SCA Siege Rules

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SCA Siege Weapon Rules 

I.                     INTRODUCTION

Certain replica siege weapons (such as 1,200 lb. draw arbalests and black powder cannon) can be intrinsically unsafe for SCA combat.   Furthermore, a siege engine's range can easily exceed the perimeter of the fighting field, or even the site itself. Use of such engines for recreation and demonstration at SCA events is not within the purview of this document. Autocrats are advised to carefully assess those engines and their range before use, and to designate an officer (live weapons or archery marshal, etc.) to oversee such activities. 

     Siege weapons and devices constitute a relatively new addition to SCA combat, and their regulation has previously been left to the individual kingdoms. Rules concerning siege engines vary widely, and these guidelines are intended as a basic common framework. 

II.                   MARSHALS

A.             Requirements for Siege Marshals.

1.          All Siege Marshals shall have at least a general knowledge of siege engines and of SCA, kingdom and local siege rules.

 2.          All Siege Marshals are officers of the SCA and shall maintain membership as required by the SCA By-Laws (By-Laws V.C.2.b Eligibility for Office) and shall be warranted by their kingdom as required by SCA Corpora (Corpora appendix D. Warrants & G&P 9. Rosters)

 B.              Responsibilities of Siege Marshals.

1.          The kingdom siege marshal shall insure that their minimum kingdom siege rules include: Basic safety standards, siege equipment standards, warranting procedures for marshals, reporting procedures for marshals and injury reporting procedures.

2.          The kingdom siege marshal shall report quarterly to the Society Archery Marshal.

 3.          In the case of any disagreement, the Siege Marshal in Charge shall have complete say and control in resolving any dispute.  Any appeal may be done via the appropriate procedures as per kingdom law and Corpora.

 4.          The Siege Marshal's commands are to be followed explicitly while on the field. Failure to follow the marshals instructions may result in removal from the field.

 5.          The Siege Marshal has the authority to inspect all siege equipment for safety and compliance with kingdom rules.

 a)       Equipment that does not adhere to the limitations laid out in the rules shall not be used.

b)       Equipment deemed unsafe by the Siege Marshal shall not be used.

 6.          On duty Siege Marshals are responsible for taking all reasonable steps for the enforcement of the rules and safety standards for siege engine activities.

7.          The Siege Marshal at an event shall report, as per their kingdom rules and also to the kingdom siege officer, all injuries derived from siege engine activity on or about the field that required professional medical treatment.

 8.          The kingdom siege officer shall report to the Society Archery Marshal any injuries which required professional medical treatment and any potentially dangerous circumstances or incidents with kingdom siege engines and their outcome.    

 C.              Marshal's Duties:

1.          Marshals inspecting siege weapons and supervising their use are to be trained and designated for such at the kingdom level, or consult with the Earl Marshal(s) and/or Marshal(s) in Charge.

 2.          Kingdoms having sustained siege weapon use may adopt a licensing system, and in which cards or other documentation is issued to approved devices. Such documentation is to be kept with the device or operator upon the field.

 3.          Kingdoms that create an office or deputyship to their marshallate, dedicated to the maintenance of standards for siege engines and devices, are to have duties that will include:

a)       approval of siege engines and projectiles for SCA combat.

b)       field inspection and regulation of siege engines used in combat.

c)       marshalling of siege engines and crews during battles.

d)       training combat marshals and combatants in the use of siege weaponry.

e)       such communication as is necessary to the kingdom marshallate.

f)        all kingdom level siege marshals shall report quarterly to the SCA Archery Marshal. This is in addition to any reports to their kingdom superior as required by kingdom law.

g)       licensing of engines and designation of accepted operators, utilizing test-fire observation for range, repeatability, and  use against a volunteer.

 III.                 GENERAL RULES

 A.             Engines and their projectiles must be inspected by a qualified marshal before use in combat. All new engines must be evaluated before use. Engines previously passed or licensed by an attending marshal may simply be inspected as an approved device. Final responsibility of the safety of any siege weapon or device is that of the user(s).

 B.              The missile determines the damage delivered regardless of the source of launch. Variance from this is provided for in the Missile Chart, where a conflict of missile use may occur.

 C.              Direct fire engines will have a minimum firing range of seven yards or 10% of their maximum range (whichever is greater) for use against personnel.

 D.             While they may be pivoted for aiming, engines may not be relocated while cocked.

 E.              With the sole exception of perriers (man-powered trebuchets), all projectile-firing siege weapons must have a mechanical trigger release in combat, and use it at every firing.

 F.              Siege weapons may not use compressed or ignited gases to propel projectiles. Cannon, bombards, etc. must be replicated using mechanical forms of propulsion (concealed springs, etc.).

 G.              Engines are to attempt to visually recreate period devices, i.e.: ballistas should look like ballistas, rather than spearguns.

 IV.                 HEAVY SIEGE WEAPONS

 A.             Heavy siege weapons shall be of sufficient size to identify them as such. At a minimum, a heavy siege weapon should take more than one person to comfortably carry. Heavy siege engines may fire multiple missiles at one time, provided that the missiles meet or exceed the minimum qualifying range of 40 yards. To qualify as a heavy class siege engine the following must be met or exceeded:

1.          Have a minimum footprint of fifteen square feet (3x5', 4x4', etc.)

2.          Be able to fire a heavy class missile at least 40 yards.

3.          Have and use a mechanical cocking device, such as a winch. They may not be cocked by hand.

4.          Require a minimum crew of three.

 V.                   FIELD ENGINES

 A.             All other engines not meeting the requirements for a heavy class engine are to be considered Field Artillery. Heavy siege engine projectiles may not be fired from Field engines, small arms or thrown by hand. ( Siege rocks may be dropped, not thrown, from battlements, towers, etc.) Non-heavy siege missiles may be fired singly, or multiple smaller shot may be used. Field engines require a minimum crew of two.

 VI.                 AMMUNITION

A.             Ammunition must be inspected and approved for use in SCA combat.  See the Missile Chart for a recommended list of available Siege Missiles.  Use of smaller arms missiles are not to exceed the range allowed, when used in a siege engine. ie. shooting twenty crossbow bolts at once in a siege  engine is permissible as long as the range does not exceed the range of a crossbow shooting the same single bolt. Shooting a single crossbow bolt from a siege engine is not permissible since the engine exceeds the inch-pound rating allowed for crossbows.

 B.              All engines and ammunition shall be marked by name of maker or group, to indicate ownership.

 C.              Missiles may not be filled with anything that may come lose and enter a face grill on a legal combat helm. Materials such as beans, rice, rock, rebar, or anything that can breakdown into small pieces or powder is unacceptable for weighting.

 VII.               CREW AUTHORIZATION

 A.             Siege combatants may be classified as non-contact, missile combat, or heavy weapons combatants, per their kingdom's regulations and/or scenario conventions. Authorization requirements adhere to these categories save where explicitly excepted by the kingdom marshallate.  Engine operators and crew must be armored to at least the minimum standards for non-contact combatants, with the exception that gloves may be worn on both hands.

 B.              Siege crew and alternates must demonstrate their familiarity with both their equipment and all pertinent regulations.

 VIII.             ENGINE EVALUATION OR LICENSING

     The science of siege weaponry is such that each machine or structure must be judged on a case-by-case basis. No set of requirements will prevent a bad execution from being unsafe, and a machine's acceptability must be determined with common sense and experience.  Prospective siege engineers are urged to consult with their kingdom marshallate before embarking on projects. Some engines generate surprising forces, and can fail catastrophically.  The marshallate evaluates engines and projectiles to determine their suitability for SCA combat (and licensing where applicable).

 A.             Engines of any sort may not be struck with heavy weapons. While it should never occur, all engines should be designed to withstand accidental but full-force blows from heavy weapons. All engines are expected to be able to withstand repeated hits from missile combat and other siege engines, whether or not they are allowable targets in the rules of engagement. Any engine so struck shall be examined by the operator if needed.

 B.              Before use in SCA combat, experimental machines/projectiles must be thoroughly field tested, including test-fire observation for range, repeatability and use against a subject. New machines are to be approved using the following as a minimum evaluation process:

 1.          The engine is to be thoroughly inspected for structural stability, both of parts and of overall construction.

 2.          Projectile-throwing engines must be able to fire repeatedly and consistently, with no noticeable loosening or fatigue.

 3.          Engines and their projectiles to be used in combat must be constructed and calibrated so that they may be fired safely at a subject in minimum armor (the owner comes to mind).  For direct fire, at a distance of seven yards or 10% of the maximum range, whichever is greater. For indirect fire, at the minimum range the engine can achieve. In kingdoms where Non Contact combatants are included, Non Contact combat armor is to constitute this minimum.

4.          The evaluation procedure for experimental engines and projectiles is to include all the following steps:

a)       Observing the impact upon the field or an inanimate object;

b)       Judging the impact by catching it on a (held) shield;

c)       Against the builder or a volunteer (a derivative of the "owner of the weapon must be willing to be struck with it");

d)       By a marshal or unbiased third party. (When judging impact, the possibility of accidental hits to marshals, faceplates, etc. should be considered.)

e)       If the missile(s) used are listed in the Missile Chart, the engine is to fire them within the minimum qualifying range and less than or equal to the maximum range per missile. Missiles are to each be tested singly for compliance.

 5.          Load bearing devices such as ramps and towers are to withstand the active weight of as many fighters as they might reasonably accommodate in battle. ( i.e. a 10ft long ramp should bear the weight of five fighters simultaneously; a 5x5ft platform should bear two or three fighters.) Ramps, towers, etc. which might place combatants 3 feet or higher must have railings or walls around their edges a a height of 40" or higher to help prevent falls.   Frames and structures are to be secure, and be able to be used throughout a battle with no noticeable loosening or increase in "give".

 C.              The over all philosophy of approval and inspection is to answer two questions:

 1.          Is it safe for use against combatants?

2.          Is it safe for the crew and those who might come in contact with the engine itself?

IX.                ENGINE INSPECTION

   Inspection refers to marshallate perusal on the order of armor inspection, whereas examination may be conducted by the operator as required.

 A.             All machines and their projectiles are to be thoroughly inspected before initial use by a siege marshal, as per standard weapon inspection. Special attention is to be given to stress and wear points such as fulcrums, torsion spring hardware, prods and their cables, release mechanisms, throwing arms and their stops.

 B.              All engines are expected to fire consistently "down range". At the very least, engines which cannot be relied upon to fire away from onlookers should not be allowed to operate within "misfire range" of non-combatants.

 C.              Acceptable crew and alternates of engines must be thoroughly briefed as to the engines use, construction, and field inspection.

  

SIEGE DEFINITIONS

SUPPLEMENTARY RECOMMENDATIONS

 I.                     DEFINITION OF TERMS

 

Note: the following definitions are specific to siege engines; more general definitions are detailed in the Missile Combat section.

 

Bolts - Javelin-like projectiles, usually represented by golf-tube or PVC javelins 28 - 60" long. Shorter bolts are often referred to as darts. Heads for missiles over 1/2 pound in weight must meet or exceed thrusting tip specifications.

Cannon - Are limited to heavy siege use only, against fortifications, structures and other siege engines. Combantants may not be targeted, but are killed if hit by shot. They must be able to fire a one pound siege rock to the minimum qualifying range for a heavy siege engine. Hand or shoulder held guns are not allowed.  These limitations apply only to heavy combat.

Crew - any member of a siege engine's operating team, including operators, alternate crew, ramp haulers, ammunition handlers, spotters, etc.

Direct Fire - Fires in a low arc, more or less directly at the target. Examples include ballista and cannon.

Field Artillery Engines - In scenario conventions, field artillery engines are usually accorded lesser damages per hit than heavy siege engines, but greater effect than small arms such as bows. Common conventions may include: kill through shields, multiple hits required to equal the effect of a heavy siege engine hit, etc. Note that what is considered a heavy or field engine is a matter for the individual scenario and may be designated by the Marshal in Charge.

Fortifications - Protective barriers, real or represented, per the scenario. Examples include actual structures (walls, gates), collapsible representations of same, and structures represented by hay bales or markers.

Heavy Siege Weapons - In scenario conventions, heavy weapons fire large projectiles which are usually considered to destroy fortifications and other siege engines. They must be able to fire a one pound siege rock to the minimum qualifing range. In some conventions, all siege weapons my be considered to be either "Heavy" or "Field" siege engines.

Indirect Fire - Fires in a high ballistic arc, much like a modern mortar. Examples include trebuchets and most onagers.

Operator - A combatant responsible for the actual operation of the engine, being it cocking and/or discharging a firing engine, steering or directing the use of a structural engine, etc.

Shot - Monolithic projectiles such as stones, cannonballs, or boulders, commonly represented by three-or-four tennis ball "rocks", sport balls, taped-foam boulders, etc.

Siege Engine - For the purposes of these regulations, any mechanical device or structure used in the waging of war. Examples include: balistas, catapults, ramps, battering rams, and archer's towers.

Structural or Non-firing Engines - non-firing devices which rely upon their structure for their usefulness, such as ramps, towers, and rams.

II.                   RECOMMENDATIONS

A.             GENERAL RULES

 1.          It is strongly suggested that a printed version of the conventions of any war or scenario (including, but not limited to, those concerning the use of siege weaponry) be made available to all participants.  Conventions regarding siege weaponry should include damage accorded to different projectiles, capture/disabling procedures, allowed uses in each scenario, etc.

 2.          Conventions which recognize the possibility of capture, attack, and destruction should be instituted. For example, " Engines within striking range of an opponent are considered to be out of commission."  Captured engines may not be used, unless manned by previously trained and designated operators.

 3.          Projectiles should be examined between battles. Most of the Siege Missiles may be field inspected, and are to be inspected as required for each missile type before being used.

 4.          It is strongly suggested that projectile-throwing engines be designed to be lockable or easily disabled if they are ever to be left unattended.

 B.             MARSHAL

 1.          Engine Inspection

 a)       It is suggested that the formation of a standard field inspection checklist be devised for each design, taking into account particular stress and wear points, and the vulnerabilities thereof. The inspecting marshal(s) shall be made with familiar such, especially by the owners of unusual designs. Keeping such a checklist and a record of any previous authorization with the engine is recommended.

 b)       It is suggested that the marshallate or operators themselves examine engines between battles.

 

SIEGE MISSILE REFERENCE CHART

SUPPLEMENTARY RECOMMENDATIONS

 I.                     INTRODUCTION

 This section of the combat rules combines all missiles used in SCA combat into one consistent set of guidelines and specifications regardless of intended use. This will allow the free exchange of missiles by those devices designed to use them, whether it is a bow, crossbow, siege engine, or hand thrown weapons.

 

The following concepts will keep the combat balanced and playable by all parties equally:

 

1.          The missile determines the damage delivered regardless of source of launch.

2.          The minimum and maximum ranges listed for each missile has been determined based on the acceptable non damaging impact for a minimum armored combatant at 21 feet or 10% of the allowed maximum range.   Exceeding these maximum ranges significantly, may create an unacceptable risk to participants and the early failure of the missiles.

 3.          Any missile not found to be the equivalent of those listed in this chart may be tested and evaluated by the process defined in testing new missile designs. Such missiles may be added to this Chart after testing in accordance with the Rules update process.

II.                   MISSILE REFERENCE CHART

This chart is a guide to aid marshals and engineers in the valid use and selection of suitable missiles and what may use them.

 1.          Damage is recommended as the default value. Kingdom conventions are to select the acceptable missiles allowed and the damage accorded to them.

 2.          It is not always possible to control the exact weight and release of  every missile to land exactly at range. This safety margin is already built into the maximum listed range.

 3.          A siege engine may qualify to use more than one type of missile, so long as the engines power is not modified, and the maximum ranges are met for each missile used.

 4.          Missile Weapon Classes:

A = hand thrown

B = bow, sling, staff slings

C = crossbow, muskets

D = direct fire engines ( ballista, cannon, springalds )

E = indirect fire engines ( catapults, trebuchet, mortars )

                                  yd Range   Recommended       may be used by

 Missile            weight   min  max      damage          A  B  C  D  E

-------------------+--------+----+----+-------------------+--+--+--+--+---

Shafted Missiles:

 fiberglass arrow   <=3.5oz   7    xx  blocked by shield      x  x  x  x

 Golf tube arrow    <=3oz     7    xx  blocked by shield      x  x  x  x

 GT bolt 40"   +     9oz    7/10%  80  blocked by shield            x  x

 PVC Dart  3/4"   +  1 lb   7/10%  75  blocked by shield   x        x  x

 PVC Javelin 3/4" +  1.5 lb 7/10%  60  blocked by shield   x        x  x

 Throwing axes       1.5 lb   7    45  blocked by shield   x

 PVC Javelin 1"      2 lb     7    40  blocked by shield   x

 

Non Shafted Missiles:

 Single tennisball   2 oz   7/10% 100  blocked by shield      x  x  x  x

 Modified tennisball 3 oz   7/10%  90  blocked by shield      x  x  x  x

 4 tennisball rock   9 oz   7/10%  80  breaks shield/pavise         x  x

 Large rock  *       1 lb   7/10%  80  walls take damage            x  x

 Siege tower rocks   5 lb    dropped   crushes bodies      x

 5.          Special notes:

(Arrows and crossbow bolts are in the same class and differ only by length.)

 +  may be color coded to distinguish from arrows or hand thrown weapons when conflicts may occur. If color coding is used, damage may be increased to blocked by walls. It may be better played as it only kills the shield.

*  This missile is restricted to heavy class engines meeting the construction requirements for size, weight and a minimum qualifying range of 40 yards. If used in a direct fire engine, maximum range may be limited to 60 yards.

xx does not apply, as is limited by the bow poundage. Siege engine use may not exceed ranges achieved with a bow. Damage is always counted as an arrow. Siege engines may not shoot arrows singly. A minimum of 3, 3oz arrows or whatever combination that adds up to at least 8oz of combined missile weight. 7/10% means 7 yards or 10% of maximum range, whichever is greater, when shot at 45 degrees up on a level field.

6.          Definitions of damage:

Blocked by shield - The missile may be blocked by a shield or pavise, but will do killing damage when delivering a sufficient force impact to legal target areas.

Breaks shield/pavise - The missile will break a shield or pavise but not kill the fighter on initial impact, any direct blow to legal targets will count per mass weapon.

Blocked by walls  - The missile is blocked by a wall or other obstructions greater than a shield or pavise. This missile will kill anything less than a wall on first impact.

Walls take damage - Walls will take damage based on a number of direct hits. Missile will crush anything else hit on first impact only.

Crushes walls  - This could be considered worth several hits of the 'Walls take damage' level. This represents the largest thrown missile in history.

Crushes bodies  - A variation of kill through shield. Applies to dropped tower rocks in the defense of a structure.

Fire damage can be considered for 'flaming' missiles at twice the rated damage, unless a counter agent such as 'water' is applied to that missile.

 7.          Recommendations and variants:

Minimum range is for siege engines and Non Contact Missile Combat.  Minimum range use may be lowered to just 21 feet where all participants meet minimum Full Contact Combat armor standards.

The greater power available to the siege engines over hand thrown missiles should be sufficient to allow the fighters to correctly judge the impact the same as for any other valid blow.

Attributes to missiles such as "fire" may be done with the approval of the Marshal in Charge and/or the Kingdom Earl Marshal.

  

III.                 NON SHAFTED MISSILE SPECIFICATIONS

 All round shot over 1/2 pound in weight must have at least 1.5 inches of progressive give from any angle.

 A.             Single Tennis ball

1.          Unmodified Tennis ball, used as is without any modification.

2.          Modified Tennis ball, May be taped with electrical tape, drilled on three 90 degree axis, and one ounce of weighting added that cannot be dislodged, or rattle loose inside.

 B.              4 Tennis ball Rocks

May only be constructed of unmodified tennis balls, and have a maximum finished weight of 9 ounces.

 C.              Large Siege Rock

Minimum diameter of 7", maximum finished weight of one pound. Must have progressive give of at least 2 inches from any point on its surface.

D.             Tower Rock

Minimum diameter of 24 inches. Maximum finished weight of 5 pounds.  Must have at least 6 inches of progressive give from any point on its surface.

 

 

 

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