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.