any good blow struck must be
taken.
9)
No hinge shields are allowed.
10)
Shields may be grounded. Only one
shield per person.
1)
All fighters are expected to remain
calm and control themselves at
all times, remembering that their opponents are honorable and
chivalrous. These are to remain friendly
skirmishes. We are all here to
have fun.
2)
No one may participate as a fighter
or marshal while under the influence
of alcohol, mind-altering drugs, controlled substances, or
prescription medications with a similar
effect.
3)
Use of excessive force is
prohibited!
4)
Thrusts to the face are allowed
head-on, touch only. Thrusts to the side, back or top
of the head do not count.
5)
Thrown weapons are allowed and may
be gleaned.
6)
There is no 90-degree limitation
for two-handed weapons.
7)
The body may not be used to grapple
an opponent, his shield, or weapon.
8)
If a fighter uses his hands to try
to steal a spear or grasp a weapon's
haft, the fighter's hands must be fully armored.
9)
An opponent that has fallen must be
allowed to regain a defensive
position before he is re-engaged. A fighter who has fallen may
not throw blows while his opponents are
allowing him to regain a defensive position.
10)
Striking from behind is forbidden.
11)
All helmets will be clearly marked
to denote the kingdom a fighter
represents. No fighter may change the helmet marking for the
purpose of deception. If a combatant is
questioned about his allegiance, he/she
is obliged to declare or be struck. It is
a dishonor to fight against a
comrade; even more so in the
friendly battles.
12)
It is each fighter's responsibility
to understand these combat rules.
Ignorance will not be an excuse.
1)
No more than four fighters shall
attack a single opponent. When a fighter
is part of a formed unit (as a shield wall) that is fighting
a similar unit, he may strike and be
struck by any opponent within range. If a breakthrough occurs, one
shot delivered in passing is allowed to the fighters
passing and being passed.
2)
Attacking an opponent from the rear
who is not aware of your presence is
strictly prohibited. It is unsafe and unchivalrous. The
opponent must be made aware of your
presence and intent by gaining
engagement before you strike him. Gaining
engagement is accomplished by establishing eye contact or
noticing that your opponent has acknowledged your presence
as a threat by nodding, taking a defensive stance, or turning
to face you. You may not strike while your
opponent is turning to engage.
You may not attack an opponent because he
seems to be ignoring your attempts
to engage. Deliberate refusal to engage is
grounds to be removed from the battle, as is deliberate striking
from behind without gaining engagement. Shouting
"I am not engaging you" constitutes yielding the fight, and the
one refusing to engage must leave the
field or face removal by the marshals.
3)
Local "holds" may occur,
wherein a marshal stops combat is a small
area to move the fighters away from a boundary or obstacle, etc.
Fighters may not re-engage until
instructed by the marshals to do so.
4)
The marshals will enforce these
rules. Our goals are safety and fun.
Remember that the marshals are the appointed representatives of
The Crown. Do what they say.
F)
Rules Specific to Combat
Archery
1)
Archers are subject to a ten-foot
rule of engagement. No arrow may be fired at a target
less than ten feet away.
2)
Arrows may not be gleaned.
3)
Archery shots must all be in-bound; that is, if the arrow
misses its mark, it should
not leave the field.
G)
The Seven Battles of
Panhandle Skirmishes
Between the battles
there will be warnings at ten minutes, five minutes and
one minute before the signal to lay on.
Except in the resurrection battle (Battle 7), no fighter may enter a battle if
not on the field and ready
when the lay on signal is given.
Battle
1: Friendship Battle 9:00 a.m. So that each king may show off
the strength and character of his chosen warriors to
those of his rival, the kings agree to let the armies be chosen by lot.
Trimarians will fight next to Meridians, not to see which can vanquish the
other, but to see which fight with greater skill and which
better demonstrate the qualities of honor,
valor, and chivalry.
Battle
2: Alliance Field Battle with Archery and Siege Equipment So
that each king may show the number and quality of his countrymen,
friends and allies,
each will bring his own men and all who declare to join him.
The fight will be to demonstrate skill in
archery, siege engineering and hand-to-hand combat, as well as
the knightly virtues on the field of battle.
The kingdoms, and those who declare to
fight for a kingdom, shall be
awarded a side
of the field. Thence, each side will have fifteen minutes to assume
their place and plan strategy. Fighting
shall begin at the signal, and
shall continue until the last man from one
side is defeated.
Battle
3: Alliance Field Battle, No Archery So that each king may
show the number and quality of his countrymen, friends
and allies, each will bring his own men
and all who declare to join him. The fight will be to demonstrate
skill in hand-to-hand combat, without the benefit of
archers' skill. Fighters
for each of the kingdoms shall take the opposite side of the field from which they started in Battle
2. Thence, each side will have fifteen minutes
to assume their place and plan strategy. Fighting shall begin at
the signal, and shall continue until the
last man from one side is
defeated.
Battle
4: Archer's Championship and Field Battle Let each king demonstrate his
strategic prowess, assuming armies of equal strength.
Bring on the archers and siege engineers to begin, and let them
lay on to each other until one side is
bereft of archers. Then, let the victorious archers and the
warriors from both sides take up the charge, until one side
emerges victorious.
Battle
5: Bridge Battle, with Archery and Siege Equipment The
sides for the first bridge battle will be determined by flip of a coin.
Their majesties will agree whether to
fight with allied warriors only or to even out the sides before the
battles begin. Each army will then take up positions at
opposite ends of the field. Archers shall stand in front,
behind marked lines. Engineers will man
their equipment from their side of the field. On the start signal,
archers and engineers shall take aim at their
opponents of the other side and fire until they die in battle or
exhaust their supply of ammunition. When
the last archer for one side or the other falls, it shall be the
signal for the remaining warriors to lay on. Those
victorious archers that are still alive and have arrows may
continue in the battle to aid their side.
Fighting shall continue until the
last man from one side is defeated.
Battle
6: Bridge Battle, with No Archery. The kings find themselves
across the dangerous moat from each other on an otherwise
lightly treed field. Three bridges span the moat, and are the
only means of passage, since Trimarian
dragons ply the depths of the moat. The kings with their army shall
try to gain the other side and utterly defeat the
other's army. On the real field, the kings agree, archers would
only have position to fire on the central
bridge. The
sides for the first bridge battle will be determined by flip of a coin.
Their majesties will agree whether to
fight with allied warriors only or to even out the
sides before the battles begin. Once the sides are
determined, each army
shall assume its position on one side of the stream. No fighter
may cross the stream, except on one of the
three bridges (marked with raised
platforms or hay bales). Archers from
either side may only fire toward the center bridge. The battle will
end when one army defeats the last fighter of the other
army.
Battle
7: Strategic Bridge Battle, with No Archery Now the kings must demonstrate
the commitment of their armies to defend them. Are they
willing to face individual defeat to save the life of their
king? With the three bridges still in
place as before, the armies take the opposite sides
of the field from battle 5. The army of each king shall try
to gain the other side and defeat the
enemy king, while defending their own king. As before, no fighter may
cross the stream, except on one of the three bridges
(marked with raised platforms or hay bales). Archers from
either side may only fire toward the
center bridge. The battle will end when one army defeats the king
commanding the other army.
Battle
8: Resurrection Battle with Three Standards and Archery
So that each king may demonstrate the
tenacity and stamina of his valiant fighters, a resurrection battle
will be held. Individuals defeated in battle may
make their way to the back of the field and be nursed back to
health, living to fight another day, as
long as their strength holds out. The fighters will contest for
three standards. A center, fixed standard is a great prize,
but each army must also defend its own standard on its side
of the field. Whichever army holds more of
the standards during the battle shall be the victor.
The sides for the resurrection battle will
be determined by flip of a coin. Their majesties will agree
whether to fight with allied warriors only or to even
out the sides before the battles begin. Once the sides are
determined, each army
shall assume position on its side of the field, with its
standard. Once planted,
the standard may not be moved for the duration of the battle.
Exactly 60 minutes later including holds,
the signal to end the battle will be given. Every 20 minutes the
Earl Marshal's from Trimaris and Meridies will determine
who is in control of each banner, by mutual consent. At the
end of the time period all fighters will
be resurrected, battle will be joined to the last man standing,
for final fun of the day.
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Thank you
Last Updated 9/17/2003