Policies of the Earl Marshal of Ęthelmearc
(Including Policies of the Minister of Lists, Marshal of
Fence, Thrown Weapons Marshal, Combat Archery Commander, Archery Marshal,
Chancellor of the Youth Martial Academy, Equestrian Marshal, and Ęthelmearc Youth Fencing Academy.)
GENERAL CONVENTIONS
- Precedence of Law
Corpora and other Governing Documents of the Society for
Creative Anachronism, Inc. (Society) set the minimum standards for combat
activities within the Kingdom of Æthelmearc Kingdom). Society policy
states that kingdoms may institute standards which are stricter than those of the Society, but may not reduce or waive any
Society standard. Therefore, in any disagreement between Kingdom and
Society rules, the Society rules shall take precedence. Invalidation of
anytime within these rules shall not affect the validity of the remaining
sections. In all cases, where Kingdom Law does not specify a specific
standard for behavior, armor, or weapons, the Society policy will be the governing principle.
All marshals must obtain copies of the current Society and
Kingdom policies governing combat activities, including Corpora, The
Marshal's Handbook, and Law and Policy of the Kingdom of Æthelmearc.
- Structure
- The Crown, Earl Marshal, and deputies to the Earl Marshal (see 3.a below), in that order, are solely responsible for interpretation
of the rules, conventions, armor standards, and all other matters
dealing with Society combat activities within the Kingdom.
- The earl marshal serves as a coordinator, arbitrator,
and facilitator for all combat activities within the kingdom. He write
sand enforces policy dealing with areas of interaction between the
combat related activities under his jurisdiction. The Earl Marshal
reserves the right of review over all matters pertaining to combat
activities within the kingdom.
- The combat related activities of the Kingdom include: Contact(e.g., combat archery, fencing, rattan combat), non-contact (e.g.,
lists office, archery, thrown weapons, siege, and equestrian ) and other activities as shall be designated by the Society Marshal or
the Board of Directors, from time to time.
- The senior marshal or officer of each of the above activities(i.e., marshal of fence, minister of lists, archery commander,
combat archery commander, senior equestrian marshal, senior thrown
weapons marshal, Siege marshal.) is a deputy to the Earl Marshal.
- Each deputy is responsible for establishing policy within
their warranted area, subject to item II.2 (above).
- Each deputy will maintain regular contact with the Earl
Marshal. Written reports will be submitted quarterly by the 1st day of
March, June, September, and December. Deputies are also responsible
for forwarding to the Earl Marshal (within 24 hours) any reports
concerning injuries or disciplinary action
- Local marshals will maintain regular contact with their
respective Regional Marshals on a regular basis. It is suggested that
local marshals report to their Regional on a quarterly basis (by the 15th
of February, May, August, and November). This allows the
regional sufficient time to compile the information in the reports into a
form that can then be submitted to the Earl Marshal by the 1st of
March, June, September, and December. Failure to report may be considered
a resignation from office that may be accepted at the discretion of
the Regional Marshal or Earl Marshal, as appropriate.
- Marshals will restrict their marshaling activities to those
areas for which they hold a warrant. Exception: any marshal should
intervene if he observes breakage of armor, boundaries, or tempers.
- It is neither stated nor implied herein that any activity
is superior to another. Cooperation, assistance, and common sense
are the rule when an event contains multiple combat activities.
- Chivalric Peers are considered to be warranted marshals for
rattan combat activities once they have provided proof of membership
and contact information to the Earl Marshal or his representative.
Should a Chivalric Peer's membership lapse, they are not to act in
any capacity as a warranted marshal.
- Minor Participants
- Definition: for the purpose of these rules a minor is defined
as any person who has not attained his/her eighteenth (18th)birthday. Emancipated minors are to be considered as adults.
- No minor shall be allowed to participate in adult armored
combat activities. These activities include the following: combat,
marshaling, banner bearing and combat archery.
- Problem Resolution
- All marshals have the responsibility to maintain the standards of
the Society and the Kingdom or marshaled activities. If the marshal
feels that action is required against any individual who fails to meet
standards (this includes failure of armor inspection, excessive force,
repeated non-acknowledgment of blows, etc.), the marshal shall inform
the individual of the action to be taken and send a written report to
the regional marshal (the Earl Marshal if the marshal taking action is a regional marshal) reporting the action within 72 hours.
- Any individual informed of an action may appeal to the Earl Marshal
if they feel that the action is inappropriate or disproportionate to the offense.
- The Earl marshal, when asked for appeal, will respond to the
individual. If this appeal is still unacceptable to the individual, a
further appeal will be made to the Crown who, in consultation with the
Earl Marshal, will set a date for the individual to present his/her case to the Crown. If the action taken initially involved
there vocation or suspension of authorization, the authorization will
remain in suspension until the date of the hearing with the Crown.
- The Earl Marshal will make every attempt to facilitate a speedy
process for dealing with issues.
CONVENTIONS OF COMBAT
These conventions are in addition to those already listed in the
governing policies of the Society Marshal and the Marshal's Handbook and shall
be adhered to as the minimum requirement.
-
Calibration
-
Blows or thrusts to
the face require less force than elsewhere, duet the helm having an
open face. Tip slashes to the face need not be taken due to the
nasal and drape. Thrusts to the face are good using the convention
of "positive force", that is, if a directed thrust tithe face moves
the helm, it is good. Target for a face thrust is defined as an area
running from the eyebrows down to the collarbones across the entire
width of the face. Thrusts to any part of the head which is not the
face are illegal; thrusts which land on such an area are to be
treated like blows to any other illegal target.
-
While the groin and throat are legal targets and should be taken as
kills, however blows to those areas are strongly discouraged.
-
Tournament Behavior
-
Armor failure during
single combat shall result in a forfeit if the Crown or
Marshal-in-Charge determines that necessary repairs will constitute
an unnecessary or unwarranted delay.
-
Additional Conventions for Melee Combat
-
Conventions and tactical limits may be
modified for a particular battle if:
-
all participants are
aware of, and agree to abide with, said changes;
-
the modifications do
not, in the opinion of the marshal in charge, create unsafe
conditions;
-
No two-handed weapons will be powered through
an arc greater than 90 degrees. This does not mean that a two-handed
weapon may not be moved more than 90 degrees in one motion. The weapon
may move more than 90 degrees to block a blow and then return a blow in
one motion, but the return blow may only be powered through the last 90
degrees of arc.
-
Armor failure during melee shall require the
fighter to yield the field. The fighter may only return if the tactical
limits of the battle permit and, in the marshal's opinion, he may do so
safely. Temporary loss of a sword, resulting in inadequate hand
protection, does not constitute armor failure if, in the marshal's
opinion, the fighter can safely recover his weapon.
-
While two units are engaged any member of
either unit may strike any member of the opposing unit.
-
During a
breakthrough you may strike or be struck by passing opponents. Other
than during a breakthrough, striking from behind is prohibited.
-
If a fighter or unit
breaks engagement (moves out of weapon range)for any reason, he must
reestablish recognition before striking an opponent. This means
positive eye contact PLUS some other unquestionable indication that
your presence is acknowledged. You should not be striking your
opponent as he is turning to face you, or as a means of getting his
attention. If you are engaged with a fighter and he turns away but
does not move out of range then engagement has not been broken and
he may be struck.
-
Except in the case
of engaged units, no more than four fighters shall attack a single
opponent. (A single fighter is never considered to be a unit.)
-
If you are killed by a teammate you are still
dead.
-
Dead fighters may not give aid or assistance
to their still fighting comrades.
For rules governing Combat
Archery, Projectile Weapons, Thrown Combat Weapons, and Siege Engines, see the
Policies of the Combat Archery Commander.
ARMOR AND WEAPON STANDARDS
In general, the standards
for armor and weapons in the Kingdom of Ęthelmearc will be Society standards.
Particular requirements of the Kingdom of Ęthelmearc are listed here. The
equipment listed here is that required by the Society. It is strongly suggested
that an individual consider their own level of skill and weapons forms when
deciding on the amount of armor to be worn. Beginners are strongly advised to
wear considerably more armor than is required, particularly on the shoulders,
forearms, abdomen, and thighs. The Society minimum armor standard is the amount
of armor that is believed to reduce the risk inherent in SCA Combat to an
acceptable level. This should not be taken to mean that the Society minimum will
prevent you from being injured. Additional armor above and beyond that which is
required may reduce the inherent risk in SCA combat to a level lower than that
achieved by use of the Society minimum armor standard.
As it is the goal of the Society to recreate the tournament atmosphere of the
middle ages, all fighters are strongly encouraged to endeavor to present as an
authentic appearance on the field as they are able. Simple steps, such as
covering obviously plastic body armor and glaringly modern sporting equipment
with a tabard or gambeson go along way to improving the overall atmosphere of
the Lists and is strongly encouraged.
-
Armor
-
Please see the Society Marshal's Handbook for
specific armor standards. These shall be the minimum standards of armor
in the Kingdom of Ęthelmearc.
-
Shields must be constructed either out of
materials period in
appearance - wood, metal, leather, etc - or must be
sufficiently disguised when they are not; methods of disguise may
include cloth coverings, paint, and the like.
If you
want to use blatantly non-period materials (such as plastic) to
construct a shield these materials must be disguised or covered. This
rule does not include shield edging although you are strongly encouraged
to disguise all portions of your equipment that are not period in
appearance.
-
Weapons
-
Single Handed Weapons
-
Single Handed Weapons shall be constructed of rattan and
shall not be less than 11/4" in total diameter (including rattan and
tape) along its entire length. The material known as Sil-O-Flex
(ASTM # D-2239) may be used in the construction of swords as an
alternative to rattan. This material may be used by encasing a 1"
interior diameter piece of rattan inside of the Sil-O-Flex (exterior
diameter of 1 1/4"). No other material (e.g. glue) may be used in
the construction of the sword.
-
Two Handed Swords
-
Two-handed sword
grips shall not exceed 18" measured from the bottom of the guard to
the bottom of the pommel.
-
Two-handed swords
shall not exceed 72" in total length.
-
Pole arms
-
Total length shall
not exceed 72 inches for padded pole arms, or 90" for unpadded.
-
Total blade length
for a pole arm is limited to
a maximum of one-half of
the length of the weapon but no more than 30".
-
The head of a pole
arm must be of a different color than the haft of the weapon.
-
Spears
-
Total spear length
shall not exceed 9 feet.
PROCEDURE FOR AUTHORIZING FOR HEAVY WEAPONS COMBAT
In order for an individual
to become authorized to participate in heavy weapons combat in the Kingdom of
Ęthelmearc the following conditions must be met:
-
Prior to taking the field for their
first authorization procedure, a prospective fighter MUST be
questioned as to if they have read and understood the Rules of the Lists,
Combat Conventions, and Armor requirements of both the SCA, Inc and the
Kingdom of Ęthelmearc. If they answer "no" to this question, the
authorization can not take place until the necessary Rules, Conventions, and
Laws have been read and understood. Additionally, prior to taking the field
for the authorization procedure, the prospective fighter MUST read and sign
the Combat Waiver portion of the Ęthelmearc Fighter Authorization form.
-
A prospective fighter must pose no unnecessary
risk of injury to themselves or their opponent.
-
A prospective fighter must be able to
demonstrate some defensive capability.
-
A prospective fighter must be able to
demonstrate some offensive capability.
-
A prospective fighter must also maintain their
composure when "pressed" by the sparring partner. They should not display
complete collapse of defense or become confused to the point of inaction.
They should not lose control of their temper.
-
At least two warranted Ęthelmearc marshals, one of whom is not from the candidate's
home group and has had no active part in their training, must witness the
authorization procedure.
Additionally, at least one of the marshals must be authorized in the
weapons form in which the prospective fighter is attempting to authorize.
Due
to the size of the programs Youth Combat and Equestrian Activities are
encouraged, but not required, to provide a marshal from outside of the
candidates home group)
-
The Ęthelmearc Fighter Authorization form must
be filled out and signed by both of the marshals and the authorizing
individual and submitted to the group MOL or Kingdom MOL as appropriate.
Combat Archery Commander (Kingdom-level deputy)
The Kingdom of Ęthelmearc will be using only heavy archery.
These rules are subject to revisions as required.- Rules of Engagement
- Combat Archery
- Arrows must hit squarely and point first to be considered good.
- Arrows may be fired at a target from any angle (even
from behind). Minimum distance for a full draw will be ten (10) feet. Hand
bows must use restraint when firing inside this minimum. Hand bows will modify their draw and not use a 'full
draw' closer than Ten (10) feet to their target. Crossbows will not be fired
closer than Ten (10) feet to their target due to the inability to modify the crossbow draw length.
- Arrows need not hit with the same force as a rattan weapon to
be considered good.
- Glancing arrows may kill if they strike another target
squarely with point first.
- If an arrow strike is good, it kills whoever it hit (no
matter whose side they are on).
- Firing into crowds of spectators (armed or otherwise) and
outside the safety zone is prohibited and calls for the repeal of the
offender's authorization.
- Golf-tube arrows found on the field may be reused if they pass
a quick visual inspection to check for obvious defects. Fiberglass arrows may not be gleaned from the field.
- Arrows may be blocked by shields,
pavices, and weapons. Weapons may block but not strike sideways at an arrow.
- Archers must not use their bows to block rattan weapons.
- All combatants shall be considered engaged and recognized
by archers when the marshal gives the lay-on signal.
- All parts of the body above the knees and above the wrists
are legal targets for archers as with rattan combat. However, catching
arrows or batting them out of the air with one's hand will cause the loss of that hand.
- Archers are killed when struck by a weapon or by yielding to an
approaching fighter.
- Archers acknowledge their deaths by holding their bows
VERTICALLY above their heads or dropping to the ground as in 'dying defensively'.
- Combat archers are allowed to carry and use other weapons if
they hold an additional authorization for that weapon. Archers are allowed
to draw their rattan weapons only after they have sheathed, handed off, or placed their bows off the field. Bows may not be thrown on
the ground in order to draw a rattan weapon. Archers with heavy weapons may carry shields on their backs. These shields are considered part
of the archer's armor (offering no extra protection) until their heavy
weapons have been drawn and their shields put in place. Archers/fighters may switch from archery to another weapons form and back again, multiple times, during a battle as long as
they remain "list legal" for each weapons form.
- Combat Throwing Weapons
- Any authorized fighter may use combat throwing weapons (there is
no separate combat throwing weapon authorization).
- Standard armor requirements for hand protection applies (full
gauntlet for fighters, half gauntlet for archers) for throwing weapons.
- Combat throwing weapons must be thrown in order to kill.
- Rules governing
"good hits" for combat arrows apply to javelins and throwing axes.
- Throwing weapons may be repeatedly thrown as long as they are
not structurally damaged.
- Throwing weapons may be used simultaneously with other
weapons forms.
- Catapults Operation and construction of catapults is governed by the Rules
set forth by the Kingdom Siege Marshal listed in the Æstel.
- Catapults will be restricted to a "catapult zone". Only
catapults and their operators will be allowed in this zone.
- All people within the catapult zone must wear a heavy helm and
a padded gambeson to protect against enemy catapult fire.
- Ammunition may be gleaned from the field by armored
fighters or archers and reused.
- Catapults may be destroyed by an opposing fighter by pointing
their weapon within 15 ft. and saying out loud "destroyed". Catapults
may also be destroyed if opposing catapult fire touches a catapult or
any of its operators. If a catapult is destroyed, the operator and
anyone assisting in its operation are dead and must leave the field or
lay down.
- Catapult fire kills everyone it touches, and cannot be blocked
by shield. However, projectiles are considered "dead" when they touch
the ground. Friendly fire kills.
- Impaling Stakes and Pavices
- Impaling stakes may only be moved at the beginning of
a scenario. Once placed on the ground, they cannot be moved until the
end of the battle.
- Impaling stakes kill whoever touches them from any
direction, unless the cone has been marked making them unidirectional.
- Combatants may not jump over the impaling stakes.
- Pavices may not be carried or attached to an archer's body or
limbs like a shield during combat. They must be free standing in order
to provide protection.
- Equipment
- Combat Arrows - Golf Tube
- The outer
diameter of the tube is at least 1-1/4" in diameter.
- Shafts must be plugged with a pine dowel (2" in length) to prevent the
foam from downing the shaft of the arrow. The dowel may penetrate up to 1"into the arrow tip.
- All arrow tips must be marked with contrasting tape.
- Additional weight beyond what is required to construct the arrow is
not allowed. However, spray insulation foam may be applied to the inside of arrow shaft, or double tubing with a second golf tube may
be used to add rigidity.
- Combat Arrows - Siloflex
- If tip is constructed with a rubber stoppers
then the rubber stopper must be white or off-white in color. No
other colors are allowed. It is strongly recommended to buy ones with
a hole in the center or to drill your own 1/4" hole.
- Combat Arrows - Fiberglass Shafts
- Only solid fiberglass shafts may be used. Either 1/4" or 5/16"diameter shafts may be used.
- Combat Arrows - Wooden Shafts
- Wooden shafted missiles are not permitted.
- Other Equipment
- Impaling stakes
- Orange traffic cones may be used as impaling stakes.
- Impaling stakes may be made unidirectional by marking one side
of the cones.
- Pavices (free-standing shields for archers)
- Pavices may be constructed out of aluminum, wood, or plastic
and must meet kingdom shield standards.
- Pavices may be propped up using a list-legal rattan weapon or
held up by 1 1/2" PVC leg(s) attached to the back of the pavice with
hinges made out of flexible material (like leather).
- Throwing Weapon Construction
- Javelins
- Javelins are to be constructed from one (1) inch (approx. 1 1/4"outer diameter), schedule-40 PVC tubing, with the mark
"SCH-40" left visible.
- Javelins are not to exceed 4 ft. in length (excluding tails).
- Javelin striking tips must be at least 2" in diameter and be
marked with red tape
- Javelin back ends must be capped or padded to a minimum
outside diameter of 1 1/2".
- Javelin shafts must be spiral-wrapped with fiber (strapping) tape.
- Javelins may have tail fins or trailers to add stability. Tailfins must be made from soft, flexible material such as foam or
duct tape, while trailers must be made from 1 1/2" wide cloth not exceeding 2 ft. in length.
- Throwing Axes
- Throwing axes are to be constructed out of 1" rubber tubing such
as garden hose and ethafoam (used in packing material for
appliances, such as computers, and as self-healing archery targets) (see TI Issue72, p. 24 for more details).
- Throwing axes are to be first wrapped with filament and then
wrapped again with duct tape to hold them together.
- The butt of the handle and axe blade must be at least 2"
thick, with the striking surface marked with contrasting tape.
- Siege
Catapults and Siege engines present a unique set of problems and thus
have their own very specific rules. If you are interested in Siege
Engineering, please contact the Siege Marshal listed in the Ęstel. At a minimum, the Kingdom of Æthelmearc adheres
to the current SCA minimums for Siege weapon construction and firing. There may be additional Kingdom specific rules, please
check with the Siege Marshal for these additional rules.
- Combat Archery Marshallate
As combat archery is simply an additional weapons form, combat archery
marshals must also be heavy weapons marshals.
- The Combat Archery Commander is selected by the Earl Marshal in
consultation with the outgoing Combat Archery Commander and subject to
the approval of the Crown.
- The Combat Archery Commander and his/her deputy commander have the
ability to warrant any regional CA marshal, marshal combat scenarios,
authorize combat archers, and approve experimental combat-archery
weapons/props with the approval of the Earl Marshal. They may also
supervise the use of experimental combat-archery weapons as described in this document. The Combat Archery Commander is responsible
for submitting written quarterly reports to the Earl Marshal and to
Curia Regis when required by the Crown.
- Regional marshals are appointed by the Combat Archery Commander.
Regional's have the ability to marshal combat-archery scenarios, authorize combat archers, and supervise the use of
approved experimental combat-archery weapons. Regional's submit written
reports to the Combat Archery Commander twice a year (by September 30
and March 30).
- Local marshals are approved by the Combat Archery Commander and the area regional marshal. Locals have the ability to
marshal combat-archery scenarios, and authorize combat archers. Locals
cannot supervise scenarios that involve experimental combat-archery
weapons without permission from the CA commander or his/her deputy.
Local marshals send in reports after any event they marshal. The report
is sent to the regional marshal.
- Marshals' Duties prior to Combat
- Conduct all equipment inspections. Bows must meet Ęthelmearc archery standards. Arrows must be intact and have no
structural defects. The archer's armor must meet heavy-weapons requirements.
- Marshals must establish no-fire zones around the field. No
spectators are to be allowed into these zones.
- Remind all the participants of the current rules of engagement.
- Warn spectators and support staff to stay outside the safety
zones.
- Marshals' Duties during Combat
- It is required that all marshals on the field wear rigid eye
protection. This may take the form of rigid safety goggles or
racquetball goggles. It is also strongly recommended that marshals
wear list-legal throat protection, such as a gorget.
- Tactfully inform those who are cleanly struck that they are dead.
- Enforce no-fire zones.
- Eject those who the break the rules.
- Marshals' Duties after Combat
- Have arrows used during the last scenario re -inspected for
defects. This must be done before the next scenario may start.
- Re-inspect dropped bows and return them to their owner.
- Deal with any rules infraction by appropriate means. Marshals
may use warnings, suspension for the day, or withdrawal of
authorization for major infractions, as per Kingdom procedures.
- Suggested Marshal's Kit
- A caliper or dowel to measure eye slots/helm openings. A 1"
dowel is okay provided it is checked to see that it is really 1" in
diameter.
- A ruler or caliper to measure arrow shafts and arrow tips.
- Eye protection for yourself and some to lend to the other
marshals.
- A marshal's tabard(s).
- A marshal's baton.
- Authorizations of Archers as follows:
- The archer must demonstrate that he/she knows how to use his/her
weapon effectively and safely. This test involves shooting at live
armored targets and demonstrating that they are able to determine the
ten (10) foot minimum distance for full release. A person will advance
on the archer. The archer will cry "Hold!" when they believe the
advancing person has closed to the ten (10) foot mark. The marshal will then measure the distance from the archer to the advancing
person to determine whether the archer was accurate to within +/ - one (1)foot of the legal minimum for full draw..
- The archer must demonstrate that he/she knows when and how archers
are attacked, killed, and die.
Direct mail regarding this web page to marshal@Ęthelmearc.org Updated
June 2008
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