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THE MARSHAL'S HANDBOOK
1994 EDITION
Copyright @ 1985, 1989, 1992, 1994
by the Society for Creative Anachronism, Inc.
Copies may be made by members of the Society for Creative Anachronism,
Inc. for circulation to other members, so long as no changes are made and the copyright
statement is included.
CONTENTS
Introduction
Part I:
Paperwork
Part II:
Marshalling on the Field
Marshal-in-Charge of an Event
Equipment Inspections
Sample Equipment Inspection
Marshalling Single Combat
Marshalling Melees
Marshalling Wars
Marshalling Missile Combat
Marshalling Period Fencing
Combat Authorisation Guidelines
Sample Authorisation Procedure
Combat Injuries
Appendices:
1. Definitions
2. Combat Rules
The Rules of the Lists
Governing and Policy Decisions
Applications of the Rules of the Lists
Conventions of Combat of the SCA, Inc
Missile Combat Rules
Period Fencing Rules
3. Armour and Weapons Standards
Tournament and War Equipment
Missile Combat Equipment
Fencing Equipment
Experimental weapons and materials
4. Resolution of Grievances
5. Sanctions
Diagrams
INTRODUCTION
Over the past quarter of a century, the SCA's form of combat, armour, and weapons have
evolved as we have tried to recreate the honour and chivalry that should have existed on
the medieval battle field. Just as the combat style, armour and weapons have evolved, so
have the rules that govern them. The basis for SCA combat rules and regulations are the
Rules of the Lists and may be found in Corpora. This basic set of rules is supplemented by
Governing and Polity Decisions of the Board of Directors Conventions of Combat of the SCA,
and the numerous rules, regulations and conventions practised in the various Kingdoms.
The Rules and Standards outlined in this handbook are the minimum rules and standards
acceptable for SCA combat. It is the prerogative of the individual Kingdoms to add to
these basic standards to establish more rigid standards where warranted by necessity, or
by Kingdom practice or accepted convention. You as a fighter or marshal should become
familiar with the additional rules and standards of your Kingdom.
These Rules and Standards have been revised by various Society Marshals, who have tried
to make them as clear and accurate as possible. These rules and standards, combined with
the additional Kingdom rules and standards, are intended to promote safety on the field.
However, rules and standards, no matter how clear or accurate, cannot replace common
sense, good judgement, and concern for the safety of all participants in promoting safety
on the field. If a question arises when applying these standards, always choose the answer
that promotes the greatest degree of safety for all participants.
Lawrence of Ashana
Marshal of the Society
Fall, A.S. XXVI
Part I:
Paperwork
Most people join the Marshallate because they are interested in fighting, not
paperwork. But a little bit of paperwork is necessary. We put it at the beginning, so you
can see just how little. You need to do the following:
If you are a member of the Marshallate, but not the Knight Marshal of a branch, nor the
Marshal-in-Charge1 at an event:
Whatever your Kingdom requires to get you warranted (probably a one-time effort)1,
Reports on what you personally observed of any incident during or related to combat,
which the Marshal-in-Charge was required to report on,
Otherwise, NOTHING. (Wasn't that easy?)
If you are the Marshal-in-Charge of an event:
Whatever your Kingdom requires to get you warranted (probably a one-time effort),
A brief report on the event, including any incidents in which
- someone was injured,
- a fighter had to be disciplined (see also Appendix 5 on Sanctions).
This should go to the Principality Knight Marshal or the Kingdom Earl
Marshal. (It should not go to the Marshal of the Society!)
Any other reports that the Earl Marshal of your Kingdom requires. (If you do not know,
write and ask him what he will want before the event --- it is a lot easier that way.)
1 it is relatively common for a Marshal-in-Charge to draft anyone he feels is competent
to serve as field marshals during an event. Whether these individuals are warranted
marshals is a matter of Kingdom choice. The advantage of being a warranted marshal is that
you are thereby an official of the corporation, which gives you certain legal protection
from suits (if any) arising out of your actions as a marshal. Since the Society and its
officers have never faced a suit over fighting on the field, this may not seem critical,
but it is worth thinking about.
If you are the Knight Marshal2 if a Branch:
Whatever your Kingdom requires to get you warranted (probably a
one-time effort),
Regular reports on the state of fighting in your branch. If there are subsidiary
branches (i.e. you are in a Barony with Cantons, a Province with Ridings, or a
Principality) this includes summarising the reports that you get from them. Ask your
immediate superior how often you need to do this.
Any other reports that the Earl Marshal of your Kingdom requires. (If you do not know,
write and ask him what he will want before the event --- it is a lot easier that way.)
If you are the Earl Marshal of a Kingdom:
An agreement to serve as Earl Marshal (a one-time effort which gets
you a warrant in return).
At least quarterly, let the Society Marshal know that you are still alive and in
office. While you are at it, tell him about the state of fighting in your Kingdom. (If you
are required to make a similar report to the Crown, a copy to the Marshal is sufficient.)
If disciplinary action that extends beyond the bounds of a single event is being taken
against a fighter in your Kingdom (e.g. authorisations suspended or revoked, Courts of
Chivalry), a brief account of what was done, to whom, and why. (If more information is
needed, for example because of an appeal of the action, the Marshal will let you know.)
Either individual warrants must be provided for each member of the Marshallate in your
Kingdom, or a roster must be maintained. (Information on the roster system may be obtained
from your Kingdom Seneschal if you do not have it.) This task may be partially delegated
to the Knight Marshals of the Principalities within your Kingdom, if any.
Answer correspondence from the Knight Marshals of your Kingdom.
If you are Marshal of the Society:
At least quarterly, report to the Steward (and thence to the Board) on
the state of the Marshallate.
Provide warrants for the Earl Marshals as they are appointed.
Answer correspondence from the Earl Marshals.
2 The term "Knight Marshall" applies to the marshal of a branch, regardless
of whether you are a belted fighter, or even whether you are an authorised fighter at all.
Thus does history sow confusion for us all.
Part II:
Marshalling on the Field
There are three near-equal priorities in marshalling: safety, fair witness, and
showmanship. Over-emphasising any one at the expense of the others will tend to make the
fighting less enjoyable for everyone (though if you must go overboard on one, pick
safety).
Being Marshal-in-Charge
As Marshal-in-Charge, you are responsible for organising the marshalling.
This does not mean that you have to do it all yourself. You do need to
Check that the field can be safely fought upon. Preferably, check the site before it is
reserved for the event. Can someone in armour, with restricted vision, cross it safely
(i.e. without injury; tripping being an inherent hazard of combat in rough terrain)? At
minimum, check at the beginning of the day to see if there are holes, soft spots, rocks,
etc. If they are serious and cannot be worked around, move the fighting somewhere else.
Arrange for equipment inspection. (This is covered in detail below.)
Arrange for marshals for all of the combat. That means an absolute minimum of one
marshal per single combat (preferably two or three), and enough marshals for group combats
(melees and war battles) to both surround the fighting (to keep an eye on the boundaries)
and keep most of the fights under general surveillance (for things like armour falling
off, broken weapons, etc.). (If volunteers seem to be in short supply, point out to the
fighters that they do not get to start until sufficient marshals are available.)
When it is all over, write up a report on the event (see the Paperwork section above).
Equipment Inspections
At each event, the Marshal-in-Charge must arrange for the inspection of all of the
equipment in use in combat (armour and weapons). This in no way relieves the individual
combatants of their responsibility for following the Equipment Standards (Appendix 3).
Rather, it is intended to provide a second pair of eyes (hopefully at least a little more
experienced, but not necessarily) and an outside point of view. A reminder: Equipment
which was perfectly serviceable at the beginning of the previous event may well have
broken since. And even the most experienced fighters occasionally forget some piece of
armour or another.
The inspection outlined below is merely by way of example. (For purposes of
illustration, it is for regular SCA combat, without missile weapons.) It necessarily does
not include checks for additional requirements which your Kingdom may have added. Until
you have done it so many times that it becomes redundant, a check list might be helpful as
you do the inspection. (In addition, as noted in the section on marshalling combat, a
quick visual check of the combatants just before the start of an individual combat or
battle is also a good idea.)
A Sample Equipment Inspection
All of this is based on the Equipment Standards given in the Appendices. You should be
familiar with them, as well as with any other requirements which your Kingdom may have
instituted. The fact that one of the requirements is not mentioned on this check list does
not mean that you should not notice If it has not been met.
Armour inspection must be done with all of the armour on the body of the fighter who is
going to wear it. It is not otherwise possible to get an accurate idea of what is covered
and what is not, nor of where gaps may occur as the combatant moves.
of the
Before you start, remind yourself that armour is hot, not to mention heavy. if the
weather is hot, try to find some shade in which to hold the inspection, or at least for
the fighters to stand in while waiting to be inspected. (Similar reasoning applies in case
of rain, freezing cold, or other inclement weather. Just because it is possible to fight,
does not mean that it is pleasant or desirable to stand around in it during inspections.)
Armour
1. Leg Armour: Check that the front and sides of the knee are covered. Have the
fighter flex his knees (either a deep knee bend or one knee at a time) and see that the
knee remains covered and that the articulation (if any) does not gap. Check for sharp
edges, broken or missing rivets, or other signs that the equipment is falling apart.
2. Groin: ASK a male fighter if he remembered his cup. Do not knee someone in
the groin to check.
3. Kidneys: Check for kidney armour. (Kidneys are normally in the back, at the
bottom of the ribs, but the armour should also extend around to the sides.)
4. Elbows: Check that the point and sides of each elbow are covered. Have the
fighter flex his elbows and see that the elbow remains covered and that the articulation
(if any) does not gap. Check for sharp edges, broken or missing rivets, or other signs
that the equipment is falling apart.
5. Hands and Wrists: Check the gauntlet and/or basket hilt. Look to see if the
gauntlet will pinch the hand if it is hit. Check for sharp edges, broken or missing
rivets, or other signs that the equipment is falling apart.
6. Neck and Head: Check that the neck is covered. Check the face plate and eye
slots (a 1" dowel is a quick way to check and hard to argue with) both for size of
openings and to be sure that it is firmly secured in place.
Put your hand on the front of the helm, and have the fighter push
against it. See that his face does not hit the face plate. (A gentle touch of the tip
of the nose at maximum pressure may not be desirable but is not necessarily grounds for
rejecting the helm.) Repeat with the sides and back of the helm. Have the fighter turn his
head toward his shield side --- see that his neck is still not exposed. Have the fighter
tilt his chin up as far as possible and check the neck again (this is intended to simulate
the position he might be in if he had just taken a blow high up on the front of the helm).
If you can reach in (with your fist, or the dowel that you used to check the face
openings) and touch bare throat, some improvements are in order before the fighting
starts. Chin down as far as possible and repeat for the back of the neck. Lift gently on
the front of the face-plate, to make sure that the helmet does not rotate easily to expose
the face or throat. After making sure that the fighter does not have his tongue between
his teeth, test the chin strap (or equivalent) by lifting up sharply on both sides of the
helm. It should not rise up so far as to expose the head or neck.
Check for sharp edges, broken or missing rivets, or other signs that the equipment is
falling apart.
7. Shield: Check the rim for exposed sharp edges. (For this purpose, a 90 angle
is a sharp edge.) Check the rest of the shield for sharp edges, broken or missing rivets,
or other signs that It is falling apart.
Weapons
The primary test is safety. If you, as marshal do not believe that the weapon is safe
(i.e. if you would not be willing to face it), do not let it be used on the field.
In all cases, when in doubt ask the prospective user if he would be willing to fight
against the weapon. If not, it may not be used regardless of whether it meets all other
requirements.
1. Swords: Check that they meet the minimum diameter (1 1/4 inch or 33 mm). A 1
1/4 inch (33 mm) no-go gauge will speed this up enormously. Check that the ends are taped,
and that there are no exposed cuts in the rattan. Check the quillons or basket hilts for
sharp edges, broken or missing rivets, or other signs that they are coming apart. Check
the wrist strap or other means that is being used to keep the sword from flying away (see
Appendix 3 on Weapons Standards).
2. Thrusting Tips: Check that they have the minimum cross section. Push on the
end to verify the required amount of resilient give.
3. Mass Weapons: Check the padding for give. Check the wrist strap. Consider the
total mass of the weapon. (See comments above about weapons in general.)
4. Pole Weapons: Check the thrusting tips, if any. Check the padding for give.
Consider the total mass of the weapon. (See the comments above about weapons in general.)
Check that the weapon meets the relevant length restrictions.
Marshalling Single Combat
At minimum, there must be one marshal for a single combat. Two or three will be able to
see more of the fight. Four or more will get in each others way, and block the view from
the side lines, without providing noticeably better marshalling.
As noted earlier, marshalling has three parts of nearly equal importance: safety, fair
witness, and showmanship. Excessive concern for any of these, to the neglect of the other
two, will make fighting less enjoyable for all concerned. While these concerns apply to
all marshalling, they are most detailed and balanced in single combat.
Safety:
The field itself can cause safety problems. Before you begin, look over the area where
the fighting will take place. Look particularly for large holes, soft spots, and rocks.
(The fighters will generally accept small holes, rocks, etc. as part of the background.)
Once the fight starts, you will want to try to keep it away from these areas. If the
hazards are serious, move the fight.
As the fighters come out onto the field, take a quick look to see that they have
remembered all of their armour --- especially elbow, neck and hand armour. These are the
likeliest to be removed and then forgotten. This should not take any time at all; it is
not a full inspection nor an attempt to catch some idiot who is trying to play silly games
with the rules --- just a quick double check to help someone who may be distracted by the
excitement of the day.
Once the fight is started, watch particularly for breakage: broken armour, broken
tempers, broken people (i.e. injuries), broken boundaries (outsiders, especially small
children and pets, do not always realise that they are supposed to stay off of the field
during combat). If something breaks, first off shout "Hold!" --- several times,
if necessary. (Fortunately, most fighters will hear and respond to a cry of
"Hold!", even when they won't notice their own names). If the first cry of
"Hold!" does not cause the fighters to stop, get in between the fighters (or
between the fighters and whoever has wandered onto the field) and block the weapons with
your staff until the fighting does stop. (Keep yelling "Hold!" while you do ---
eventually they may notice.) That is why marshals routinely carry staffs on the field.
Bear in mind that the various Kingdoms have somewhat differing traditions as to how
much the marshal should intrude himself into a fight. On one extreme, some Kingdoms expect
the marshal to keep his opinions to himself except in the case of clear and immediate
safety hazards. At the other extreme, some Kingdoms expect the marshal to volunteer advice
any time he thinks the fighters might possibly have a question about a blow. If you are
new to marshalling, or merely new to the Kingdom you are in, try to find out where in this
spectrum your Kingdom falls --- it will make a difference in how you act and, perhaps more
important, it will make a major difference in what the fighters expect of you.
Witness:
You are expected to be an impartial witness to exactly what you saw happen during the
fight . . . and to keep your mouth shut about it unless a safety hazard occurs or you are
asked by the fighters. Ideally, be able to describe the last 3-4 blows on your side of the
fight: where they started, their angle of approach, how they were blocked or where they
landed. (Do not be afraid to say "I don't know" if you were looking at one part
of the fight when something (perhaps) happened in another part.) Do not try to impose your
view unless you see what appear to be major and repeated problems. Leave the blow counting
to the participants unless you see dents forming in armour; usually, they have a much
clearer perspective than the marshals.
If the fighters do ask you what happened (or you feel compelled to volunteer) try to do
so tactfully. Prefacing your statements with "It looked to me like . . ." or
"It appeared . . ." is preferable to a dogmatic assertion of what happened.
Similarly, it is preferable to ask "Was that dent in your helm before?" rather
than saying "That blow put a 6 inch dent in the side of your helm" --- the
latter may be 100% accurate, but It is unnecessarily antagonistic to someone who may
honestly have thought the blow too light (because most of its energy was absorbed in
bending metal).
How to Watch a Fight:
In order to be able to answer as accurately as possible, you need as clear a view as
possible. This means being close to the fight. You need to strike a balance between
getting closer to see better, and staying back out of range of the blows yourself. Just
what the appropriate distance is for you will depend on your level of experience with
fighting, i.e. how well you can judge what the range of the weapons is and whether you are
in or near it. In general, for single combat 20 yards is too far and 2 yards is too close.
In the absence of a better Idea, consider 5 yards for weapons less than 3 1/2 feet in
length, and 8 yards if either combatant has a longer weapon. Try to keep moving so that
the combatants are roughly centred between you and the other marshals for the fight.
Showmanship:
Keep an eye on the audience. SCA combat is a spectator sport just as medieval
tournaments were. (A spectator sport for members of the Society and our guests, but a
spectator sport none the less.) Your part of the show is to keep things moving and avoid
blocking the view from the sidelines more than unavoidable. This means fast pre-fight
checks and announcements, a minimum of holds and discussions during the fight, and a
strenuous effort to stay out of the way and keep moving. (If it's cold, wear several
layers of tunics and move even more; one man in a cloak can cut off the view from a whole
pavilion, or even two.)
Marshalling Melees
When marshalling a melee, the witness function is necessarily relegated to a very low
priority. (It is not that it is unimportant, just that it is impossible for a handful of
marshals to be accurate witnesses to the details of a couple of dozen separate combats.)
You should have a minimum of 3 marshals for the first 20 fighters, plus one additional
marshal for each 15 fighters up to a total of 500 fighters and 35 marshals. If you have
more than 500 fighters (actually, if you have more than 50 fighters) you should have an
experienced Marshal-in-Charge and a sizeable fraction of experienced marshals. It is
preferable to have more marshals for free-for-all melees.
The marshals should station themselves around the edges of the fight. This allows
control of the borders at the same time as they see as much of the fighting as possible in
one glance. It also keeps them from having a fight run into them from behind. Be careful
that you do not get so interested in the part of the fight in front of you that you forget
about another part which is moving around behind. As always, keep moving and stay close
enough to spot safety problems.
In very large melees it may be desirable to have some of the marshals in the middle of
the field, in addition to those around the edge. If you are one of these, be especially
aware of fighters who may be coming up behind you (or who you may be backing into).
Marshalling Wars
Before the War:
1. The general rules under which the war will be conducted, compromises between
conflicting Kingdoms' standards, and the Tactical Limits for each planned battle should be
negotiated and agreed to in writing in advance by the authorised representatives of all
belligerent groups involved. The rules and Tactical Limits should be published in the
appropriate newsletters. For intra-Kingdom wars, notices should be placed also in the
local newsletters of the groups involved. In addition, copies of all of the rules and
agreements should be available on-site, as a handout for people who do not receive (or do
not read) the newsletters.
2. Each side in a battle should provide a reasonable number of trained and experienced
marshals. If not enough marshals are available, the sides should arrange for a draft from
their armies.
3. All marshals should be separately briefed prior to the meetings of all participants.
(They should also attend the group briefing.) Emphasis at this briefing should be on
enforcing the rules and Tactical Limits for each battle, and to preventing accidents that
could arise from hazards related to the Tactical Limits and to the actual terrain.
4. All participants should gather to have the rules and the Tactical Limits explained
to them. Their questions should be answered by the autocrats and the marshals. If the
Tactical Limits vary radically from battle to battle, this procedure should be repeated
for each battle.
5. Equipment inspection must take place before combat starts, with particular emphasis
on any modifications which have been made in making compromises between conflicting
Kingdom standards.
Marshalling the War:
1. A supervising marshal (Marshal-in-Charge) should be chosen for each war (and
possibly for each battle, if the Marshal-in-Charge for the war is fighting in the
battles). He shall be responsible for the activities of the marshals in his charge. If
possible, the Marshal in-Charge should not be a member of one of the belligerent groups.
The Marshal-in-Charge for a particular battle may not participate in the battle as a
combatant.
2. When "Hold!" is called, all fighting shall cease. The fighters shall drop
to one knee (if possible) where they stand. Conversations relating to the conduct of the
battle are not permitted between combatants. Changes of position/location are not
permitted, unless ordered by a marshal. If movement away from a boundary or hazard is
necessary, the fighters shall maintain their relative positions and distances.
To end a "Hold!", the Marshal-in-Charge will call "All Rise!";3
when the combatants have resumed their feet, the Marshal-in-Charge will call "Lay
On!" to signal the resumption of the fight.
3. "Hold!" will normally be called only for broken armour, broken tempers,
broken people (injuries), or broken boundaries (outsiders wandering on to the field or
fighters about to wander off it), or to enforce the rules and Tactical Limits.
4. "Hold!" should not be called for dropped weapons, fighters who have
slipped and fallen (unless they are in danger of injury), or the near approach of a
fighter to a boundary where there are no spectators (nor any natural hazards, such as
cliffs).
5. Marshals have the pre-emptory authority to remove from combat and from the field any
combatant who violates the rules or Tactical Limits, or who performs any unsafe or
dishonourable act. Such removal may only be discussed during the battle if the marshal
permits it. The marshals ruling may be appealed to the Marshal-in-Charge.
6. Marshals have the authority to regulate the movement of non-combatants on the field,
and to control the location of spectators.
7. In the event of an emergency, such as an injury, the marshals shall cooperate with
the authorised persons responding to the emergency, and keep the area clear of would-be
spectators.
3 It is often useful to have one side rise, and then the other. This makes it easier to
tell if there are enough left on both sides for the fight to be worth continuing.
Marshalling Missile Combat
1. All equipment inspection must take place before combat starts.
2. Missile combat, especially archery, shall not be conducted within enclosed areas
(such as Tournament Lists) or where spectators are in close proximity to the field
boundary.
3. The Marshal in Charge shall be responsible for establishing a safe area for
spectators and non-combatants. The Marshal in Charge shall warn all spectators of the
danger of missile weapons prior to the start of combat. He shall attempt to minimise the
risk to all spectators, participants, and bystanders as much as is possible given the
constraints of the site.
4. Where missile combat is to take place, a readily identifiable boundary for the
combat shall be established. All spectators shall be at least 40 yards beyond this line
unless the Marshal-in-Charge determines that a lesser distance will be adequate.
5. Any combatant who crosses the boundary of a spectator's area must cease fighting and
should be treated as specified in the rules or Tactical Limits for "routed
fighters." Any combatant who crosses such a boundary and then discharges a missile or
endangers a spectator will be ejected from the battle and may be ejected from the event or
subject to other sanctions.
6. Rules for capturing/slaying missile combatants shall combine fairness and realism
with safety. A minimal set is given in Appendix 2.
7. Marshals should pay special attention to tactfully telling fighters of arrow strikes
that they fail to feel, to enforcement of the capture/ slaying rules, and to strictly
enforcing the rules above concerning crossing boundaries.
8. It is strongly recommended that non-combatants wear eye protection which is
sufficient to protect against the combat arrows in use. It is recommended that Marshals
also wear groin and kidney protection. Non-combatants will bear conspicuous insignia which
identify their non-combatant status (usually the arms of their office). Marshals are also
urged to wear marshal's tabards, or carry a clearly marked marshalling staff.
Marshalling Period Fencing
Rapier Combat and standard SCA combat are sufficiently different that competence in one
style does not automatically mean competence in the other. Therefore, separate warrants
and authorisations are necessary.
Because of the nature of the weapons used, marshals and fighters should pay special
attention to missing tips or broken blades.
When cloaks are used by either fighter, "HOLD" should be called if the cloak
becomes tangled about the head or face of either fighter, or about one of the weapons. It
need not be called if the cloak is merely worrying, the face or deflecting a weapon
(assuming that the Kingdom rules allow use of the cloak for more than simple blocking or
deflection).
COMBAT AUTHORISATION GUIDELINES
A. GENERAL:
All persons who wish to participate in SCA combat activities must authorise under the
Society and Kingdom of residence authorisation procedures. SCA combat activities are
defined as armoured combat, period fencing, combat archery, marshalling, scouting, and
banner bearing in combat. Other activities clearly falling within the scope above are also
considered combat-related activities.
1. Each kingdom shall establish a procedure for authorising combatants for
participation in SCA combat-related activities. These procedures shall verify the
candidate is familiar with the following:
a. Rules of the List of the SCA
b. The Armour and Weapon standards of the SCA
c. The Conventions of Combat for the SCA
d. Kingdom of residence specific Conventions of Combat
e. Kingdom of residence specific Armour and Weapon Standards
In addition to the above requirements the candidate must demonstrate that he/she is
able to function on the field in a manner that is safe both to himself/herself and his/her
opponent.
2. Only a warranted or rostered Authorised Marshal may perform an Authorisation. This
Marshal must witness the Authorisation and must execute the appropriate paperwork to
insure the authorisation is registered with the appropriate Kingdom Official.
3. Authorisation shall be registered with and kept on file by the Minister of the Lists
or other designated official of each kingdom. This office shall be responsible for keeping
properly completed waivers and issuing combat authorisation cards. In addition to
maintaining the registration of authorisations, this office shall provide the Earl Marshal
with a list of all current Authorisation Cards upon request.
4. No authorisation card may be issued until a properly completed Waiver and informed
Consent to Participate in SCA Combat-Related Activities is filed with the kingdom.
5. Waivers for SCA combat related activities shall be kept on file for seven (7) years.
6. Combat authorisations may be issued for a period of up to, but not exceeding, two
(2) years.
7. Authorisation cards shall not be issued to persons residing in other kingdoms unless
such persons are defined as subjects of the issuing kingdom by specific royal treaty.
8. Kingdoms may define such additional types of authorisations requirements such as
weapon forms, field marshals, and missile combat marshals, as they deem necessary.
9. Valid authorisation cards shall be accepted outside the issuing kingdom, as proof of
authorisation. (Kingdoms may define additional requirements before renewing an
authorisation card for a person who has moved into that kingdom from another kingdom.)
10. Any kingdom may revoke the authorisation card of any other kingdom for just and
stated cause. (see APPENDIX 4, page 52 and APPENDIX 5, page 56 for additional information)
B. NON-CONTACT AUTHORISATIONS:
1. Each kingdom which allows Non-Contact participants (Scouts, Non-Contact Archers,
Banner-Bearers, et cetera) in SCA Combat-Related Activities shall establish a procedure
for authorising non-contact participants in SCA combat-related activities. These
procedures shall verify that in addition to the General Requirements the candidate is
familiar with the following:
a. All safety requirements applicable to himself/herself and his/her opponent.
b. How he/she can be "killed".
2. The candidate should demonstrate under combat conditions how to die safely.
C. MINOR AUTHORISATION:
Minors (14 to 18) may authorise with these additional requirements:
a. No person below the age of sixteen (16) may be authorised in armoured combat or the
marshalling of armoured combat. No person below the age of fourteen (14) may be authorised
for any form of SCA combat-related activity.
b. The parents or guardians of the minor must witness SCA Combat, discuss with a
witnessing marshal how it relates to the participation of their child, and execute a
"Minor's Waiver and Informed Consent to Participate in SCA Combat-Related
Activities". The witnessing Marshal must countersign the waiver.
c. The Earl Marshal, the Principality Marshal, or a designated Deputy must be the one
to authorise the minor for SCA Combat-Related Activities.
d. At any event in which the minor is involved in SCA Combat-Related Activities the
minor must either have a parent or guardian present, or must be in possession of a
properly-executed "Medical Authorisation Form for Minors" designating some adult
present at the event as able to authorise medical treatment in the case of an emergency.
D. MARSHALS:
1. A Marshal may be authorised after he/she demonstrates the ability to oversee combat,
judge a fighter's authorisation, and inspect weapons and armour. Unless he/she is
warranted or rostered by the Earl Marshal as an officer of the kingdom, however, he/she
may not be the Marshal-in-Charge of an event, or sign the paperwork to authorise a fighter
or non-contact participant.
2. Kingdoms may have other types of Marshals other than Authorised Marshals (local
Knight Marshals, Constables et cetera) as they see fit. These individuals may be warranted
or rostered by the Earl Marshal of the kingdom. However, unless the marshal has undergone
a Marshall's Authorisation, he/she should not give final approval of the suitability of
weapons or armour, or be involved in the authorisation of participants.
3. Only the Earl Marshal or one of his/her Deputies may perform a Marshall's
Authorisation. He/She must witness the authorisation and execute the appropriate paperwork
to insure the authorisation is registered. As a minimum a Marshall's Authorisation shall
include the following:
a. The candidate must have a good working knowledge of the "Rules of the
Lists", the Society "Conventions of Combat" and any additional Kingdom
rules or conventions.
b. The candidate must be willing to enforce the "Rules of the Lists", the
Society "Conventions of Combat" and any additional Kingdom rules or conventions.
c. The candidate must have a good working knowledge of the Society minimum Armour and
Weapon standards and any additional Kingdom Armour and Weapon standards.
d. The candidate must demonstrate the ability to conduct an Armour and Weapons for use
in combat.
e. The candidate must demonstrate the ability to conduct an for Combatants and
Non-Contact participants.
f. The candidate must demonstrate the ability to safely control SCA Combat, whether
this be single combat, team combat, general melee, or part of a war environment.
SAMPLE AUTHORISATION PROCEDURE
This sample authorisation is for a heavy weapons fighter. This procedure may be used as
is by a kingdom or it may be modified as required to reflect the differences in culture
and convention. This authorisation procedure requires a member of the Chivalry (to act as
a witness and provide a second opinion), a warranted Authorised Marshal, and an
experienced authorised fighter be present. This outline is general and does not deal with
the specifics of armour and weapon rules, since these rules are changed as the need
arises. The warranted Authorised Marshal will be trained in the specifics as they change.
1. Prior to authorising the candidate and the authorising marshal will properly
complete a Waiver for SCA Combat-related Activities (THE WAIVER FOR SCA COMBAT-RELATED
ACTIVITIES IS THE THE SAME AS THE GENERAL MEMBERSHIP WAIVER).
2. The persons conducting the authorisation must verify that the candidate is familiar
with the Rules of the Lists and the current rules that specifically govern within the
kingdom of residence.
3. The candidate must present himself/herself on the field in armour for inspection.
The armour must be inspected on the body and must pass the current armour requirements for
combat. This inspection must be complete and exacting and any deficiencies must be
permanently corrected before the person may authorise.
4. Both the experienced authorised fighter and the candidate should be armed with sword
and shield or weapon that is being authorised in, if separate weapon authorisation is
required by the kingdom. (The Earl Marshal may permit a substitute weapons system.)
5. For the first few minutes of the bout for authorisation, the prospective fighter and
his experienced opponent shall fight at 1/2 to 3/4 speed and verbally acknowledge all
blows landed.
During this phase of the authorisation the marshal and Chivalry should get an
Impression of the new fighter's style, technique, ability to call blows, and the ability
to defend himself/herself. If this portion of the authorisation is not satisfactorily
completed the authorisation procedure shall be stopped. The candidate shall be told of the
problems observed and instructed as to how to correct the problems.
6. If the first portion of the bout has progressed satisfactorily, then the combatants
will be told to fight a Lists type of combat, counting blows until one is defeated.
During this phase the Marshal and Chivalry should observe the new fighter's control,
reaction to blows, and ability to cope with pressure.
7. The Marshal, the Chivalry, and the authorised fighter shall confer to decide If the
new fighter exhibits adequate performance in the minimum criteria for authorisation listed
below:
A. Does he know and apply the Rules of the Lists and the Conventions of Combat?
B. Does he exhibit safe behaviour on the field, both for himself and for others?
C. How does he react to pressure? Does he fight back, or does he get disoriented and
confused?
D. Can he defend himself?
E. Is he able to feel and judge blows, both those he receives and those he gives?
8. If the Marshal, Chivalry and experienced fighter agree that the new fighter meets
these requirements for authorisation, the Marshal will notify the fighter that he is
authorised. The fighter and marshal will properly complete any paperwork required by the
kingdom in addition to the previously completed Waiver for SCA Combat-Related Activities.
(THE WAIVER FOR SCA COMBAT-RELATED ACTIVITIES IS ELT THE SAME AS THE GENERAL MEMBERSHIP
WAIVER) The fighter will send these properly completed forms to the kingdom official
responsible for issuing authorisation cards. Upon receipt of these properly completed
forms, an authorisation card will be issued.
(The fighter should be issued a temporary card or keep a copy of the authorisation form
and waiver if he intends to fight prior to receiving his authorisation card. The card
should be received within one month. If the card is not received the fighter should
contact the authorisation official and forward any information or paperwork required.)
COMBAT INJURIES
The following text (i.e. the section on Combat injuries) is the joint policy statement
on the procedures and protocol for treating injuries which occur in combat areas. This
policy is promulgated by both the Chirurgeon General and the Marshal of the Society; it is
also included in the Chirurgeons Handbook.
I. GENERAL:
It should always be remembered that when an injury occurs on the field the primary
concern is getting to and assisting the injured party. Second to this objective, but no
less Important, is the safety of persons entering the field to help and the well-being of
anyone already on the field. (For example, fighters standing around in armour in the sun
could be subject to heat problems.) The marshals and chirurgeons shall work together to
assist the injured and promote the safety and well-being of all parties on the field.
II. When An injury is Suspected On The Field
A. No Chirurgeon shall enter the combat area until summoned by a marshal.
B. In the event of any suspected injury on the field, the marshal should halt all
fighting in the area and determine if a chirurgeon is needed. The hold may be a
"local hold" as long as the safety of the injured person may be maintained.
C. Once the chirurgeon is summoned to the field, he/she should determine the extent of
the problem and apprise the marshal of this status, consistent with the ethical
constraints of patient confidentiality.
D. A marshal should call for a chirurgeon if he or she suspects that a participant is
experiencing more than momentary distress. it is an extremely serious matter to delay the
application of first aid when it is needed, and marshals who ignore injuries may be
subject to revocation of their authorisation to supervise combat-related activities. See
paragraph IV (below.)
III. Procedures For Treating injuries On The Field
A. Once on the field, the Chirurgeon will determine if the injury can be tended to
"in place" or if the injured party can be removed from the field and then given
attention.
B. No conscious person will be forced to accept treatment without his or her consent.
C. Fighting cannot resume until the injured participant can continue, is removed from
the field, or the provisions in paragraph E. below are met.
D. The Chirurgeon is responsible for the care of the injured party. If removal from the
field is necessary, the chirurgeon is responsible for determining and implementing the
most appropriate manner (i.e. supported by others, carried on a shield or backboard,
ambulance, etc.).
E. If the area is large enough and the Marshal-in-Charge on the field can provide
adequate marshals to protect the injured party and the support personnel, fighting may be
moved and allowed to resume on the rest of the field. Both the Marshal-in-Charge and the
responding chirurgeon must be in agreement for this to happen.
F. A chirurgeon must survey the overall situation as well as attending to the injured
party, and make every effort to release as much of the field as possible so that combat
may proceed. Chirurgeons who repeatedly exercise poor judgement in such matters may be
barred from the field. See section IV (below).
IV. Problem Resolution
Any problem resulting from lack of co-operation between Marshals and Chirurgeons will
be reported to the Kingdom Earl Marshal and Kingdom Chirurgeon. The Kingdom Earl Marshal
and/or Kingdom Chirurgeon shall be responsible for taking appropriate action. The SCA
channels for Complaint and appeal will be followed in all cases.
APPENDIX 1
DEFINITIONS
The definitions which follow apply throughout the Handbook, unless specifically stated
otherwise. They are intended to clarify usage and establish a frame of reference for the
various materials used in SCA combat.
Armour Materials:
1. Bars: When used in the face guard of helms, should be minimum 3/16 inch (4.5 mm) in
diameter mild steel, or the equivalent. If the distance between cross-bars is 2 inches (5
cm) or less, 1/8" (3 mm) bars may be used.
2. Closed-cell foam: A less dense foam than resilient foam. For example, Ensolite.
3. Equivalent: Refers to the impact resistance, impact distribution, and impact
absorption characteristics of the specified material --- not to the physical dimensions.
4. Foam: Any open- or closed-cell foam, including foam rubber, foam neoprene,
polyurethane etc.
5. Gauge: U.S. sheet metal standard. Note that 16 gauge is officially 1/16"
(.0625" or about 1.6 mm), but commercially available sheet frequently is rolled to
.058 or even .055" --- much too thin for helms.
6. Heavy Leather: Stiff oak-tanned leathers 1/81, (3 mm) or more thick. Often referred
to as belt leather or 8 oz. leather.
7. Mail: Any fabric of small metal components either linked together (e.g. chain) or
attached to a flexible backing (e.g. ring or scale).
8. Padding: quilted or multi-layered cloth material, such as mattress pads, moving pads
carpet, felt, or equivalent.
9. Plate: Large components of rigid material (e.g. steel of no less than 18 gauge,
aluminium of no less than 1/8", (3mm) or equivalents).
10. Resilient Foam: Dense, plastic, closed-cell foam such as ethyl polymer.
11. Rigid Material:
a. Steel of not less than 22 gauge (.045"). (There is a tendency for sheet steel
to be rolled significantly thinner than its nominal thickness, as noted above. 24 gauge,
even if sold as 22 gauge, is the stuff of beer cans and not sufficient.)
b. Aluminium of not less than 18 gauge.
c. Other metals of sufficient thickness to give similar rigidity to those listed above.
d. High impact resistant plastics such as ABS or polyethylene of sufficient thickness
to give similar rigidity to those listed above.
e. Heavy leather that has been hardened in hot wax, soaked in polyester resin (properly
catalysed), etc.
f. Two layers of untreated heavy leather.
g. Thick, deep pile carpet that has been soaked in polyester resin (properly
catalysed).
h. Two layers of untreated, thick deep-pile carpet.
12. Steel: cold or hot rolled mild steel or equivalent ferrous material.
Weapons:
1. Swords: Single- or double-edged bladed cutting weapons (including swords with
thrusting tips).
2. Mass weapons: Maces, axes war hammers or other weapons which are designed to smash
or punch holes (on account of the weight of the real weapons), rather than primarily to
cut (on account of sharp edges on the real weapon).
3. Missile weapon: Any weapon which is intended to deliver a blow without being held in
the hand (e.g. arrows, javelins, quarrels, or various soft projectiles from catapults
etc.) (See the Missile Combat rules and standards below).
4. Pole arms; Hafted weapons, generally long, designed to be swung with two hands.
Includes glaives, halberds, etc.
5. Spears: Hafted weapons designed for thrusting only.
6. Progressively resistant "give": As used in discussions of thrusting tips,
this means that the marshal pushes on the tip with his hand and it does not bottom out,
bend aside to expose the end of the blade or haft, etc.
Other Definitions:
1. Authorisation: A procedure which determines that the individual fighter has, at
minimum, read and become familiar with the rules of combat and been observed while
fighting to assure that he does not constitute an exceptional safety hazard (either to
himself or to others). Details of the procedure used vary from Kingdom to Kingdom, and may
include further requirements. (Note: the former term "qualification" is still
heard, but should be avoided.)
2. Battle: A single combat event in a war or war game wherein a specific scenario is
enacted.
3. Earl Marshal: The warranted chief marshal of a Kingdom.
4. Eric: The boundary line around the edge of the fighting field.
5. Full-Contact Combat Archer: A combatant equipped in armour meeting at least the
minimum requirements for combat using rattan (heavy) weapons and who will be using archery
equipment in combat. EXCEPTION: Hand protection shall meet the Archer's Gauntlet
requirement as outlined in Combat Archery Rules and Regulations.
6. Fully Armoured: For the purposes of acknowledging blows, a fully armoured fighter is
presumed to be wearing a light-weight, short sleeved, knee length, riveted mail hauberk
over a padded gambeson, with boiled leather arm and leg defenses and an open faced iron
helm with a nasal. (The helm may be presumed to include a very light chain mail drape ---
permitting vision and resisting cuts by a mere touch of a bladed weapon.) (Note that the
hand, knee, and lower leg armour are considered to be proof against all attack. Also, the
hands, wrists, knees and lower legs, and feet, including the areas up to 1" (2.5 cm)
above the knee cap and 1" (2.5 cm) above the bend of the wrist, are not legal
targets.)
7. Heavy Fighter: A combatant equipped in armour meeting at least the minimum
requirements for combat using rattan (heavy) weapons and who will be using such weapons in
combat.
8. Heavy Weapons: Rattan weapons including, but not limited to, swords of all length,
great weapons, mass weapons, pole arms and spears. Other weapons in this class exist and
have been used including shields designed for thrusting.
9. Light Fighter: A combatant equipped in armour meeting at least the minimum
requirements for combat using light weapons and who will be using light weapons in combat.
10. Light Weapons: Projectile weapons including, but not limited to, bows and arrows,
crossbows and bolts, slings and stones or bullets, javelins, darts, and throwing axes.
Other weapons in this class exist and have been used including shuriken, knives and
catapults. In cases where the combat is solely between light fighters, and if the scenario
allows it, shinai (bamboo Kendo swords) can also be used in adjunct with other "light
weapons".
11. Light Weapons Combat: (LWC) Combat in which only light weapons are to be used.
12. Knight Marshal: The warranted chief marshal of a Principality, Barony, Province,
Shire, Canton, etc. (whether a belted fighter or not).
13. Marshal: a) someone who is monitoring the conduct of combat on the field. (The
Marshal-in-Charge of an event shall be a warranted marshal; the other individuals doing
marshalling may or may not be, so long as the Marshal-in-Charge finds them competent to do
the job.)
b) The Marshal of the Society.
14. Mixed Combat: Combat in which both Light and Heavy fighters are to participate.
15. Non-Contact Combat Archer: A combatant equipped in armour meeting at least the
minimum requirements for combat using light weapons and who will be using archery
equipment in combat.
16. Tactical Limits: The body of rules and definitions which apply to a specific
battle, such as the description of real or imaginary terrain features, obstacles, weapons
limitations, allowable conduct, and scoring.
17. War: A declared state of feigned hostility between two or more kingdoms, branches,
or other recognised SCA groups, for the express intent of holding group combat.
18. War Manoeuvres: Group combat events not involving a state of declared hostility,
usually with both sides drawn from all of the kingdoms, branches or other recognised SCA
groups participating.
APPENDIX 2
SCA COMBAT RULES
General:
The basic rules for SCA combat are contained in the Rules of the Lists. These Rules,
however, do not specifically coyer non-tourney field activities such as wars, war archery,
and period fencing. In practice, the Rules have been extended to cover these activities,
with the observance of honour and chivalry being the overriding element, along with the
safety of the combatants. The following is intended to bring together the appropriate
rules for conducting both tourney field combat and other SCA combat activities.
RULES OF THE LISTS:
The Rules of the Lists are reprinted from Appendix B of the Corpora of the
SCA.
THE RULES OF THE LISTS
OF THE
SOCIETY FOR CREATIVE ANACHRONISM INC.
1. Each fighter, recognising the possibilities of physical injury to himself or herself
in such combat, shall assume unto himself or herself all risk and liability for harm
suffered by means of such combat. Other participants shall likewise recognise the risks
involved in their presence on or near the field of combat, and shall assume unto
themselves the liabilities thereof.
2. No person shall participate in Combat-Related Activities (including armoured combat,
period fencing, combat archery, scouting, and banner bearing in combat) outside of formal
training sessions unless he or she shall have been properly authorised under Society and
Kingdom procedures.
3. All combatants must be presented to, and be acceptable to, the Sovereign or his or
her representative.
4. All combatants shall adhere to the appropriate armour and weapons standards of the
Society, and to any additional standards of the Kingdom in which the event takes place.
The Sovereign may waive the additional Kingdom standards.
5. The Sovereign or the Marshallate may bar any weapon or armour from use upon the
field of combat. Should a warranted Marshal bar any weapon or armour, an appeal may be
made to the Sovereign to allow the weapon or armour.
6. Combatants shall behave in a knightly and chivalrous manner, and shall fight
according to the appropriate Society and Kingdom Conventions of Combat.
7. No one may be required to participate in Combat-Related Activities. Any combatant
may, without dishonour or penalty, reject any challenge without specifying a reason. A
fight in a tournament lists is not to be considered a challenge, and therefore may not be
declined or rejected without forfeiting the bout.
8. Fighting with real weapons, whether fast or slow, is strictly forbidden at any
Society event. This rule does not consider approved weaponry which meets the Society and
Kingdom standards for traditional Society combat and/or Society period rapier combat, used
in the context of mutual sport, to be real weaponry.
9. No projectile weapons shall be allowed and no weapons shall be thrown within the
Lists of a tournament. The use of approved projectile weapons for melee, war, or combat
archery shall conform to the appropriate Society and Kingdom Conventions of Combat.
Governing and Policy Decisions
The Governing and Policy Decisions (G&PD's) of the Board of Directors which are
pertinent to combat are given below. In addition, the matter of SCA membership and other
requirements for entrants in Crown or Coronet Lists is also addressed in Corpora Article
VI.A., and potential entrants should consult that document.
4. ENFORCEMENT OF MEMBERSHIP REQUIREMENTS FOR PARTICIPATING IN CROWN AND CORONET LISTS
(August 1979, amended May 1982, July 1986, July 1989)
1. Kingdoms and Principalities will ensure that all competitors in Crown and Coronet
Lists are aware of membership requirements for themselves and their prospective consorts
at the time they register for participation in the lists. All competitors shall sign a
statement to the effect that they and their prospective consorts meet the requirements for
membership. This statement will be kept on file with the Marshal or the Minister of the
Lists.
2. All entrants and prospective consorts must be members on the first day of the month
in which the Crown or Coronet Lists occur. In order to qualify, people must be listed in
the Registrar's data base as current members, and this requires that membership
applications or renewals reach the Registry before the first of the month PRIOR to the
month of the tournament. For example, the deadline for a tournament in May would be the
last working day of March.
3. If either entrant or prospective consort is in violation of membership requirements,
both are subject to dismissal by the Board, nullification of their official acts, and
liable to loss of any honours and privileges deriving from having held the Crown or
Coronet.
5. RAPIER FIGHTING IN THE SOCIETY (September 1979; rev. July 1989)
The Board acknowledges period rapier combat as an ancillary activity of the society
when properly supervised by the marshals and when approved by individual kingdoms.
Rapier combat may take place within a kingdom only by rules established by the
Marshallate of that kingdom and after the approval of those rules by the Marshal of the
Society. The Board directs the Marshal of the Society to formulate guidelines for rapier
combat within the Society.
Rapier combat, not having been part of formal tournament combat in the Middle Ages,
shall not be a part of formal tournament lists for royal ranks and armigerous titles.
6. POLICY ON RELIGION (June 1980, revised July 1988)
Having no wish to recreate the religious conflicts of the period under study, the
Society for Creative Anachronism, incorporated, shall neither establish nor prohibit any
system of belief among its members. No one shall perform any religious or magical ceremony
at a Society event (or in association with the name of the Society) in such a way as to
imply that the ceremony is authorised, sponsored, or promulgated by the Society or to
force anyone at a Society event by direct or indirect pressure, to observe or join the
ceremony. However, this provision is in no way intended to discourage the study of
historical belief systems and their effects on the development of Western culture.
Except as provided herein, neither the Society nor any member acting in its name or
that of any of its parts shall interfere with any person's lawful ceremonies, nor shall
any member discriminate against another upon grounds related to either's system of belief.
NOTE - The original text of G&PD #27 vas very specific about the types of actions
considered improper use of magical or religious ceremonies, and included an explicit
prohibition against the use of amulets and other magical devices on the field of combat.
Although the new wording is much more general, the Board minutes establish that it is
regarded as providing equivalent protection to the membership. Whether or not you believe
in amulets, the use of any such device in a manner that causes your opponent or others on
the field to be affected by it, for instance by knowledge of its existence, would be
regarded as a ceremony prohibited by this G&PD.
12. SCA COMBAT-RELATED ACTIVITIES (July 1986, revised January 1992 and April 1993)
1. Definitions: SCA combat-related activities are defined as armoured combat, period
fencing combat archery marshalling, scouting, and banner bearing in combat. Other
activities clearly falling within the scope of the above are also to be considered
combat-related activities.
2. Authorisation for SCA Combat-Related Activities: A participant in any of the SCA
combat-related activities as defined above must be authorised by a marshal warranted and
designated by the Earl Marshal of a kingdom or his representative as able to authorise
individuals in the appropriate activity.
The Society Marshal shall define requirements for authorisation for all combat-related
activities and shall place them in the Marshall's Handbook. Kingdoms may define such
additional types of authorisation (such as weapons forms) as they deem necessary.
Authorisations shall be registered with and kept on file by the Minister of the Lists
or other designated official of each kingdom. 3. Waivers for SCA Combat-Related
Activities: Waivers are required for participation in SCA combat and related activities.
The Sea General Membership Waiver adopted January 1993 is the text required for use in the
United States and Canada. Alternative texts may be approved by the Board for use in other
countries. Proof of waiver will be established as follows:
a. To be authorised, or to engage as an authorised participant in SCA combat or related
activities, a person must present a current valid membership card indicating that the
appropriate waiver is on file with the SCA, Inc.
b. To train for authorisation at SCA-sponsored practice sessions, a person must sign a
waiver with the same text to be kept on file by the supervising marshal.
4. Combat Authorisation Card: A Combat Authorisation Card shall be issued to each
authorised participant in an SCA Combat-Related Activity. This card shall be presented to
the Lists Official at an SCA event to register for such activities and shall establish
that the person is authorised. This card must be shown to any marshal or lists official
upon request. The Society Marshal shall establish procedures for the notification and
registration of authorisations and the issuance of the Combat Authorisation Cards.
5. Minor Participants in SCA Combat-Related Activities: No person who has not attained
his or her sixteenth (16th) birthday may be authorised in armoured combat or the
marshalling of armoured combat. No person who has not attained his or her fourteenth
(14th) birthday may be authorised for any form of SCA combat-related activity.
Prior to the training of a minor in any SCA combat related activity, the parent or
guardian of the minor must witness the activity, discuss it with a witnessing marshal, and
execute a Parent's Consent for SCA Combat-Related Activities. The witnessing marshal must
be explicitly authorised to perform this function by the Earl Marshal of the kingdom. The
consent for must be retained by the marshal of the practice session training the minor,
forwarded with the other documentation (including proof of membership) at the time an
authorisation card is to be issued, and kept on file with the kingdom authorisation
records.
The marshal who is authorises a minor person for any form of SCA combat-related
activity must be the Kingdom Earl Marshal or the Principality Marshal. This need not be
the same person as the witnessing marshal. The authorising marshal must note on the card
that parental consent is on file.
6. Medical Authorisation for Minors: Any minor involved in SCA combat-related
activities at an event MUST have a parent or legal guardian present at the event, or be in
possession of a properly executed Medical Authorisation Form for Minors designating some
adult
person present at the event as able to authorise medical treatment for that minor in
the case of any emergency.
The Board recommends that all minors who are ATTENDING an event without a parent or
legal guardian have a properly-executed medical authorisation form as provided above.
Applications of the Rules of the List
Ref Rule 1: "Other participants" include Marshals, and also support personnel
whose activities bring them close to fighting in a situation where boundaries are not
clearly defined. Heralds, Lists Pages, and similar officers who leave the field entirely
before combat begins are exempt from this requirement, as are Water-Bearers and
Chirurgeons who remain in fixed support points outside the tournament field or battle
area. Water-Bearers and Chirurgeons who take part in mobile support groups within the
overall boundaries of a battle area must receive a basic orientation in field safety, and
sign the Combat-Related Activities Waiver.
Ref Rule 2: The Crown and/or Marshallate of each kingdom shall establish standards and
procedures for the authorisation of fighters to participate in combat. At minimum, these
procedures should assure that the individual has read the Rules of the Lists, is familiar
with the conventions and rules of the kingdom and the SCA, and has been observed in combat
by a member of the marshallate who can determine that he is not an exceptional safety
hazard to himself or to others. At kingdom option, these procedures may involve either a
general authorisation to participate in armoured combat, or a set of separate
authorisation procedures for the use of (or for combat AGAINST) specific weapons or
classes of weapons.
The Crown and/or Marshallate of each kingdom shall establish standards and procedures
for the authorisation of combat archers and missile users to participate in combat.
Kingdoms may establish such additional limitations on the participation of minors as
may be deemed necessary.
It is usual for authorisations from other kingdoms to be accepted, although exceptions
may prove necessary in the case of specific individuals.
Ref Rule 4: Kingdoms may apply armour and weapons standards which are stricter than the
Society standards, should they be deemed necessary, but may not reduce or waive any
Society standard.
Ref Rule 5: If a fighter regards an opponent's weapon or armour as unduly dangerous to
face, he or she can request the Marshal of the field to re-inspect the item. Either
fighter has the option of appealing the decision of the re-inspecting Marshal to the
Marshal in Charge and ultimately to the Sovereign.
Ref Rule 6: Engaging in any Society combat activity with the deliberate intent to
inflict injury to an opponent is strictly forbidden
Ref Rule 7: No one is required to fight in a tournament should he or she prefer not to
do so.
Ref Rule 8: Since fighting with real weapons is forbidden at any Society event,
threatening the use of such weapons is likewise expressly forbidden.
At the discretion of the Sovereign and the Marshal in Charge recognised experts may be
permitted to present choreographed demonstrations with real weapons under strictly
controlled conditions.
Posing for still photographs with real weapons is permitted.
No one may wear any real weapon onto the field while participating in combat or present
during combat. At the discretion of the Sovereign and the Marshal in Charge, an exception
may be made for marshals or other non-combatants to wear knives bonded with peace straps.
Ref Rule 9: The prohibition on thrown weapons refers to weapons in combat, or thrown in
a hostile manner. It does not apply to "tossing" as a gentle, short-range method
of transferring or removing a tournament weapon or item from the Lists or area of combat.
The use of archery, firearms, slings javelins, throwing axes, throwing knives, or any
other projectile is forbidden within Tournament Lists, or in any other situation where
spectators can not be separated from the potential line of fire by more than the effective
range of the weapons.
CONVENTIONS OF COMBAT OF THE SCA, INC
Introduction:
All traditional SCA Armoured Combat at SCA Tourneys, wars and other events shall be
conducted in accordance with the Rules of the Lists of the SCA, Inc., these conventions of
Combat, and such weapons, equipment, and event rules as are established by the Marshallate
of the SCA, Inc. and individual Kingdom marshallate.
I. General Information:
A. All Kingdoms shall have as their minimum Armour and Weapons standards those criteria
established as Society minimum Armour and Weapons standards. Additional, more extensive ,
and more strict standards may be put into place by each Kingdom.
1. All fighters, prior to combat at each and every SCA event, shall insure that their
Armour and Weapons are inspected by a warranted member of the Kingdom Marshallate.
2. Even though a warranted member of the Kingdom Marshallate has inspected the Armour
and Weapons used by a fighter, each fighter accepts full responsibility for the condition
of his or her own equipment, and has the obligation to himself or herself, the marshals
and all opponents to see that his or her equipment meets all Society and Kingdom
requirements.
B. When not otherwise directed by the Crown, the Crown's representative upon the field
and in all matters dealing with Society Combat is the Earl Marshal, and, by delegation,
members of the Kingdom Marshallate.
II. Behaviour on the field:
A. All fighters shall obey the commands of the marshals on the field, or shall be
removed from the field and shall be subject to disciplinary action.
1. Disagreements with the marshals on the field shall be resolved through the
established mechanisms outlined in the Marshallate Procedures of the SCA, Inc.
B. Each fighter shall maintain control over his or her temper at all times.
C. Striking an opponent with excessive force is forbidden.
D. Upon hearing the call of "HOLD" all fighting shall immediately stop.
E. Any behaviour that takes deliberate advantage of an opponent's chivalry or
safety-consciousness, or that takes deliberate unfair advantage of an opponent, is
prohibited.
1. A fighter shall not deliberately strike a helpless opponent.
2. Any fighter who obtains an unfair advantage by repeatedly becoming
"helpless" (e.g. by falling down or losing his or her weapon) may, after being
duly warned by the marshals on the field, be forced to yield the fight at the next
occurrence of such behaviour. The onus of this is on the marshals, not on the opponent.
However, the opponent may ask the marshals to let the fight continue.
III The use of Weapons and Shields:
A. Weapons shall be used in accordance with their design (i.e. spears may only be used
for thrusting, axes for striking along the edge of the blade, et cetera).
1. Only weapons approved for thrusting may be used for that purpose. Feinting as if to
thrust with a weapon not approved for that purpose is not permitted. Before any bout where
a thrusting weapon is used the opponent and marshals shall be informed that such a weapon
is on the field, and the thrusting tip shall be shown to the opponent.
2. A weapon wielded with two hands and having a grip of more than 18" (45 cm) long
shall not be power-swung through an arc of more than 90 degrees. Moving such a weapon more
than 90 degrees for defence or positioning prior to attack shall not be construed to be in
violation of this rule, so long as the weapon is not power-swung and does not strike with
excessive force.
3. The blade of a weapon may not be grasped at any time, nor may it be trapped in
contact with the fighter's body as a means of preventing the opponent's use of the weapon.
Neither may the blade of a fighter's own weapon be grasped to enhance the block.
B. The striking surface of a weapon in motion may not be grasped or blocked by the
hands or limbs as a means of impeding a blow. Inadvertently bringing the hands in contact
with the striking surface of such a weapon when attempting to block a blow with another
weapon shall not be considered to be in violation of this convention.
C. Blows repeatedly blocked by a weapon in contact with a fighter's helm, body or
shield at the moment of impact may at the Crown's or Marshallate discretion, be considered
to have broken the blocking weapon. This will force a fighter to forfeit the fight, unless
a secondary weapon is carried or the opponent chooses to allow the fighter to rearm with
another weapon.
D. A shield may be used to displace, deflect, or immobilise an opponent's shield or
weapon, so long as such use does not endanger the safety of the combatants. Deliberately
striking an opponent's head, limbs, or body with a shield is forbidden, unless that shield
is designed to be used as a weapon, and is approved by the Kingdom Marshallate. Shields
designed to be used as a weapon, and approved by the Kingdom Marshallate, shall be
considered a mass weapon.
IV. Acknowledgement of Blows:
A. In judging the effect of blows, all fighters are presumed to be fully armoured.
Special tournaments or combats may be held which may redefine what areas of the body are
armoured, and to what extent, so long as all the participants are made aware of the
special conditions prior to the start of combat.
1. All "fully armoured" fighters are presumed to be wearing hauberk over a
padded gambeson, with boiled leather arm and leg defenses and an open-faced iron helm with
a nasal. The helm may be presumed by Kingdom convention to include a very light chain mail
drape, permitting vision and resisting cuts by the mere touch of a bladed weapon.
a. Under this standard, an acceptable cutting blow to the face would be lighter than to
other portions of the head or body. Areas deemed illegal for attack (the wrists from
1" above the hands, from 1" above the knees and below) shall be considered safe
from all attack.
b. An acceptable thrusting blow to the face shall be a directed touch and would be
substantially lighter than to other parts of the body.
B. Blows must be delivered with effective technique for the particular type of weapon
used, and must strike properly oriented and with sufficient force, to be considered an
effective, or good, blow.
1. An effective blow to the head, neck, or torso shall be judged fatal or totally
disabling, rendering the fighter incapable of further combat.
2. An effective blow from an axe, mace, pole arm, greatsword, or other mass weapon
which lands on the hip above the hip socket, or strikes the shoulder inside the shoulder
socket, shall be judged fatal or totally disabling.
3. An effective blow to the arm above the wrist will disable the arm. The arm shall
then be considered useless to the fighter, and may not be used for either offence or
defence.
4. An effective blow to the leg above the knee will disable the leg. The fighter must
then fight kneeling, sitting, or standing upon the foot of the unstruck leg.
a. Kingdoms may put limitations upon the mobility of such injured fighters.
5. If a wounded limb blocks an otherwise acceptable blow, the blow shall be counted as
though the limb were not there.
6. Kingdoms may institute a "bleed rule" that would render a fighter who has
suffered an effective wound to a limb incapable of further combat after a specified time.
C. All fighters are expected to take into account the nature of the weapon being used
by their opponent and the location of the point of impact of that weapon when judging the
outcome of a blow delivered. Fighters are also expected to take into account the timing of
the blow and the collision of the weapon with any other object other than the fighter's
presumed armour.
1. The fact that a blow struck a shield or another weapon before striking the combatant
may be reason why the blow
was not effective. However, a blow which strikes with sufficient force and properly
oriented shall be considered effective, regardless of what it hit prior to striking the
combatant.
D. Sometimes a blow which would normally be accepted occurs at almost the same moment
as an event that would cause the fight to be stopped (a "HOLD", being called,
the fighter throwing the blow being killed, etc.). If the blow was begun before the
occurrence of the event which would cause the bout to be halted, it shall be deemed a
legal blow, and acceptable if of sufficient force and not blocked or deflected. If the
blow was begun after the occurrence of the event which would cause the bout to be halted,
it shall be deemed not legal, and need not be accepted.
E. A blow that includes the dropping of a weapon at the moment of impact need not be
counted.
Missile Combat Rules
Missile combat falls mainly in to the rules above, except that Rule 9 (which bans
projectile weapons) is waived. In addition, the definition of "fully armoured"
is sometimes modified to make plate (if worn by the combatants) proof against missiles ---
because it is difficult to impossible to detect the impact of an arrow on plate armour.
Because of the restrictions which have been placed on missile weapons (i.e. bow draw
weight, arrow construction), missiles are not generally required to strike as hard as
non-missile weapons in order for the blow to be counted.
Full-Contact Combat Archers (Heavy Archers):
1. Full-Contact Combat Archers shall meet the minimal Society standards for a fully
armoured, heavy weapons combatant. The only exception to this rule shall be those archers
equipped with the "Archer's Gauntlet" (see point 3 below).
2. Full-Contact Combat Archers shall be Authorised to participate by the marshallate,
following established marshallate procedures. During this authorisation all Combat Archers
must show:
That they are familiar with the Rules of the Lists and all the conventions of combat
regarding Combat Archery in their Kingdom. That they can recognise and accept a killing
blow.
That they are safe to themselves and their opponents.
That they can keep their bow out of the way during combat.
An awareness for crowd (spectator) safety.
3. Full-Contact Combat Archers shall wear an "Archer's Gauntlet" on the
hand that is used to pick up and draw arrows. The hand that is used to hold the bow
shall meet the minimum Society standards for hand protection for a fully armoured, heavy
weapons combatant.
The "Archer's Gauntlet" shall be a minimum of a hockey glove with the fingers
cut off, so that the back of the hand and the wrist is protected. A light leather glove
which covers the fingers is strongly recommended, and will eliminate the need for finger
tabs, etc. Other gauntlets may be used in place of the "Archer's Gauntlet"
described above, so long as they provide equivalent or greater protection.
4. A Full-Contact Combat Archer may be killed (i.e.; struck) as is any combatant on the
field. A cry of "yield" shall be accepted. Once killed, Full-Contact Combat
Archers are treated as any other dead combatant, being removed from combat as soon as
practical (thus decreasing the chance that a bow will be stepped on).
5. A Full-Contact Combat Archer may become a regular combatant as long as he is
Authorised as a regular combatant and does two things:
A) Discards his bow in a safe manner, removing it from the area of combat, and replaces
it with an approved weapon and/or shield.
B) Either changes his "Archer's Gauntlet" for a combat-legal gauntlet, or
places his hand in an approved basket hilt. Approved in this instance means that it vas
inspected and approved by a warranted marshal while the Combat Archer was wearing his
"Archer's Gauntlet" inside the basket hilt.
Non-Contact Combat Archers (Light Archers):
1. Non-Contact Combat Archers shall meet the Missile Weapon equipment standards as
outlined in Appendix 3.
2. Non-Contact Combat Archers shall be Authorised to participate by the marshallate,
following established marshallate procedures. During this authorisation all Combat Archers
must show:
That they are familiar with the Rules of the List and all the conventions of combat
regarding Combat Archery in their Kingdom. That they are safe to themselves and their
opponents.
That they can recognise a killing blow from another archer.
An awareness for crowd (spectator) safety.
3. Each Kingdom shall establish a safe method of determining that Non-Contact Combat
Archers are "dead" (such as approaching within 10 feet of the Archer, et
cetera).
4. Non-Contact Combat Archers shall be treated as all other non-combatants, i.e.; they
shall not be struck by any heavy weapons combatant. They are subject to missile fire.
Period Fencing Rules
Rapier Combat falls outside of some of the rules of traditional SCA Armoured combat. It
is intended to re-create the rapier fighting styles of the 15th and 16th centuries.
1. Each fighter is expected to abide by the Rules of the Lists and Conventions of
Combat of the Society for Creative Anachronism, Inc., and the additional rules set down
below.
2. Engaging in Rapier Combat with the deliberate intent to inflict injury on an
opponent is strictly forbidden.
3. Blows are to be struck by thrusting with the point or draw-cutting with the edge of
the blade. Chopping or saber-type cuts are not permitted.
4. It is the responsibility of each fighter to determine what weapons his opponent is
using and resolve any questions before combat.
5. Fighters are considered to be wearing hose or a skirt, and a shirt. No blow may be
discounted because of the actual clothing worn by the fighter. Any protection or clothing
that prevents a fighter from properly calling a blow will not be allowed.
6. A fighter is considered armed as long as at least one offensive weapon is retained.
7. Dishonourable conduct such as grappling, throwing a weapon at an opponent, striking
with excessive force, consistent ignoring of blows, or deliberate misuse of the rules
(such as dropping a weapon whenever pressed) will not be allowed.
8. Grasping or trapping against the body any portion of an opponent's bladed weapon or
buckler is not allowed.
9. All rapier fighters shall comply with the rules and standards of the Kingdom in
which they are fighting, and conform to the accepted definitions of honourable conduct. At
inter-kingdom events, a fighter must at a minimum, comply with these rules and meet their
home kingdom's standards for protective equipment.
10. If Rapier Combat is to occur in a kingdom, the Crown and/or Marshallate of the
kingdom shall first establish a set of fighting rules, as well as standards and procedures
for authorisation to participate in Rapier Combat. As a minimum, the authorisation
procedure should ensure that the individual is familiar with the rules and conventions of
the kingdom, and has been observed while fighting by a member of the Marshallate who can
determine that the fighter is not an exceptional safety hazard either to himself or to
others.
APPENDIX 3
ARMOUR AND WEAPON STANDARDS
All construction standards are intended to specify materials and methods that will
enable armour to function properly and maximise safety.
Tournament and War Equipment
Armour:
1. Helms:
a. Helms shall be constructed of steel of no less than 16 gauge, or of equivalent
material. Be aware that steel of less than .0625" (1/16" or 1.6 mm) is too thin,
even if it is sold as 16 gauge. (Note also that the mass of the helm is an important part
of the protection. Beware of titanium, fibreglass, or other ultra-light materials.)
b. All joints or seams shall be constructed in one or a combination of the following
ways:
Welded on the inside and outside.
Welded with a single bead that extends through both surfaces.
Lap joints welded or brazed at the edges of both pieces.
Riveted with Iron or steel rivets no more than 2-1/2 inches (63.5 mm) apart, or with
equivalent riveting techniques.
Welds must be sound and rivets secure.
c. Face guards shall prevent a 1 inch (25.4 mm) diameter dowel from entering any facial
opening.
d. The face guard shall extend at least I inch (25 mm) below the bottom of the chin and
jaw line when the head is held erect (see drawings page 58).
e. Bars used in the face guard shall be steel of not less than 3/16" (4.8 mm) in
diameter, or equivalent. I the span between cross-bars is less than 2 inches, 1/8"
diameter bars may be used.
f. All visors shall be attached and secured in such a way that there is minimal chance
that they will become detached or come open in normal use.
g. There shall be no major internal projections; minor projections of necessary
structural components shall be padded. All metal shall be free of sharp edges. Face guard
bars or mesh should not attach to the interior of the helm, unless of structurally
superior design and workmanship.
h. All parts of the helm that might come into contact with the wearer's head shall be
padded with a minimum of 1/2" (13 mm) of resilient or closed-cell foam, or
equivalent, or shall be suspended in such a way as to prevent injurious contact with the
wearer. Similarly, parts of the helm which might come in contact with the wearer's neck or
body should be padded.
i. All helms shall be equipped with a chin strap or other means of preventing the helm
from being dislodged during combat. An equivalent might be, for example, a strap from helm
to breast plate. A "snug fit" is NOT an equivalent. The chin strap should not be
so thin or so placed that it will tend to strangle the wearer. (See Armour inspection -
page 6, item 6 for further applications.)
2. Eye Wear:
a. The lens of all eye wear shall be shatter proof safety glass or plastic. Ordinary
glass lenses are prohibited. The wearing of contacts or "sports glass" is
strongly recommended.
3. Neck Armour:
a. The larynx and cervical vertebrae (see drawing page 58) must be covered by the helm,
by a gorget of rigid material, by a mail or heavy leather camail or aventail, or by a
collar of heavy leather lined with foam or other equivalent padding. They must stay
covered during typical combat situations (turning the head, lifting the chin, etc.).
4. Body, Shoulder, and Groin Armour:
a. The kidney area, the short ribs, and the lower spine (see drawing page 58) shall be
covered with a minimum of heavy leather worn over 1/4" (6 mm) of closed cell foam or
equivalent padding.
b. For men, the groin must be covered by a minimum of a rigid athletic cup (e. g., a
hockey, soccer, karate, or baseball cup), worn in a supporter or fighting garment designed
to hold the cup in place, or equivalent armour.
c. For women, groin protection of closed-cell foam or heavy leather or the equivalent
is required. The wearing of male style athletic cups by female fighters is prohibited.
d. For women, breast protection in the form of a gambeson shall be worn as a minimum.
Separate breast cups are prohibited unless connected by or mounted upon an interconnecting
rigid piece, i.e., heavy leather or metal breast plate.
e. Heavy padding over the shoulders is recommended.
5. Hand and Wrist Armour:
The outer surfaces of the hand and wrist of both arms (see drawings page 58) must be
covered by one or a combination of the following:
a. A metal basket hilt with enough bars or plates to prevent a blow from striking the
fingers or the back of the hand. If a basket hilt is used, a vambrace or partial gauntlet
should cover the remaining portions of the hand and wrist.
b. A gauntlet made of rigid plates, either lined with padding or foam, or designed to
transfer potentially injurious impact to the surfaces being grasped. (Note that finger
gauntlets, in which plates cover individual fingers but do not form an arch over the
finger to transfer force to the surface being grasped, are not adequate.)
c. A gauntlet of heavy leather lined with closed cell foam or heavy padding. (Note: A
hockey glove is considered to be the equivalent.)
d. A shield. (Note: a shield alone is NOT sufficient, since It covers only the back of
the hand --- not the fingers or thumb.)
6. Arm Armour:
a. The point and bones at either side of the elbow Joint (see drawing page 58) must be
covered by a rigid material underlain by 1/4" (6 mm) of resilient padding or
closed-cell foam, by a shield, or by an approved equivalent. This armour shall be attached
in such a way that the elbow remains covered during combat.
7. Leg Armour:
a. The kneecap and both sides of the knee joints (see drawings page 58) must be covered
by rigid material lined by 1/4" (6 mm) of resilient padding or closed-cell foam or an
approved equivalent. This armour shall be attached in such a way that the knee remains
covered during combat.
b. A minimum of heavy padding over the thigh of the shield-side leg is strongly
recommended.
SHIELDS:
Shields shall be edged with leather, or other padding in such a way as to minimise the
damage to rattan weapons.
No bolts, wires, or other objects may project more than 3/8 inch (9 mm) from any part
of a shield without being padded. (Rounded shield bosses are not included in this
category.) (See also shield as weapon)
WEAPONS:
No metal may be used in the striking surface or surfaces of any weapon.
1. Weapons used single-handed shall have a wrist strap (or equivalent restraint) which
will keep the weapon from leaving the immediate area of the user.
2. Swords:
a. Swords shall be constructed of rattan and shall be not less than 1 1/4" (33 mm)
in total diameter (including rattan and tape) along its entire length.
b. The rattan shall not be treated in any way that will substantially reduce its
flexibility.
c. The edges and tip of the blade shall be rounded and the blade itself shall be no
less than 1 1/4v" (33 mm) in cross section.
d. The tip of the blade shall be rounded.
e. The full length of the blade, including the tip, shall be wrapped in such a way that
no rattan splinters protrude.
f. When thrusting tips are used, they shall be no less than 2" (51 mm) in diameter
or cross-section and shall provide progressively resistant "give" under pressure
without allowing contact with the rigid tip of the weapon. Further, it shall not be
possible to
force the thrusting tip more than 1/2 inch (12.5 mm) into a legal face guard. (See
also, page 34, ltem5. Spears: d.)
g. Swords shall have a hand guard such as a basket hilt quillons or equivalent. The
hand guards shall have no sharp edges or protruding unpadded points of less than 1 1/4
inch (33 mm) in diameter. Further, it shall not be possible to force the guard more than
1/2 inch (12.5 mm) into a legal face guard.
3. Mass Weapons:
a. Hafts shall be of rattan (or equivalent material) of no less than 1 1/4 inch (33 mm)
in diameter.
b. The haft may not be treated in any way that significantly reduces its flexibility.
c. The head shall not be constructed solely of rigid materials. The head shall be
firmly and securely attached to the haft. The head shall allow some progressively
resistant give, between the striking surface and the weapon haft.
d. The striking surface of all mass weapons shall have no sharp edges or square
corners.
e. if grips or guards are used, they shall have no sharp edges or protruding unpadded
points with cross-sections of less than 1 1/4 inch (33 mm) in diameter. Guards and pommels
shall be firmly and securely affixed to the haft.
f. When thrusting tips are used they shall be no less than 21 (51 mm) in diameter or
cross section, and shall provide progressively resistant "give" under pressure
without allowing contact with the rigid tip of the weapon. Further I it shall not be
possible to force the thrusting tip more than 1/2 inch (12.5 mm) into a legal face guard.
g. Maximum total weight of weapon shall not exceed 5 pounds.
4. Pole Arms:
a. Shafts shall be of rattan (or equivalent material) of no less than one and 1 1/4
inch (33 mm) in diameter.
b. Pole weapons should not be excessively flexible or whippy
c. The head shall not be constructed of solely rigid materials. The head shall be
firmly and securely attached to the haft. The head shall allow some progressively
resistant "give" between the striking surface and the weapon haft.
d. No pole arm may have a cutting head and/or smashing head at both ends.
e. When thrusting tips are used they shall be no less than 2" (51 mm) in diameter
or cross-section and shall provide progressively resistant "give" under pressure
without allowing contact with the rigid tip of the weapon. Further I it shall not e
possible to force the thrusting tip more than 1/2 inch (12.5 mm) into a legal face guard.
f. Weight of the total weapon shall not exceed one pound per foot up to 6 (six) feet in
length. Additional weight is allowed to weapons over 6 feet in length at the rate of 1/2
(one-half) pound per foot (i.e. a 7 (seven) foot weapon would be allowed to weigh 6 1/2
(six and one-half) pounds.)
5. Spears:
a. Spears shall not have any cutting or smashing head.
b. Shafts shall be of rattan (or equivalent material) of no less than 1 1/4 inch (33
mm) in diameter. Fibreglass spears shall be constructed in accordance with the additional
specifications listed below.
c. Thrusting tips shall be no less than 2" (51 mm) in diameter or cross-section,
and shall provide progressively resistant give, under pressure without allowing contact
with the rigid tip of the weapon. Further it shall not be possible to force the thrusting
tip more than 1/2 inch (12.5 mm) into a legal face guard.
d. Total spear length shall not exceed 12 (twelve) feet.
e. Fibreglass Spears:
Pultruded Fiberglas piping only may be used. Substitutions are not allowed. The piping
must be 1 1/4 inch (33 mm) in diameter and have a side wall of not less than 1/8 inch (3.2
mm) thickness. Hence it shall have an interior diameter of 1 inch (25.4 mm).
The end of the shaft which will have the thrusting tip attached must be covered with a
schedule-40 PVC cap with an interior diameter the same as the outside diameter of the
shaft (1 1/4 inch, or 33 mm). The thrusting tip will then be attached over this cap, and
shall meet the requirements for fibreglass spear thrusting tip.
Shafts may be "spliced" using a solid fibreglass rod of the same or
equivalent material which has an outside diameter of 1 inch (25.4 mm) and is between 8
inches and 12 inches in length (20.3 cm to 30.4 cm). Only two splices will be allowed per
spear shaft. Each end to be spliced should be cut square and clean of cracks or frayed
fibres. The rod should extend at least 4 inches (10 cm) into each spliced end. The splice
should be secured by one or both of two methods:
Epoxying the fibreglass rod before insertion.
Thoroughly taping the splice over with fibre tape.
The butt end of the shaft should be smooth and free of cracks or frayed fibres. The
butt should be taped over or otherwise sealed. It is recommended (but not required) that
the entire length of the shaft be taped, because prolonged exposure to sunlight will
shorten the life span of the shaft. If a weapon is completely taped, a marshal may require
one section be untaped enough to determine that Pultruded Fibreglass has been used in the
construction of the shaft.
All fibreglass spears must have a thrusting tip with a minimum of 3 inches (75 mm)
diameter or cross-section. Additionally, these thrusting tips must be constructed so that
there is a minimum of 3 inches (75 mm) of resilient material in front of the PVC endcap
and shall provide progressively resistant "give" under pressure without allowing
contact with the PVC endcap. Further, it shall not be possible to force the thrusting tip
more than 1/2 inch (12.5 mm) into a legal face guard.
Total spear length shall not exceed 12 (twelve) feet.
6. Shields:
a. If a shield is to be used as a weapon, particular attention must be given to keeping
it light enough that it will not injure someone who is struck with it.
Missile Combat Equipment
Armour:
1. During Light Weapons Combat a fencing mask or helm with screening over face opening
is required. The mask or helm must cover the front and sides of the head, and be fastened
in such a manner as will prevent it from coming off or being significantly dislodged
during normal use. In addition, the back of the head must be covered with at least heavy
padding. A standard SCA- shaped helm of light gauge metal with all openings covered with
well secured perforated metal, chain mail, or stout wire mesh of no more than 1/4 inch
mesh (soldered or woven) is a highly acceptable equivalent. Window screen or galvanised
hardware cloth is not acceptable. If chain mail is used, the links must be hard tempered,
welded, soldered, or otherwise strengthened to avoid opening under impact.
2. Screening over helm openings is required for regular SCA combat helms in those
battles where archery is included. In the case where only missiles with tips which are
legal for thrusting tips in regular SCA combat or modified Markland style arrows are in
use, this additional covering MAY be waived, at the discretion of the Crown and
Marshal-in-Charge.
3. If Non-Contact Combat Archers are to be on the field during combat mixed combat,
then Non-Contact Combat Archers must wear a minimum of a standard SCA-shaped helm
constructed of 18 gauge or heavier steel, and padded adequately to protect against an
unintentional blow. This helm shall be marked with the 6 inch white diamonds of the
inter-kingdom Non- Contact symbol.
4. It is strongly recommended that minimum society armour be worn by all Non-Contact
participants who may accidentally come in contact with combatants.
5. Puncture- and thrust-resistant padding for the back of the head, the throat, and the
neck is required. Tournament combat helms and neck armour are acceptable equivalents,
provided the neck armour has no openings which would admit the blunt tip of an arrow.
6. Kidney and groin armour which meets minimum SCA tourney standards is required.
7. A minimum of a leather glove must be worn on the bow hand. It should cover the
openings on the sleeve and cuff.
8. Sleeves must be made of sturdy material (denim, trigger cloth, light leather, etc.)
which will resist tearing from draw cuts, stabs, or other normal blows is recommended. The
gloves and sleeves together should cover the entire arm, wrist, and hand.
9. Pant legs made of sturdy material (denim, trigger cloth, light leather, etc.) are
recommended.
10. It is recommended-that shoes or boots be worn on the feet. The pants and footwear
together should cover the entire leg, ankle, and foot.
BOWS:
1. A Combat Archer may use any recurve or longbow that is in a safe and usable
condition, so long as the bow does not exceed 30 (thirty) pounds pull weight at 28 inches
of draw. Compound bows are not permitted. Bows shall be inspected by a warranted marshal
at the time of armour and weapons inspection.
2. If only the golf-tube arrow is used by all Combat Archers on the field, then bows
with a pull weight of up to 50 (fifty) pounds weight at 28 inches of draw may be allowed
by the marshallate.
3. No bow may ever be used as a weapon, or as a shield against rattan weapons. Such use
shall be considered grounds to remove a fighter from the field and may be considered
grounds for revocation of authorisation.
CROSSBOWS
1. A Combat Archer may use any crossbow that is in a safe and usable condition, so long
as the crossbow does not exceed 50 (fifty) pounds pull weight at 12 (twelve) inches of
draw. (The pull weight is to be measured at the nut. - i.e. string position when the
crossbow is cocked.) Compound crossbows are not permitted. Crossbows shall be inspected by
a warranted marshal at the time of armour and weapons inspection.
2. If only the golf-tube arrow is used by all Combat Archers on the field, then
crossbows with a pull weight not exceeding 70 (seventy) pounds at 12 (twelve) inches of
draw may be allowed by the marshallate. (The pull weight is to be measured at the nut. -
i.e. string position when the crossbow is cocked.)
3. Crossbows with draw lengths of other than 12 (twelve) inches can not have an
inch-pound rating exceeding 600 (six hundred) inch-pounds. If the crossbow is designed to
shoot golf-tube arrows only, the inchpound rating may be increased to 840 (eight hundred
forty) inchpounds. (inch-pounds is the number determined by multiplying the length of
"draw" in inches by the pounds of pull at the locked position on the string.)
4. No crossbow may ever be used as a weapon, or as a shield against rattan weapons.
Such use shall be considered grounds to remove a fighter from the field and may be
considered grounds for revocation of authorisation.
ARROWS:
Arrows may only be used as missile weapons launched from a bow. No arrows shall be used
as hand-held thrusting weapons. Such use may be considered grounds for removing a fighter
from the field and/or revoking his authorisation.
WOODEN SHAFTED
Wood-shaft arrows shall be used only after inspection by a marshal (this may mean that
no gleaning of these arrows is allowed). Archers shall be responsible for re-checking the
safety of all arrows at the time of use.
1. Arrows must have a blunt point, rubber blunt or modified Markland tip, which is flat
and has a finished diameter of at least 1 1/4 inches.
if the blunt point, rubber blunt or the wooden dowel (used on Markland arrows) is less
than I inch in diameter screening shall be required on the helm openings of all
combatants. Blunts made to a pattern that provides greater safety are strongly
recommended.
2. Tips shall be firmly glued and taped to the shaft.
3. Maximum allowable arrow draw length (nock to just back of the blunt) is 28 inches
(71 cm).
4. Only wooden shafted arrows are permitted. Fibreglass and aluminium arrow shafts are
not permitted.
5. Bow quivers, brush buttons, and bow slings are allowed.
6. Metal piles shall be removed prior to mounting blunt points.
7. The shaft of the arrow shall be spirally or longitudinally wrapped with plastic or
cloth tape, totally covering the surface from the front of the fletching to the tip of the
shaft.
GOLF-TUBE:
Golf-Tube Combat Arrows shall be constructed by using a plastic golf tube and attaching
a tennis ball or foam thrusting tip to the reinforcing ring end.
1. The golf-tube arrows may be gleaned from the field and used immediately.
For the Tennis-ball style:
Using a strong cord of 1/8" or less diameter tie the tennis ball to the golf tube
by crossing two pieces of cord through the golf tube underneath the reinforcing ring, and
over the tennis ball. Be sure that the knots are located on the side of the tennis ball
and not at the tip. Securely tape the tennis ball to the tube using fibre-reinforced tape.
Be sure that the cords are securely taped to the tennis ball to prevent slippage. These
cords will prevent the tennis ball from being torn loose when the arrow strikes a hard
surface.
For the Foam Thrusting-tip style:
Construction methods should be similar to thrusting tips for rattan weapons. The tip
should be a minimum of 1.5 inches diameter, and should allow for about 1 inch of
compression.
The striking point of the arrow should be marked with red tape or cloth that is firmly
attached. The shaft of the arrow need not be taped as there is no chance of breakage.
Fletches are recommended for better stability during flight, but number and size are left
to the discretion of the archer. Fletches must be of a soft, flexible material such as
foam or duct tape, and rounded so as to not have sharp corners.
To reduce the likelihood of an arrow penetrating an SCA legal helm in event of
"bounce-back", there should be a foam, paper, or similar material plug put in
the knock-end of the arrow so as to limit the tendency of the tube to compress upon impact
(alternative solutions to this problem are subject to the Earl Marshall's approval).
Maximum allowable arrow draw length (nock to just back of the blunt) is 28 inches (71 cm).
Substantial additional weight may not be added to the arrow.
Other Projectile Weapons:
1. Javelins may be constructed from lengths of one inch OD, schedule 40 PVC tubing, or
equivalent materials approved by the marshallate. Any equivalent should be as strong or
stronger, and not significantly heavier, than schedule 40 PVC tubing.
2. The shafts shall be spiral wrapped with fibre tape.
3. Striking tips shall be constructed according to tourney weapon thrusting standards.
4. Other throwing weapons or projectiles must meet these standards, and be individually
approved for use by the Marshallate.
5. Projectiles shall be marked for individual identification of ownership.
Shinai:
1. Shinai, if permitted, must be in good repair with no signs of splintering, falling
apart or incipient breakage.
Fencing Equipment
PROTECTIVE EQUIPMENT
1. Resistant material is defined as material that will withstand normal combat stresses
(such as being snagged by the unbroken blade) without tearing. Nylon tights or stockings
and cotton gauze shirts are examples of unacceptable materials. Broadcloth, a single layer
of trigger cloth or sweat pants are examples of acceptable materials.
2. "Impenetrable" materials is defined as any fabric or combination of
fabrics that will withstand four hard thrust from a broken foil blade. Four-ounce leather
or four layers of Trigger cloth (heavy poplin, 35X cotton and 65% polyester) are known to
be "impenetrable"; any other material must be tested. Kevlar is not an
acceptable material.
3. To conduct the four-thrust test, lay the material to be tested on a penetrable
surface such as the ground or a block of ethyl foam (used for archery targets). Holding
the broken blade in both hands, punch the material four times, increasing the force each
time. After each punch, examine the material. If it has been completely penetrated, or
seriously damaged, it fails. If there is no damage, or only the top layer has been
damaged, then it passes. Note that the test blade should have a typical "flat"
break, not a jagged point.
4. There must be no skin showing, or easily accessible. There should be at least three
inches of overlap between separate pieces of protective clothing, regardless of the
fighter's stance.
5. The face must be protected with a minimum of a 12-kilo fencing mask. A good field
test (if a 12-kilo spring punch is not available) is to press on the mask grill with one
thumb. If the grill flexes significantly, it is not strong enough. The mask must be
securely fastened so that it cannot be removed or seriously dislodged during combat.
6. "Impenetrable" material is required on the back of the head, the entire
neck and the torso (including the chest, back, abdomen, sides and groin--see diagram).
7. If theatrical rapier blades are being used, additional throat protection is
required. It shall consist of 8-ounce leather backed by at least one quarter inch
(1/4") of open-cell foam.
8. Resistant material is required on the arms, legs, and other areas not specifically
mentioned in these rules.
9. Hands shall be protected by leather gloves that overlap any sleeve openings by at
least three inches. Feet shall be protected by closed toe shoes or boots. If the fighter
is wearing skirts, there must be sufficient overlap between the hem of the skirt and the
top of the shoes or boots so that no skin is exposed during combat. If necessary, pants or
bloomers should be worn under the skirt to ensure that no skin will be exposed.
10. Male fighters must wear rigid groin protection. Any holes large enough to admit a
broken blade must be covered from the outside with "impenetrable" material.
Female fighters are reminded that their breasts are in a prime target area and are
encouraged to wear additional padding or protection.
WEAPONS
1. Rapiers: foil, epee, saber, double-wide epee, theatrical rapier and fibreglass
blades (such as the An Tir fibreglass rapier) may be used, subject to the following:
a. Foil and epee are the standard blades, subject to local kingdom restrictions.
"Double-wide" epees will be classed with standard epees.
b. Saber blades, because of their lighter weight and greater flexibility will require
separate authorisations before they may be used.
c. Theatrical rapier blades, because of their greater weight and limited flexibility
will require separate authorisation before they may be used.
d. Fibreglass blades, because of their unique handling characteristics, will require
separate authorisations.
e. Saber, theatrical rapier and fibreglass blades may be further restricted as desired
by the individual kingdoms.
2. Regardless of blade type, all blade points must be capped with a rubber, plastic or
leather tip. The tip must be firmly taped or glued in place. The tip or covering tape must
be of a contrasting colour so that its absence is readily apparent.
3. The rapier blade shall have a single gradual curve. Any blade with kinks, multiple
curves or cracks may not be used.
4. The rapier may have a hand guard such as a bell guard or quillons. Any guard with
openings large enough to admit a rapier tip must have those holes covered with
"impenetrable" material, so that a blade will not be caught. Quillons that could
trap and break a blade are prohibited because they work. Guards and quillons used against
theatrical rapier or fibreglass blades are exempt from this requirement. Quillons may not
be longer than twelve inches (12") overall, and the ends must be blunt.
5. Orthopaedic ("Belgian" or "Pistol") grips are non-period and may
not be used.
6. There shall be two classes of daggers:
- Rigid daggers shall be made of rattan, CPVC, or "plunger style" (i.e. a
telescoping design where some form of elastic band or spring provides most of the
"give"). A rigid dagger may not be longer than twenty inches (20"). It
shall have a standard SCA thrusting tip, with a minimum diameter of two inches (2"),
and provide progressively resistant "give" without allowing contact with the
rigid tip of the weapon.
b. Flexible daggers shall be made of fibreglass or metal (such as the American Fencing
Supply "flex-dagger"). A flexible dagger may not be longer than twenty five
inches (25"). The blade shall have a single, gradual curve. Any blade with kinks,
cracks, or multiple curves will not be allowed. The point must be covered with a plastic,
rubber or leather tip which must be firmly taped or glued in place. The tip or covering
tape must be of a contrasting colour so its absence is readily apparent.
c. Daggers may not weigh more than one and one half pounds (1 1/2 lbs.).
d. The dagger may have a hand guard such as a knuckle bow or quillons. Any guard with
openings large enough to admit a rapier tip must be covered with "impenetrable"
material, so that the blade will not be caught. Quillons designed to trap or break a blade
are prohibited. Dagger guards and quillons used solely against theatrical rapier or
fibreglass blades are exempt from this requirement. Ouillons may not be longer than twelve
inches (12") overall, and the ends must be blunt.
e. Rigid metal "parrying-only" daggers made from cut down foil or epee blades
will not be allowed.
6. A buckler shall be constructed of lightweight material such as one quarter inch
(1/4") plywood. The edges must be covered to prevent splintering. Any buckler that is
designed to trap or break a blade is prohibited. The maximum size for a buckler is 315
square inches (20" diameter circle).
7. Cloak size shape and weight shall be left to the discretion of the user, as long as
it is recognisably a cloak and not a whip or flail. A cloak may be weighted with soft
material such as a rope or rolled cloth; it may not be weighted with a rigid material such
as metal chain or fishing weights.
8. Other defensive equipment such as scabbards and parrying batons may be used subject
to the rules of the local kingdom.
9. The decision to disallow a particular weapon may be appealed to the Kingdom Rapier
Marshal and Crown in the usual way.
EXPERIMENTAL WEAPONS AND MATERIALS
Before any unapproved weapon or material can be used at Society activities a test plan
must be submitted to and approved by the Society Marshal. This plan should include
specifics on construction (i.e. materials used, how assembled etc.), an outline of the
test and all restrictions that will be imposed on the test. It should also tell how long
the test period will be.
It is the prerogative of the kingdom Earl Marshal to allow limited testing of alternate
or unapproved materials and weapons within a kingdom. Limited testing means the weapon or
material may be used at fighter practice tourneys, and in small melees after all
combatants and marshals have been informed the weapon or material is being tested and that
it is not approved for SCA use.
All combatants and marshals must consent to the use of the weapon or material before
combat begins. If any of the marshals or combatants object to the use of the material or
weapon, the material or weapon may not be used. All unapproved materials and weapons shall
be marked with alternating bands of red and green tape totalling 6" (six inches) in
length. Bands shall be visible during weapon usage.
At regular intervals through out the test period the Earl Marshal will update the
Society Marshal on the progress and results of the testing.
At the end of the test period the Earl Marshal will provide the Society Marshal will a
test summary. This summary should include a list of injuries that resulted from the use of
the weapon or material and any concerns from fighters and marshals that resulted from the
testing. The Society Marshal, after consultation with the Earl Marshals, shall determine
if the weapon or material is suitable for SCA Combat-Related activities.
APPENDIX 4
RESOLUTION OF GRIEVANCES
This section is currently being reviewed at the corporate level. Once the review is
complete a new section will be issued.
APPENDIX 5
Sanctions
Usually the combatants are more than willing to correct any problems, or breaches of
the rules, which a marshal points out. This is the desired solution --- get the problem
fixed. However, occasionally some action is required by the marshal. In the unhappy event
that you find it necessary, here are your options (in order of preference):
1. Point out the violation (missing armour, grappling during combat, etc.) and ask the
fighter to correct it.
2. In the case of missing or inadequate armour, do not allow the combatant onto the
field until it has been fixed.
3. In the case of violation of the rules during combat, ask the combatant to leave the
field, and do not allow combat to resume until he is off. This particularly includes
removing from the field anyone who has lost his temper.
4. If you need support, call on (in order):
a. Any other marshals who are present, including especially the Marshal-in-Charge.
b. Any other fighters who are handy.
c. The local Seneschal.
d. The Crown.
5. If the violation cannot be stopped, convince the Marshal-in-Charge and the local
Seneschal to end the event.
6. In extremity, you should stand forth in the centre of the field and, on your own
authority, inform all those present that this is no longer a Society event and they are on
their own. (This is actually only true if you are the Marshal-in-Charge, but it may shock
people into paying attention.)
So far, it has never been necessary to go further than the other marshals present.
In the case where voluntary correction was not made when the problem was pointed out, a
written report should be made to the Earl Marshal as soon as possible after the event
In addition to getting the would-be combatant off of the field at the times some
long-term sanctions are available. These will normally be applied by the Marshallate of
the Kingdom rather than by a local marshal.
They include:
Revoking the authorisation of the individual to fight with a particular weapon, (This
sanction may be applied whether or not your Kingdom does authorisations by weapons-form.)
Revoking the authorisation of the individual to fight at all .4
Recommendation to the Crown to banish the individual from
participation in events for a while.
Recommendation to the Board to banish the individual from the
Society and its activities.
If any of these long-term sanctions is in prospects the Society Marshal should be
informed. If authorisation has been revoked, it is probably desirable to inform the Earl
Marshals of any neighbouring Kingdoms where the (ex-)fighter might travel. And once the
long-term sanction has been applied, a report should be made to the Marshal of the
Society,
4 Note that an authorisation from any Kingdom may be suspended/revoked in another
Kingdom, should it prove necessary and appropriate. Such suspension/revocation means that
the fighter may not fight anywhere in the Society until and unless it is resolved.
Accordingly, the Earl Marshal should inform the Earl Marshals of the neighbouring
Kingdoms.
Furthermore, if the fighter is subsequently re-authorised, the neighbouring Earl
Marshals should again be notified
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