Pennsic War Point Details and Regulations

Transcription

Pennsic War Point Details and Regulations
15 POINTS FOR ARMORED COMBAT
10 POINTS FOR RAPIER
7 POINTS FOR ARCHERY
1 POINT FOR SERVICE
1 POINT FOR A&S
1 POINT EACH FOR THROWN WEAPONS AND
SIEGE
SUNDAY, AUGUST 2
9:00 am: Opening Ceremonies
10:00 am: Unbelted Champions – 1 point
• 40 combatants per side
11:00 am: Belted Champions – 1 point
• 30 combatants per side
• Crowns may not fight. Heirs may fight.
12:00 pm: Matched Champions – 1 point
• 30 fighters, may not have participated in either the Belted or Unbelted Champions Battles.
• Alternating sides choose the number to send out from 1-5, opposing side must match.
• Crowns may not fight. Heirs may.
1:00 pm: Century Champions
• Traditional "Allied Champions Battle"
• 100 foot by 200 foot field with 30 foot “resurrection boxes” in opposite corners.
• 45 minute, timed-release resurrection battle.
• Clock stops for medical holds only -- Clock does NOT stop for flag reset.
• Flags and flag staves to be provided by Principal Kingdoms – staves must be made of rattan or
fiberglass.
• Flags MUST be held over the head during transportation to the base for the point to be valid.
• This battle is made up of the fighters from the previous three battles of the day.
• Fighters are allowed to be replaced during the battle, but once out, they may not return.
• Resurrections are every 2 minutes.
MONDAY, AUGUST 3
10:00 am: Armored Castle Battle – 2 points
• Two, 30 minute unlimited resurrection battles. Sides switch after the first battle. One point per
battle.
• Middle/East start on the west side of the field, Aethelmearc and allies start on the east side of
the field.
• Field Layout:
• 36'x36' tower 36' outside the gate, with an 18' doorway in both sides.
• 50' wall extending from tower south side to a 27' gap, then another 50' wall.
• Additional hay bales set up inside the castle on the east edge to mimic the actual
fortifications on the west edge.
• Southern field edge will be 100' past the south flag.
• Edge of the world / start lines (east and west edges) and exact wall angle and placement will
be determined by the DKEMs for Siege and Combat Archery to ensure a proper safety
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buffer.
• Resurrection occurs at the East and West edges of the world.
• Enemy troops may NOT move across the field and enter the castle from their opponents’
side from the south, though the main gate of the fort will be open for entering and exiting.
3 banners - possession determined by the colored flag being raised above the 50% mark at
time. Full gauntlets required to activate the flag
• Banner #1 placed 50' past the end of the wall in the open field.
• Banner #2 in the center of the tower.
• Banner #3 in the center of the castle far enough in that it's not on the slope.
One possession check at final cannon – point awarded to side with majority possession.
All holds will be local save in the event of a medical emergency. Only general holds will stop the
clock.
Combat archery and siege will be allowed in this battle. Gleaning of tubular and siege
ammunition is allowed.
Siege may move during the battle. Siege starting line will be determined on site.
1:00 pm: Rapier Manor Battle - 1 point
• Initial deployment sides to be determined by coin toss
• Armies will deploy from, and resurrect at, the resurrection lines established during the armored
castle battle.
• One hour plus 10-30 additional randomized minutes, Unlimited resurrections
• 5 banners - 1 in the castle, 4 evenly spaced in the town and broken field - location and
positioning to be determined Sunday night by Army staff representatives and marshals from
each of the three principal kingdoms.
• Five randomized checks at times to be determined by the marshals, majority of banners takes
time check point, majority of time check points takes battle
• Possession of banners determined by the colored flag being raised above the 50% mark at time.
• At the midpoint of the battle (directly after the third time check point), a hold will be called and
the armies will switch sides of the field, redeploying from their new resurrection lines
• All holds will be local save in the event of a medical emergency, and for the side switch. Only
general holds will stop the clock.
• RBGs will not be used
• Death From Behind will be allowed
• Field layout from the Armored Castle Battle will be reused
TUESDAY, AUGUST 4
10:00 am: Armored Bridge Battles – 3 points
• 3, 20 minute battles, 1 point per battle
• Victory: possession of 2 out of 3 bridges at time. Possession is determined at the 2/3rd distance
mark.
• 3 bridges in each battle plus a ford that may be constructed during the battle. Bales for building
a ford will be located behind the start line on each side with enough provided to build a 90 foot
ford.
• Bridges are 27 feet wide 90 feet long.
• Starting line is 100 feet from ends of bridges.
• At time, only those on the bridge are left alive. Those remaining fight to the last man. Battle may
not break out into the open field after time or support other bridges.
• Siege and archery in first and third battles - tubular and siege ammo may be gleaned.
• Archers have free movement but may not shoot between bridges. Shooting between Bridges
and the Ford is allowed.
• Siege Engines will deploy at the 50 foot from bridge end line and may move north-south
along the line as required during the battles.
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• No arrows or siege ammunition will be re-inspected between battles.
• No fighting on the hay bales. Incidental contact is OK.
1:00 pm: Rapier Village Battle - 1 point
• This will be a town battle with resource collection
• The resources in question are 9 banners. The first team to score 5 banners wins that round.
• Victory: Best of three runs, or best score after 90 minutes total, whichever comes first. Scoring
occurs when the banners are collected and delivered to a point diagonally opposite of the
resurrection points.
• Banner must be carried in one hand that is otherwise empty of weapons. A fighter may not fight
with multiple weapons/secondaries in a single hand. Individuals carrying a banner must move
no faster than a walk.
• If a banner bearer is killed, they must stop until relieved of the banner by a living fighter from
either army. They shall adopt the standard dead posture (holding their weapon hilt-up above
their head), and shall not speak beyond the standard short phrase upon their death.
• Resources will be reset by the marshals during a general hold when all resources are collected.
Both teams will also reset to their resurrection points at this time.
• All holds will be local save in the event of a medical emergency or a reset of resources. Only a
medical hold will stop the clock.
• If, at the end of 90 minutes, the score is tied a fifteen minute sudden-death, no resurrection tiebreaker will be held. The first team to score wins the battle
• RBGs will NOT be used
• Death From Behind will be allowed
3:00 pm: Siege and Combat Archery Battle – 1 point
• Three, 30 minute battles
• Will reuse the field from the rapier battle – a forward line will be marked - all fighters must start
behind this line and will use the line for resurrection where applicable.
• Point goes to the side that wins at least two out of the three scenarios.
• Combat Archery
• Unlimited resurrection
• Siege, Combat archers and shield or pavise holders must start onto the field from behind the
marked forward line. If killed they must resurrect by passing the back line on the field which
will be marked on the ground.
• Victory conditions: Using the village buildings from the rapier battle, sides must take and
hold a majority of the buildings on the field at the end of the 30 minutes
• Starting State: At the start of battle the Archers may be in a 'ready' state but their weapons
may not be cocked or loaded. Siege engines may be in place, crews at the 'ready' condition,
but the engines may not be cocked or loaded
• ONLY Tubular combat archery ammo, siege ammo, and thrown objects may be gleaned.
• Shields or Pavises are allowed. Each side is limited to 30 shields or pavises. Archers may
NOT shoot while holding or carrying a shield or pavise.
• Fully armored heavy fighters with NO rattan weapons may be used to hold or move shields
or pavises. They resurrect if shot and must take the shield or pavise off the field with them
before they return. They may carry and use thrown objects.
• Pavises may NOT be placed inside any building. Blocking of any building doorway is not
permitted. Shooting of archery or throwing objects into doorways is permitted. A maximum of
3 Pavises may be placed at least 8 feet away from any doorway to allow access and egress.
This will be marked.
• Siege engines are allowed. Siege crew members may be struck ONLY by siege ammo and
may resurrect. Arrows and thrown objects that hit siege crews will not count. Three siege
hits will destroy a ballista, six siege hits for a trebuchet or similar type of engine. If the crew
number falls below the minimum for operation, the engine cannot be operated until the
missing crew person resurrects and returns.
• Pavises and shields struck by a siege object must be removed from the field as destroyed
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and may resurrect. If they are struck while being held or moved, the holder is dead (archer
or not) and must resurrect.
• Munitions, arrows, and thrown objects that are stored on the ground behind a standing
pavise or shield when struck by siege ammo are DEAD and may not be used. Munitions
carried on a person behind a pavise or shield that is struck (in hand or not) are NOT
destroyed.
• Archers and pavise /shield holders may be killed by siege bolts, rocks, arrows, or thrown
objects and must resurrect. If the Archers bow or crossbow is hit, they must leave the field
and it must be checked by a marshal before resuming combat.
• Archers may NOT carry thrown objects into combat. Pavise / shield holders who are NOT
carrying any archery gear MAY use thrown objects (javelins, maces, pork chops, axes)
Thrown objects may be gleaned and reused. Archers may not glean or throw any object with
a bow or crossbow in their hands.
• Engines may not be fired while being moved or while in motion.
• Siege Battle
• Combat continues until all but one engine is destroyed or 30 mins, whichever comes first.
• All holds are local. Clock RUNS during any hold except medical. No time checks are given.
• Field: The opposing sides will attempt to take each other’s engines out with siege fire.
Engines may move and reposition during combat in attempts to evade hits. There will be
both a forward line beyond which engines may not advance, and a back line beyond which
they may not retreat, unless destroyed. The buildings on the field are combat obstacles.
• Victory condition: Numerical engine superiority of one side remaining at 30 mins. Pavises
and Shields remaining will not count.
• If the sides are equal at the end of 30 mins there is a shootout: Pavises and Shields
remaining will be removed. The first engine hit scored by any engine wins the battle for that
side.
• Starting State: Siege crews must start behind the back line on the field and get a
running start to their engine. Their engine must be in a 'safe' condition and may not be ready
to fire, cocked, or have the trigger attached.
• Pavise and Shield holders must start onto the field from behind the FORWARD line.
• This is a SINGLE LIFE ONLY battle for all combatants. No resurrection.
• Siege Ammo may be gleaned ONLY by engine crews. Siege Crews can NOT carry or move
pavises or shields.
• Shields or Pavises are allowed. Pavise or shield holders carrying NO rattan weapons may
be used to guard engines and must be at least 15 feet away from the engine in any
direction. The pavises or shields may not be lifted to block incoming siege rounds. They may
be moved in action with the engine and placed in new positions. They are destroyed by ONE
hit from a siege object and the holder is dead.
• Each side is limited to 30 shields or pavises. No more than 3 shields/pavise per engine. The
shield or pavise holders may NOT be used for gleaning siege ammo.
• Pavise / Shield holders MAY use thrown objects (javelins, maces, pork chops, axes) to
target the opposing sides pavise/shield holders. They may NOT target siege crews. Thrown
objects may be gleaned and reused by any side.
• Three hits by a siege object will destroy a ballista, six hits for a trebuchet. Crews should call
out one, two, three… when their siege engine is hit.
• Siege crew members may be struck ONLY by siege ammo and are dead. Incoming shots
cannot be intentionally blocked by the engine crews. If so, the crew person is dead.
• Once the battle starts, crews cannot switch engines. When their engine is destroyed, the
crew is dead. When the crew falls below the minimum necessary to operate the engine, the
engine and remaining crew members are dead.
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• The buildings on the field are obstacles to siege fire and thrown objects. They may not
be fired through to hit another engine or person. Shots made through buildings will not
count. Pavises and shields may not be placed inside of any building.
• Engines may not be fired while being moved or while in motion.
• Combined Battle
• Time Limit: 30 minutes. All holds are local. Clock RUNS during holds unless medical. No
time checks given
• Method: Using the village buildings from the rapier battle, sides must take and hold a
majority of the buildings on the field at the time limit ( 2 of 3, 3 of 5, 4 of 6, 4 of 7)
• Starting State: All engines must be no further forward than the front line of the
last battle. Combat archers and Pavise and Shield holders must start onto the field from
behind this line.
• At the start of battle the Archers may be in a 'ready' state but their weapons may not be
cocked or loaded.
• At the start of battle the Siege engines may be in a 'ready' state with crews in position and
triggers in place, but they may not be cocked or loaded.
• Victory Conditions: At the time limit the side with possession of buildings, or last man
standing.
• NO resurrections. All combatants have a Single life only. All Combatants may be hit,
wounded or killed by any object. Any hit from any siege object kills you.
• NO gleaning of any ammo, Siege, CA, or Thrown objects. All dropped CA ammo is DEAD
and may not be shot.
• Shields and pavises are allowed. Maximum of 30 shields or pavises per side. Archers may
NOT shoot while holding or moving any shield or pavise. Pavises and shields are destroyed
ONLY by Siege fire and they must fall down or be removed. If struck while being held the
holder is dead and the shield or pavise must leave the field.
• Thrown objects ( javelins, maces, pork chops, axes) are allowed and may be carried and
used by pavise or shield holders who are NOT carrying archery gear. Archers may NOT
carry or use thrown objects.
• The Shield or pavise is not destroyed unless hit by siege fire. It may remain on the field and
be used by anyone until destroyed. Archers may NOT shoot while holding or moving any
shield or pavise.
• Pavises or shields may NOT be placed inside any building. Blocking of any building doorway
is not permitted. A maximum of 3 Pavises may be placed at least 8 feet away from any
doorway to allow access and egress. This will be marked.
• One siege hit destroys a shield or pavise. Munitions stored behind a destroyed pavise are
also destroyed and may not be used. The pavise or shield and the munitions must be
removed from the field.
• Siege engines may not be fired while being moved or in motion. Three siege object hits
destroy a ballista, six hits for a trebuchet. Crews should call out one, two, three… when
their siege engine is hit. If an engine is destroyed, the crew is dead. Siege Crews may not
move to another engine.
• Siege crews may be hit and killed by any arrow, siege object or thrown object. If they fall
below the minimum number of crew to operate their engine the engine is destroyed and the
crew is dead.
• Shooting of archery, siege and throwing of objects through buildings or over their walls
is not allowed and will not count. Shooting of archery or throwing objects into doorways is
permitted.
WEDNESDAY, AUGUST 5
9:00 am – 5:00 pm: A&S Point
• 14 champions per side, selected by the Crowns choice.
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• No member of the order of the Laurel may compete
• Complete anonymity of the entrants. The documentation is anonymous, and none of the entries
are to be interpreted in such a way as the kingdom of allegiance of the champion may be
ascertained.
• After the end of the period of judging, all entrants are encouraged to stand by their exhibits so
they can receive commentary, and answer questions, as the anonymity is no longer required.
• The judging is to be comprised of those members of the Order of the Laurel who chose to spend
their time examining the works, and those members of kingdom level Arts awards. People are to
be taken on their word that they meet the criteria to be a judge.
• Anyone can view the items, but only folks on the list are allowed to cast “Ballots”
• Each judge receive 3 chits that they can distribute as they will. 1 to each of three items they
really like, 3 to one they think is amazing, or some such.
• The side with the most chits at the end of the competition is the winner.
9:30 am: Archery Champions Shoot – 1 point
• East/Midrealm will select 30 Champions and 10 alternates. Aethelmearc /Known World will
select 30 champions and 10 alternates.
• Alternates will be provided the opportunity to shoot all of the targets but will not submit scores.
• Friend/Foe - Positive point(s) for hitting foe, negative point(s) for hitting friend. Rules, scoring,
time etc. will be explained at time of shoot.
• Clout Walk up – Each archer to shoot a total of 12 arrows/bolts at unmarked distances between
120 yds to 40 yds.
• Ten Station – Various targets, various distances. Rules, scoring, time etc. will be explained at
each of the stations.
TBD: Thrown Weapons Tournament – 1 point
• Twelve throwers each kingdom this include the Allies for the Kingdoms also.
• Two knife targets scored according to the actual target face...current target unknown.
• Two targets ax or knife scored according to the actual target face...current target unknown
• Two ax targets scored according to the actual target face...current targets unknown.
• Two spear targets scored according to strikes on the nearly human sized target...Kill zone will
be clearly marked.
TBD: Rapier Champions Battle - 1 point
• Twenty fighters from each side
• No resurrection
• RBGs will NOT be used
• Death From Behind will be allowed
• Last man standing wins the point
TBD: Rapier Heroic Champions - 1 point
• Twelve bouts, to be paired in advance
• One of the bouts will be Cut & Thrust. Additional C&T bouts may occur by agreement of the
champions
• Double kills will be refought one time. In the event of a second double kill, Dead is Dead
• A tie is possible, due to double kills
THURSDAY, AUGUST 6
11:00 am: Armored Woods Battles – 3 banners, 3 points
• 75 minute resurrection battle, running north-south, lower and upper woods allowed.
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• Army that is trailing in points determines their resurrection zone after the rapier heroic
champions.
• There will be 2 resurrection zones (One on each side in the lower woods), sides will start in
their own resurrection areas.
• No fighting within 20 yards of the resurrection zone.
• Troops may deploy up to 20 yards into the woods from resurrection zones.
• No fighting on the extreme embankments.
• All holds local, except for medical.
• West road is dead / EMS only.
• The Crowns (or representative) will verify the positions of the banners 30 minutes prior to the
battle.
• One point will be awarded per banner at the end of the battle.
• No combat archery, no siege.
2:00 pm: Rapier Woods Battle – 3 points
• 65 minute resurrection battle (plus or minus 8 minutes)
• Army that is trailing in points after the Rapier Heroic Champions on Wednesday determines
their resurrection zone the night before.
• There will be 2 resurrection points (One on each side in the lower woods), sides will start in
their own resurrection areas.
• The Crowns (or representative) will verify the positions of the three banners 30 minutes prior to
the battle
• RBGs will NOT be used
• One point will be awarded per banner at the end of the battle to the side that has had
possession at the majority of the time checks. If a banner's possession is evenly split, zero
points will be awarded for that banner.
• Time checks will occur at semi-random times (+/- 8 minutes from 20, 40, and 65 minutes) The
exact times for the checks will be determined before the battle by the MIC and kept secret.
• All holds local, save EMS holds. EMS holds, and only EMS holds will stop the clock.
• RBGs will NOT be used
• Death From Behind is allowed
FRIDAY, AUGUST 8
10:00 am: Three Armored Field Battles (600’ x 600’ field) – 1 point each (3 points total)
• Field Battles will be fought in an East-West orientation on a 600' x 600' field.
• Starting lines to be 100 feet from the edge of field.
• Reset time between battles is 15 minutes.
• Combat archery and Siege in first and third battles – Tubular ammo may be gleaned, no
reinspection of fiberglass shafts between battles.
• All holds to be general & kept to a minimum.
1:00 pm: Rapier Field Battles – 1 point each (3 total)
• There will be a 15 minute water break between battles.
• Death From Behind is allowed.
• All holds are general and kept to a minimum
• RBGs will NOT be used
• Orientation and start lines consistent with Armored battles
• One friendship battle to be fought after the third War Point battle
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Service Point comprising hours from Tuesday, Wednesday, Thursday – 1 point
The Volunteer War Point (VWP) will be Held on War Week - Tuesday, Wednesday and Thursday. Each
location will be asked to track the name of the volunteer, the hours they have volunteered during the 3
day period and designate which Kingdom they are declaring for. Here is the current working list of their
volunteer hours will be counted:
• Artisan Row
• Battlefield Marshall's
• Chirurgeon
• Combat Archery Marshall
• Disability Point
• EK Hospitality
• Gaming Tent
• Gunners
• Heralds Point
• Info Point
• Inspection Point Marshall
• Mid Royal Hospitality
• State Dinner
• Penn Choir
• Penn U non teachers
• Penn U teachers
• PO Staff
• Rapier Woods Marshalls
• Thrown Weapons Marshall
• Troll Volunteer
• War Point Watch
• Water Youth Point
Forms for capturing the volunteers name, hours and which kingdom they are declaring for will be
dropped off at each location early in the week and picked up on Thursday night. Tallying will be done
and the Kings notified.
A&S Point for non-Laurels – 1 point
• Both sides will field14 entrants were chosen by the respective Crowns.
• No member of the order of the Laurel may compete.
• The documentation is anonymous, and none of the entries are to be interpreted in such a way
as the kingdom of allegiance of the champion may be ascertained.
• After the end of the period of judging, all entrants are encouraged to stand by their exhibits so
they can receive commentary, and answer questions, as the anonymity is no longer required.
• The judging is to be comprised of those members of the Order of the Laurel who chose to spend
their time examining the works, and those members of kingdom level Arts awards
• The principles of the orders of the Laurel and the various Kingdom level awards will provide a
list of those who can judge.
• Anyone can view the items, but only folks on the list are allowed to cast “Ballots”.
• Each judge receive 3 chits that they can distribute as they will. 1 to each of three items or 3 to
one they think is amazing, etc.
• The side with the most chits at the end of the competition is the winner.
ONGOING DURING WAR WEEK: POPULACE ARCHERY SHOOT – 6 POINTS
Each archer may shoot up to 5 times, at each of the 3 traditional shoots, on any day or combination of
days. No archer may shoot more than 5 times at each of the ranges. Each shoot will have 3 points,
awarded on Friday, after the range closes.
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ARMORED COMBAT MARSHALING CONVENTIONS
Marshal-in-Charge: Baron Sir Gregoire de Lyon, Kingdom Earl Marshal, Middle Kingdom
Deputy Marshal-in-Charge: Baron Sir Jibril-al Dakhil , Kingdom Earl Marshal, East Kingdom
Deputy Marshal-in-Charge: Duchess Tessa the Huntress, Kingdom Earl Marshal, Aethelmearc
REGARDING MARSHALS
The marshal-in-charge of Pennsic 44 is the Earl Marshal of the Middle. The Earls Marshal of the East
Kingdom and Aethelmearc shall assist him. Any on-site changes to these rules will be at the sole
discretion of the Earls Marshal of the Middle, East and Aethelmearc, though ultimate responsibility for
the conduct of all combat-related activities at Pennsic War lies with the Earl Marshal of the Middle
Kingdom. Any of the three principal Earls Marshal may designate a representative for any battle. The
Earl Marshal of the Middle Kingdom may select an appropriate marshal to be in charge of each battle.
The marshal selected to be in charge of a particular battle shall remain in charge of that battle for its
entirety.
Disagreements with the decision made by any marshal or between fighters will be dealt with at a
Marshals’ Court. Decisions made by the Earls Marshal, or their designees, may not be overturned
except by a full Marshals’ Court in the presence of the Sovereigns of the three principal kingdoms. The
Marshals’ Court will be prepared to address any serious problems that are brought before it. Marshals
or fighters can bring these problems. The Marshals’ Court will review infractions of the rules and
combat conventions. The Court will consist of the Earls Marshal of the East, the Middle, and
Aethelmearc, as well as a Presiding Marshal designated by the Marshal-in-Charge. The Presiding
Marshal’s decisions are final and absolute. Recommendations made by the Marshals’ Court will be
enforced at Pennsic and passed along to the Kingdom Earl Marshal of the defendant’s home kingdom.
Marshals’ Court starts 15 minutes after the end of each battle in the Marshal’s Tent. Failure to appear
in a Marshals’ Court after being sent to one by a marshal on the field will result in loss of fighting
privileges for the remainder of Pennsic and sanctions recommended to the home kingdom’s Earl
Marshal.
No fighter or marshal, including the Royalty of the Society, except the Earls Marshal of the Middle,
the East, and Aethelmearc having fought in a battle, will return to the field to act as a marshal for
that battle.
Marshals in a battle shall be equipped with a marshal’s staff of yellow and black, a marshal’s tabard,
and a whistle. The use of armor, gauntlets, and a safety helmet is recommended. Eye protection is
required in any battle that includes combat archery or other projectiles. Acceptable forms of
protection are industrial or sports safety glasses/goggles designed to withstand impact. An SCA
legal helm for armored combat is considered sufficient protection.
Marshals must be present during all combat activities, including tournaments. The Kingdom Earls
Marshal require a minimum of one marshal per 40 combatants to ensure the safety of the fighters,
marshals, and populace. All kingdoms represented should provide marshals in proportion to the
number of combatants that they field. No battle will begin until the minimum number of marshals is
present.
The Marshal-in-Charge reserves the right to stop all combat activities for any reason. If combat
activity is stopped, the Sovereigns of the Middle, the East, and Aethelmearc, in consultation with the
Earls Marshal of the Middle, the East, and Aethelmearc, will determine if and when a battle(s) will be
cancelled or rescheduled. Marshals have the authority and the responsibility to remove from battle any
person who is violating the rules of the list. This includes, but is not limited to, non-acceptance of
blows, ignoring the rules of engagement, discourteous behavior, and behavior that is dangerous to
combatants. Furthermore, in resurrection battles, marshals will remove fighters who do not
immediately return to their resurrection point before continuing to fight. Marshals should keep in mind
that all fighters are honorable people and treat them with courtesy and patience. Remember that
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honest mistakes do happen. Fighters should remember that the marshals are attempting to ensure
the safety of all fighters present and treat them with courtesy. Marshals shall always be obeyed during
the battle.
ON CALLING HOLD
Holds will be called whenever a question of safety or other major problem arises during a battle.
Holds will be kept to a minimum to allow continuity of battles to be maintained. Marshals will signal
holds with whistles and/or vocally. Fighters may call holds vocally, but only for major safety issues. Any
fighter who is found to have called a hold for strategic or tactical advantage, rather than for major
safety issues, shall be removed from the field and suspended from participating in any combat or
combat-related activities for the rest of Pennsic War. When a hold is called, all fighters should echo it.
All fighting will cease and the fighters, whatsoever their rank, will go to their knees. Those that have
demonstrable physical problems going to their knees may stand quietly and not move. Those that
remain standing must assist the marshals in determining the cause of the hold. All weapons will be
lowered to make it easier for the marshals to find injuries. Those having been warned and still refuse
to abide by this rule, whatsoever their rank, may be removed from that battle. It is the responsibility of
all participants, marshals and fighters alike, to maintain safety on the field. Talking about tactics
during holds is strictly forbidden and may be cause for removal. Fighters may not change relative
position except at the express orders of the marshals. Friendly conversations and introductions with
your noble opponents are highly encouraged.
MARSHALS’ TENTS
Four marshals’ tents will be set up on the southeast corner of the main battlefield for Lost and
Found, Inspections, Combat Archery and Marshals’ Meetings.
1. The Lost and Found tent contains armor lost and found during and immediately after each
battle. If armor is not claimed by the end of Pennsic War, it will be turned over to the main
Lost and Found, and may be claimed during the following Pennsic War. Items not claimed by
the end of the following War will be auctioned off for the benefit of the Pennsic War
Marshallate.
2. The Inspection Point tent is the site of all on-the-field armor, weapons, and thrown weapon
inspections.
3. The Combat Archery tent is the site of all missile inspections and contains the box for errant
arrows and bolts.
4. The Marshals’ Meeting tent is the site of the Marshals’ Court after each battle and the
marshals’ meetings before each battle. It also contains the marshals’ sign up list and will be
used for any marshal meetings or Marshallate gatherings.
ARMOR AND WEAPONS STANDARDS
Each fighter must meet the armor standards of their respective Kingdom. Society armor and
weapon standards shall be the minimum acceptable. All fighters will ensure that their armor meets
those standards while they are fighting. All persons participating in combat or combat-related
activities (e.g. Combat Archery, Siege Engineering) must wear the minimum Society armor or
those of their respective Kingdoms and understand that they may be struck while on the field of
battle. The Earls Marshal of the East, Middle, and Aethelmearc reserve the right to ban any
weapon, even if it would be legal in another kingdom. Any unusual or non-standard armor or
weapons will be brought to the attention of the Earls Marshal of the Middle, the East, and
Aethelmearc before it will be allowed for use. Decisions of the Earl Marshal-in-Charge are final.
ARMOR AND WEAPON INSPECTION
All armor and weapons must pass inspection before they may be used in any combat at Pennsic
44, including battles, tournaments, or pick-up fighting. Inspections will be performed at the Inspections
Point tent in addition to in-camp inspections by warranted marshals appointed by the Kingdom Earls
Marshal of the East, Middle, or Aethelmearc. No inspections will be conducted at the site of the Woods
Battle. Fighters wishing to be inspected must bring their site medallions, authorization card, and photo
identification. Without these items, a fighter will not be inspected.
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INSPECTION POINT
The Inspections Point tent is located at the southeast corner of the battlefield. Hours of operation will
be from 9:00 am until 4:00 pm, starting Wednesday, July 29, 2015 and running daily until 15
minutes prior to the start of last battle on Friday, August 7, 2015. Inspection Point will be closed
ALL DAY on Wednesday, August 5, 2015. The Inspections Point tent will close 15 minutes before
each mass battle, and 30 minutes before the woods battle, to allow time for everyone to get to the
Battlefield on time. It will remain open during the Champions’ Battles at the discretions of the Earls
Marshal of the East, the Middle, and Aethelmearc provided there are sufficient volunteers. Kingdom
Earls Marshal wishing to perform in-camp inspections of their kingdom’s troops should contact the Earl
Marshal-in-Charge.
Rejected weapons and armor may be reworked and presented again for inspection. No marshal will
tell an individual to fix a piece of equipment and, at the same time, pass it assuming that the
necessary changes will be made. If it is a piece of required armor, the person must be completely reinspected, including the presentation of the above information. A roster of failed inspection will be kept.
Fighters being re-inspected should make sure their name is removed from it.
Armor that has passed inspection will be marked with a sticker placed on the right side of the helm. This
sticker will have the entry tag number of the inspecting marshal and the inspected fighter. This sticker
remains the property of-Pennsic War, and may be marked through or removed during a battle as an
indicator that the fighter may no longer participate in that battle. Once so marked, the fighter must
present him/herself at Marshals’ Court after the battle. The court will decide a proper course of
action, which may include issuing a replacement sticker. Fighters who refuse or do not attend the
Marshal’s Court may be excluded from future Pennsic War combat, and will be referred to their
Kingdom Earl Marshal for further action. Weapons will be marked in bright paint.
AUTHORIZATIONS
All fighters who wish to participate in the battles at Pennsic War 44 must have a primary authorization
prior to July 15, 2015. Secondary authorizations must occur prior to that weapon form being used on
the field at Pennsic in any tourney, battle, or practice. Kingdoms wishing to authorize fighters in
secondary authorizations must have a marshal present at Marshal’s Point, with the required paperwork
for their Kingdom. Qualification bouts will be fought on the list just in front of the Marshals tent and during
posted inspection hours only. All fighters, combat archers, and siege engineers must have their
authorization cards with them at Pennsic. No card, no participation, no exceptions!
GENERAL COMBAT CONVENTIONS
Combatants at Pennsic 44 will follow the Society rules for combat at all times. These general
conventions are designed specifically for the war battles only. Rules for all other tournaments will be
the responsibility of the sponsoring party of the tournament but must also adhere to Society rules. The
following rules and conventions will also be used:
1. Face thrusting shall be allowed in all battles. An acceptable thrusting blow to the face shall
be a directed touch and shall be substantially lighter than a thrust to other parts of the
body.
2. Combat Archery and Thrown Weapons shall be allowed in designated battles. All combat
participants may be targeted and hit by missile fire from combat archers and siege engines. In
other words, archers and siege engineers do not need “eye contact” with their opponents to
shoot them. Legal target areas are the same as a thrust with a hand weapon.
3. Siege engines will be allowed in designated battles.
4. No declared death from behind.
5. No thrust to side, back, or top of the head
6. Striking from behind is forbidden.
7. Charges: Full running charges greater than five steps are NOT permitted. Five-step running
charges that begin with the initiation of forward running motion and end on contact with any
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enemy unit or fighter are allowed.
8. All helms will be obviously marked on the front and back with tape denoting the side for which
they fight. No fighter may change the color of his helm for the purpose of deception. Failure to
mark a helmet is unchivalrous and cause for removal.
9. Except in the case of unit-on-unit engagement, no more than four fighters shall attack a single
opponent. When a fighter is part of a formed unit (i.e. a shield wall) that is fighting a similar
unit, he may strike and be struck by any opponent within range. If a breakthrough occurs, one
shot delivered in passing is allowed to the fighters passing and being passed.
ENGAGEMENT
Attacking an opponent from the rear who is not aware of your presence is unsafe and is strictly
prohibited. The opponent must be made aware of your presence and intent by gaining engagement
before you may strike him. You gain engagement by the following circumstances:
1. Eye contact has occurred with your opponent and the opponent has acknowledged you as a
threat by reacting to you in some way (examples of which include, but are not limited to:
nodding at you, making a defensive reaction to you, going on guard against you, or blocking a
light blow).
2. If an opponent seems to be ignoring your attempts to attract his attention you may NOT
proceed to attack him. He may simply have felt he was bumped by his own team, did not hear
you, or may already be engaged. In such an instance, you may continue your attempts to gain
engagement, as well as fouling his weapons or shield with your weapon or shield. This way,
you gain the advantage of being to the rear without jeopardizing safety.
3. Deliberate refusal to engage an opponent is grounds to be removed from the battle.
4. Deliberately striking from behind without gaining engagement is likewise grounds for removal.
5. The marshals are encouraged to actively enforce these rules. Treat your opponents with safety
and courtesy.
6. Fighters attempting to disengage from an opponent are considered engaged until they have
passed beyond the length of their opponent’s weapon(s).
PENNSIC 44 SPECIFIC WEAPONS STANDARDS
1. Maximum spear length is nine feet. Only pultruded fiberglass and rattan are allowed. All spears
must have at least a two-inch diameter (minimum) thrusting tip. The end of the shaft must be
capped with a schedule-40 PVC pipe cap to prevent the shaft from penetrating the tip.
2. Mandrake-style rubber thrusting tips are PROHIBITED on fiberglass shafted spears.
3. No laminated weapons.
4. No experimental weapons.
5. No punch daggers, T-grips, shovel handles, or offensive shield bosses.
6. No passive shields are allowed; a hand must control the shield.
7. No hinged shields or flexible shields are allowed.
8. No more than one hand may be used to hold or control a shield.
9. Shields may be grounded. Only one shield per person is permitted.
10.All shields must have all the edges covered with hose or equivalent to prevent damage to
combatants and weapons.
11. Shield edges may not have flexible extensions or flaps that extend beyond the rim or edge of
the shield.
12. No thrusting shields are allowed.
13. Javelins must be a minimum of three feet in length and constructed in accordance to Society
standards. They may be used in any designated battles.
14. Polypropylene swords are not allowed for use at Pennsic War 44.
NOTE: Any updates or changes required due to rulings made at Society Marshal level, after the
date of publication of this document, will be posted and enforced on-site during the actual event.
Pennsic War 44 Rapier Rules
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Rapier Marshal in Charge: Warder Lisabetta von Atzinger / Middle
Deputy Rapier Marshal in Charge: Don Frasier MacLeod / East
Some important notes for participation in rapier combat at Pennsic 44
From the Rapier Marshal…
Below you will find the rapier conventions for Pennsic 44. As in years past, these rules will
govern all rapier war point events and activities. Rules applicable to specific activities are
denoted in the individual event descriptions. Fencers are encouraged to review these
conventions carefully, as there have been changes from last year.
Also, some important notes for participation in rapier combat at Pennsic:
● Authorizations: In order to participate in any rapier activities, a fencer must have authorized
in at least one rapier weapon form prior to arrival at War. Fencers are free to authorize in
additional weapon forms at War, per their Kingdom's authorization rules, and use those forms in
rapier activities, including war point events.
Additionally, those fencers participating in the war point events must receive an inspection
sticker, which will be available at the rapier marshals' tent. A rapier marshal will issue a sticker
upon a fencer’s armor and equipment after the fencer passes an initial inspection and displays
proof of authorization, positive ID, and site token.
● Cut & Thrust Rapier: Fencers interested in practicing cut and thrust rapier are free to do so
on the rapier field using the Society rules or their own Kingdom’s C&T rules. Fencers wishing to
practice C&T must be supervised by a marshal warranted to do so in that marshal’s Kingdom.
● Youth Fencing: This year’s Youth Rapier Marshal in Charge is Baron Anton du
Marais. Minors wishing to participate in youth fencing activities must first see Baron Anton
(accompanied by a parent or guardian) to complete necessary paperwork. He may be found on
the field during youth fencing practice.
Pennsic 44 Rapier Conventions
These rules establish standards and conventions for rapier combat at Pennsic for all rapier
activities. Kingdoms sponsoring other rapier events at Pennsic will employ these rules at
minimum, and may add additional rules specific to the Kingdom hosting the tournament.
These rules are designed to promote safe rapier combat at Pennsic, and all participants in
events governed by these rules are responsible for knowing, understanding, and applying
them. However, no matter how clear or accurate, rules cannot replace common sense, good
judgment, and concern for the participants. If a question arises when applying these standards,
choose the response that promotes the greatest degree of safety for all participants.
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I)
GENERAL INFORMATION
A) Rapier combat shall be conducted in accordance with the Rules of the Lists of the SCA, Inc., The
Corporate Rules for Rapier Combat in the SCA, and these rules.
B) The Kingdom Rapier Marshal of that year’s hosting Kingdom is the Marshal in Charge at Pennsic.
He or she may assign a “marshal on duty” to oversee the day’s events, but serious problems
should be handled by the Marshal in Charge.
C) In order to participate in any rapier war point events, a fencer must have authorized in at least
one rapier weapon form prior to arrival at War. Fencers are free to authorize in additional
weapon forms at War, per their Kingdom's authorization rules, and use those forms in rapier
activities, including war point events.
D) A fencer must comply with the standards for protective gear of his or her home Kingdom, but
shall comply with the weapon standards of the Kingdom hosting the rapier event in which the
fencer is participating.
E) Per the Corporate Rules for Rapier Combat in the SCA (the “Society Rules”), all fencers, prior to
every combat or practice, shall ensure their equipment is safe, in good working order, and has
been inspected by a marshal authorized to inspect rapier gear. At Pennsic, such inspection must
be performed (a minimum of once per day) by either a marshal from a fencer’s home Kingdom
to that Kingdom’s standards or, if a marshal from that Kingdom is not available, by any marshal
to the specifications described in Society Rules.
F) Marshals have the power and the duty to remove from the field any person who is violating
the rules of the list and suspend such person's fighting activity at Pennsic. Such violations
include, but are not limited to, non-acceptance of blows, ignoring the rules of engagement, and
behavior that is dangerous to combatants. Marshals should keep in mind that all fencers are
honorable people and treat them with courtesy and patience. Remember that honest mistakes
do happen. Fencers should remember that the marshals are attempting to ensure the safety of
all fencers present and treat them with courtesy. Marshals shall always be obeyed by
combatants on the field.
G) A Marshal’s Court will be in place after each war point melee, and the marshals will be prepared
to address any serious problems that are brought before the Court. A Marshal’s Court may also
be convened at any other time, if needed, but only in the event of a serious or intractable
problem arising on the list. Marshals or fighters can bring issues before a Marshal’s Court. A
Marshal’s Court shall be presided over by the Pennsic Rapier MIC, and shall include both the
KRM of the Kingdom hosting the rapier event in which the problem at issue occurred, and, if
possible, the KRM of the fencer who is subject to the Court. The MIC for the tournament/melee
and any pertinent witnesses may attend if required by the MIC. The Marshal’s Court will review
infractions of the rules and combat conventions.
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II) USE OF WEAPONS AND PARRYING DEVICES
A) Valid blows are performed by:
1) Thrusting with the point of the blade (thrust)
2) Sliding the edge of the blade by pulling (draw cut) a minimum of 6” across the target.
3) Placing the tip of the blade upon, and then drawing it (tip cut) a minimum of 6” across the target.
B) Though the gloved hand may be used to parry, it shall not be used to push, grasp or strike an
opponent. Blade grasping is not permitted in any war point event. The use of blade grasping in
other rapier activities shall be at the discretion of the marshal in charge of a particular melee or
tournament.
C) Parries may be performed with weapons, parrying devices, the gloved hand, or any other part of
the body. Striking an opponent with any part of a weapon or parrying device not approved for
that purpose is prohibited. Though the gloved hand may be used to parry, it shall not be used to
grasp or strike an opponent. Fleeting contact between opponents is allowed, as long as no
grappling, deliberate striking, or other unsafe behavior occurs. Conduct in violation of this
rule which creates a significant safety hazard on the field will be grounds for immediate removal
from the field and suspension from participation in Pennsic 44 rapier activities.
III) ACKNOWLEDGMENT OF BLOWS
A) In rapier combat, blows will be counted as though they were struck with a real blade, extremely
sharp on point and edge. Any blow that would have penetrated the skin shall be counted a good
blow. Any blow that strikes a mask, helm, or gorget shall be counted as though it struck flesh.
B) A valid blow to one of the following locations shall be judged incapacitating, rendering the
fighter incapable of further combat.
1) head,
2) neck,
3) torso,
4) inner groin (to the fighter’s hand width down the inner limb), or
5) armpit (to the fighter’s hand width down the inner limb)
C) A valid blow to the arm will disable the arm. A valid blow to the hand shall render the hand
useless; the arm above the incapacitated hand may be used to parry.
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D) A valid blow to the foot or leg will disable the leg. The fighter must then fight kneeling, sitting, or
standing on one leg. A “legged” fencer may rise from a sitting to a kneeling position. A disabled
fencer may “knee walk."
IV) BLADES:
A) There are three classes of rapiers in the SCA: light rapiers (e.g. epees and foils), heavy rapiers
and Cut and Thrust Blades. The use of epees and foils are prohibited in any war point battle.
Any blade in a given rapier class may be used against any other blade in that same class, but
NOT against blades of the other class. An exception to this are those blades that pass the
flexibility standards as legal for “BOTH” Heavy Rapier and C&T. These blades may be used in
both “styles” of combat, i.e. Heavy Rapier and C&T. Check with the MIC if there is any question
as to the legality of a blade for a particular event.
B) Dagger
1) Definition
(a) Blade length is less than or equal to 18" as measured from the tip to the top of the tang.
(b) The length of the handle plus pommel is less than or equal to 10".
2) They may be used against any class of rapier blade.
C) Sword
1) Definition
(a) Blade length greater than 18" and less than or equal to 48" as measured from the tip to the top
of the tang.
(b) The length of the handle plus pommel is less than or equal to 10".
D) Two handed Sword
1) Definition
(a) Blade length greater than 18" and less than or equal to 48" as measured from the tip to the top
of the tang.
(b) The length of the handle plus pommel is greater than 10" in length and less than or equal to 1/3
of the length of the blade.
(c) Additional weapons may be deemed to fall into this category at the discretion the Pennsic RMIC
and Deputy RMIC.
2) No secondary weapon or parrying device can be used along with a Two-Handed Sword.
3) Two Handed Sword users may use a Two Handed Sword with only one hand.
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4) As stated before, any discussion on whether a Two Handed Sword does, or does not meet the criteria
above, is left to the discretion of the Pennsic RMIC and Deputy RMIC.
E) The Kingdom hosting a particular rapier event may specify the types of blades to be used at that
event. If a tournament specifies allowed blades only by general type, i.e. light or heavy, then all
blades allowed at Society level in this category will be allowed. Information regarding which
blades are permitted in the Society and within each Kingdom is available in the Marshals’ Tent.
The use of epees and foils are prohibited in any war point battle.
V) PARRYING DEVICES
A) There are no restrictions on parrying device size so long as the wielder employs it safely.
VI) SPEARS AND PIKES
A) Spears and pikes may not be used in any Pennsic Rapier activities and may only be used in
practice and open sparring at the discretion of the Pennsic RMIC and Deputy RMIC.
VII) RUBBER BAND GUNS
A) Rubber band guns (“RBGs”) shall not be used in any war point scenario.
B) For other Pennsic rapier activities, RBGs are approved for use under the following conditions:
1) RBGs are allowed if it has been announced beforehand.
2) Everyone on the field during a melee using RBGs must have eye protection of some kind,
including marshals and water bearers.
3) When a hold is called, all loaded RBGs should be aimed to the ground, or if this is not
possible, aimed away from all persons. In the case of rubber band cannons, a fully armored
crew member must stand in front of the cannon blocking any accidental shot.
4) At the end of melees, the fighters must unload all RBGs before leaving the field.
5) RBGs are only approved with surgical tubing shot. Use of tubing containing any liquid, sand,
beads, or any other material is not legal.
6) RBGs should mimic the appearance of a period firearm. A dagger blade may be attached to
an RBG pistol to mimic a bayonet, but such blade must meet flexibility requirements.
7) RBGs must pass the same safety requirements as a rigid parrying device if it will be used as
such.
8) The VALIDITY of any given shot from an RBG shall be judged by the recipient of that shot.
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VIII)MARSHALLING CONCERNS IN RAPIER COMBAT
A) AUTHORIZATIONS: Authorizations must be done by marshals of a fencer’s home Kingdom. It is
against Society Law and Policy to authorize across Kingdom boundaries.
B) EXCESSIVE IMPACT: Combat at Pennsic poses risks to the participant. This recognition, however,
does not excuse fighters from exercising control of their techniques. If a fighter throws blows
which forces his opponent to retire from the field from a real injury (even one which only causes
brief incapacitation), the marshal responsible for the field shall take such steps as are
appropriate to stop the problem from recurring. At a minimum, the thrower of the blow should
be removed from the field for the remainder of that tourney/melee.
C) MELEE: Melee combats present special challenges to all involved. Society norms are repeated
here for emphasis:
1) In melees, fighters are engaged with all opponents immediately upon the call to lay-on.
2) Fighters may strike any opponent with any legal blow if they are within the 180-degree arc of the
opponent’s front, as measured from the plane of the opponent’s shoulders. A fighter who
approaches an opponent from behind shall not deliver a blow until he is within that frontal arc. A
fighter may never strike an opponent from behind. In addition, fencers should make a reasonable
attempt to get an opponent’s attention before throwing a blow.
3) Killing from behind is allowed if it has been announced beforehand. The Society norm for “death
from behind” in melees shall be as follows: if a melee scenario allows killing from behind, a fighter
does so by laying the rapier blade over and on the opponent’s shoulder to at least a third of the
blade, while calling “Dead, my lord” (or any other short, courteous phrases) in a loud, clear voice.
Reaching around the neck is forbidden. The opponent will be deemed “killed” from the instant the
blade touches the opponent’s shoulder, which opponent shall not attempt to spin, duck or dodge
away.
(a) Note: If death from behind is not allowed in a given melee, a fighter who deliberately ignores an
attacker behind them, or repeatedly maneuvers to keep their back to an attacker (thereby
preventing any attack on them), may be considered for misuse of the rules and obstructive
behavior.
(b) In addition, the thrower of the DFB must come to a complete stop. Hyper-DFBs or machine
gunning (Deadmylorddeadmylorddeadmylorddeadmylord) will not be tolerated. The marshals
are allowed to have the DFB disregarded and to remove the thrower of the inappropriate DFB
form the tourney/melee.
D) In any tournament or melee, additional restrictions may be imposed by the marshals as needed.
E) UNFORESEEN SITUATIONS: Should a situation arise not explicitly covered by Society or Kingdom
rapier combat rules, the marshals should NOT assume that the situation is forbidden or
inappropriate. However, no matter how clear or accurate, rules cannot replace common sense,
good judgment, and concern for the participants.
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BOTTOM LINE. THIS IS FRIENDLY COMBAT WITH FRIENDS.
DON’T DO ANYTHING STUPID TO JEOPARDIZE THAT FRIENDSHIP.
Pennsic 44 Combat Archery Regulations
Revision March 31, 2015
Pennsic Combat Archery Marshal-in-Charge:
Master Erikson – Middle Kingdom
Pennsic Deputy CA-MIC:
Lord Jibril ibn Ammar – East Kingdom
ATTENTION ALL PENNSIC COMBAT ARCHERS!
The Combat Archery Inspection Point will open on July 29 th, Wednesday at 9 a.m. till 4 p.m.
Wednesday, August 5th. the Combat Archery Inspection Point will be closed and will resume normal hours on
th
Thursday, August 6 .
• It is your responsibility as a Combat Archer to check, sort and repair your ammunition BEFORE bringing it to
Inspection Point.
• ALL Combat Archers at Pennsic 44 are REQUIRED to read all of these Regulations and information.
• Knowledge of these Regulations will help ensure a safe and healthy war for all; failure to take the time and effort
to understand them is both unsafe and unacceptable for not only yourself but to others on the field.
• Few changes have been made (although there are some) to existing Pennsic standards in an attempt to
standardize these regulations for the benefit of the entire CA community over the next decade. Any changes that
have been made are the result of that same attempt at safe standardization and/or Royal negotiation and are in
bold print.
• Anything that is in both bold and italic is an important reminder. Please pay close attention to this information.
VOLUNTEER as a SCRIBE: Would you like to volunteer some time to help out? Volunteer some of your time to help
as a Scribe! Scribes write down information given to them by the people inspecting the bows, crossbows and
ammunition. Anyone that can print legibly can go through a very short orientation of the forms used and where to
write things. You will be issued a “Scribe” badge that will allow you to come up any time during inspection of
combat archery, sign in and help. You only come up to help when you want and you will learn more about
inspecting combat archery gear and ammo than most regular fighters do. Your help will be greatly appreciated,
and you’ll be doing an important safety service at Pennsic.
( We also have treats sometimes! )
VOLUNTEER to INSPECT: Would you like to volunteer some time to learn more about combat archery? If you have
never worked at the Combat Archery Inspection Point, you have missed a great experience learning and working
with some of the most knowledgeable combat archery folks in the Society. Show up and we will take care of the
rest. You will not only learn how inspections are done for the ammo used in your Kingdom, you will learn about
the many different types used around the Society. Your help will be greatly appreciated, and you’ll be doing an
important safety service at Pennsic.
(We also have treats sometimes!)
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If you plan on helping out as a Scribe or Inspector, I am asking you to show up the first day we are
open (if you are on site). It takes a bit of time and effort to get volunteers signed in and to go through
the orientation process. This first day the Combat Archery Inspection Point is open is a great way to
accomplish this. Last year we had the vast majority of folks check in on the first day and it really
worked well.
The point will be open for anyone to get combat archery ammunition and equipment inspected.
A Quick Reminder: The Owner of combat archery equipment/ammunition does NOT have to be the person that
brings it to Inspection Point to be checked. Anyone may bring combat archery bows, crossbows and ammunition
to be inspected. The person presenting the equipment for inspection will have their site token number recorded
as “point of contact” for the gear being checked. If there is a problem with any of this gear on the field, we will
find the point of contact to direct us to the owner. With this in mind, there is No Reason to wait until the last
minute to get your combat archery gear inspected. Get it done as early as possible.
INSPECTION PROCESS
1. All armor inspections shall occur at Inspection Point.
2. All initial combat archery weapon and initial ammunition inspections shall occur at the Combat Archery
Inspection Point during posted hours (likely 9-4 daily). The Combat Archery Inspection Point will be open
the same hours as the main (Armored) Inspection Point. Any changes in the inspection hours will be posted
outside the Inspection Point as early as possible and will supersede the hours posted in the Pennsic booklet.
3. There will be no re-inspections of cleared ammunition once a battle has started. There will be no reinspections between parts of a multi-part battle (such as traditional Castle Battles).
4. Immediate post-battle (on-field) re-inspections of all ammunition are likely (weather and logistics permitting).
5. All arrows or bolts must be inspected for a specific day's use, and be marked with the “color of the battle”.
6. After each battle involving combat archery, the arrows/bolts need to be re-inspected for the next official
Pennsic-sponsored battle.
7. All combat archery ammunition must have a printed label (not hand written) with the owner’s name and
Kingdom affixed to it. The label must be in English utilizing a legible/readable font and be completely covered
with clear wrapping/shipping tape.
8. If the combat archery ammunition is group ammunition, the group name can be used in place of the owner’s
name. If the group name is used, a point of contact within the group is required. Specifying the Kingdom is
mandatory on all labels.
9. It is strongly encouraged to get your Combat Archery ammunition inspected AT LEAST one day before any
battle, since showing up on the day of the activity will likely result in insufficient time to have equipment
inspected.
10. Inspections will officially cease 45 minutes prior to the posted start time of any battle so that the marshals
have time to get ready for the battle. Marshals not fighting may volunteer additional time but are not
expected to.
11. No “in-camp re-inspection” of combat archery ammunition is planned. The Marshal-in-Charge of Combat
Archery for Pennsic reserves the right to grant an exception for a re-inspection location in extreme
circumstances. All approved inspection forms and requirements for the inspecting marshal must be used.
12. All marshals who are qualified in their own Kingdom to inspect combat archery ammunition or equipment and
plan on inspecting at this Pennsic MUST sign in with the Pennsic Combat Archery Marshal in Charge (or his
designee) and be “oriented” on the areas they will be inspecting. Oriented marshals will then be issued a
badge that will quickly identify what they are allowed to inspect at Pennsic 44.
13 . NO MARSHAL may inspect combat archery equipment or ammunition until they have signed in, gone through
orientation, and been issued an inspecting marshal badge by the CA-MIC, Deputy CA-MIC, or designee.
Orientation includes a review of ammo/equipment inspection processes (to ensure consistency) and the
proper way to fill out the Pennsic inspection forms.
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COMBAT ARCHERY EQUIPMENT AND AMMUNITION INSPECTION SPECIFICS
1) Bow
a) NO PVC Bows will be used in Combat Archery at Pennsic.
b) Loops in bow string ends made by compressed metal / plastic clips are not allowed.
c) Ensure that the string is not showing excessive wear.
d) Measure the draw weight of the bow with a calibrated scale to ensure it is within appropriate specs for the
combat ammo it will shoot.. The handbow must be designed/constructed to draw @28” or it cannot be
used in SCA combat.
e) Check the bow itself for cracks or gouges, as well as for significant limb twist that could permit the string to
leave the limb tip.
2) Crossbow
a) Loops in crossbow string ends made by compressed metal / plastic clips are not allowed.
b) NO PVC Crossbows will be used in Combat Archery at Pennsic.
c) No combat archery “Pistol” type crossbows are permitted.
d) No combat archery crossbow will be permitted to utilize a mechanical advantage cocking lever sometimes
called a “Goat’s Foot”.
e) No Chinese repeating crossbows, nor repeating crossbows of any other type, are permitted in combat
archery.
f) Ensure that the string is not showing excessive wear
g) Check that the lock mechanism releases smoothly under simulated pressure
h) Check that the lock mechanism is solid and will not accidentally release.
i) Ensure the stock has no failures between the prod/bow and lock
j) Measure the draw weight (in inch-pounds) of the crossbow with a calibrated scale and ruler to ensure it is
within appropriate specs for the combat ammo it will shoot.
k) Check the prod for cracks or gouges, as well as for significant prod twist that could permit the string to
leave the tip.
3) Ammunition
a) Neither Fellwalker nor solo Tennis Ball ammo will be permitted at Pennsic.
b) Ammunition cannot be more than 10% yellow (as yellow is reserved for Siege).
4) Fiberglass-Shafted Ammunition
a) DO NOT cover the entire head of any style Baldar head being used on fiberglass shafts with tape. The
type of head must be inspected by observation to insure the proper head is being used and the condition
of the head. This cannot be done if the head is completely covered with tape.
b) NO form of plastic or feather fletching will be permitted on fiberglass shaft ammunition.
c) Fiberglass-shaft arrows and bolts must be equipped with a Society approved anti-penetration device (APD).
d) Solid-style nock ASGARD (APDs) anti-penetration devices are permitted to be used ONLY if the nock
remains solid or is completely cut off. Cutting any type of slot into the solid nock is not a Society approved
modification and will not pass inspection.
e) Absolutely no wooden shafts are permitted. Metal is NOT allowed in ANY part of the ammunition
construction.
f) Fiberglass-shaft arrows/bolts must be covered from behind the blunt, to the front of the Anti-Penetration
Device (APD), in a sturdy tear-resistant tape, such as strapping, electrical, or duct tape.
g) Grab both head & tail and pull “away” with moderate force. If either head or APD moves longitudinally, the
ammunition fails.
h) Hold the shaft and APD close together and attempt rotation of the APD using minor torque as not to overly
stress any existing glue seal. If any rotation of the APD occurs, the ammunition fails and needs re-securing.
i) Hold the shaft and head close together and attempt rotation of the collar using minor torque so as not to
overly stress any existing glue seal. If greater than slight rotation of the collar upon the shaft occurs, the
ammunition fails.
j) “Slight rotation” has been roughly defined by previous KEM’s to mean no greater than 1/8” lateral
movement around the shaft.
k) If ammunition is a type using foam on the tip, check that the foam tip cannot be forced more than ½ inch
into a legal faceguard. If penetration COULD occur more than ½ inch inside a grill, the ammunition fails.
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l) Check the shaft for signs of cracking or other failure.
m) Check that ammo is properly labeled and taped.
5) Tubular Ammunition
a) Shafts
i) Combat archery arrows and bolts must be made out of 100 PSI OR 125 PSI irrigation/ water pipe or
tubing (Sil-o-Flex or equivalent) with a one inch ID or 1.25 inch OD.
If 100 psi pipe - the material must be manufactured from plastic formula PE 3408, PE3608 or
PE3710.
If 125 psi pipe - the material must be manufactured from plastic formula PE4710.
ii) Arrows - A tubular (sil-o-flex or equivalent) combat arrow has a maximum length of 28 inches. This is
measured from where the bow string touches the nock to the base of the approved tip. The 28 inches
length is the maximum length; a shorter length may be used for those having a shorter draw length. A
nock may be cut into the tail end, but may be no deeper than 1/2 inch. Wooden knocks MAY NOT be
installed or used.
iii) Crossbow Bolts - The maximum length of a tubular (sil-o-flex or equivalent) combat crossbow bolt is 28
inches as measured from where the prod string touches the bolt to the base of the approved tip.
There is no minimum length for a crossbow bolt. Past history has shown crossbow bolts around 14
inches fly well and work on most crossbows.
b) Tips
i) There are only three (3) approved tips for use on tubular (sil-o-flex or equivalent) combat shafts:
Modified Baldar Blunts, Rubber Stoppers (6.5 size) and tennis balls.
ii) Modified Baldar Blunts
(a) Any classic style of Baldar Blunt can be used in this manner, whether 1 or 2 piece mold or
designed for fiberglass or wood.
(b) Older or newer style "egg" shaped Baldar Blunts are not approved for use on tubular (sil-oflex or equivalent) combat shafts.
(c) The modified Baldar Blunt must be slipped 1/2 inch over the tubular (sil-o-flex or equivalent)
shaft.
(d) Baldar Blunts should be modified by separating / cutting the fins from the outer collar, but
the outer collar must remain intact.
(e) The modified Baldar must be securely taped to the tubular shaft.
1. Fiberglass-reinforced (strapping) tape is the only material approved for securing the
Modified Baldar Blunts onto the shaft.
2. Electrical tape may not be used.
iii) Rubber Stoppers
(a) A rubber stopper, size 6.5 should be used (preferably with a ¼” inch hole in the center to
allow greater compression into the shaft).
(b) The stopper must be inserted ½” inch into the shaft.
(c) It is suggested to use the white/off-white rubber stoppers that are gum rubber because they
are softer and compress better than the neoprene.
(d) The Rubber Stopper Head must be secured in the Shaft (2 Methods)
1. Fiberglass-reinforced (strapping) tape: suggested best method:
a. The rubber stopper must be secured with several pieces of fiberglass-reinforced
(strapping) tape that will cross each other on the top of the stopper.
b. Each piece of tape must start from at least 1 inch down the shaft, go up over the tip
and then back down the other side of the shaft at least 1 inch.
2. Traditional Lacing Method for rubber stoppers: method permitted but not as good as
taping method
a. Four small holes must be drilled in the shaft just below the stopper.
b. The rubber stopper must be attached with 1/8 or less diameter strong cord.
c. Two pieces of cord must be crossed through the shaft underneath the base, over the
stopper then tied securely. The knots must be located on the side of the blunt and
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not on the tip. (A touch of glue on the knots helps keep them from loosening up)
d. The cord must be securely taped to the rubber stopper using fiberglass-reinforced
tape.
iii) Tennis Balls
(a) Tennis balls are not permitted to have any slits or holes.
(b) The tennis ball must be secured to the shaft with small strong cord.
(c) Four small holes must be drilled in the shaft approximately ½ inch from the end.
(d) Two pieces of cord must run through the shaft and cross over the tip of the tennis ball.
(e)The cord must be tied securely with the knots on the side (not the tip) of the tennis ball.
(f) The cording and tennis ball must be securely taped in place.
c) Foam
i) Resilient Foam: The Society Definition is: dense, plastic, closed-cell foam such as ethyl polymer.
ii) Both rubber stopper and Baldar Blunt heads must have resilient foam padding secured on the tip.
ii) Rubber stopper heads must also have a side wrap of foam.
iv) Resilient foam approximately the diameter of the stopper must be secured to the tip so that there is at
least 1/2 inch and at most 1 1/4 inches thickness after taping with fiberglass-reinforced (strapping)
tape. Round disks of foam are strongly suggested instead of square pieces which have caused
problems with the square corner of the foam and the helmet grill.
v) The resilient foam is secured with several pieces of fiberglass-reinforced (strapping) tape that will cross
each other on the top of the foam. Each piece must start from at least 1 inch down the shaft, go up
over the tip and then back down the other side of the tubular (sil-o-flex or equivalent) shaft at least 1
inch.
(1) Side Wrap Required for Rubber Stopper (Note: Modified Baldar Blunt tips do not require side
wraps.)
(a) The side wrap of resilient foam must extend from the tip of the padding to at least ½ inch
over the tubular (Sil-o-flex or equivalent) shaft and be secured with fiberglass-reinforced
(strapping) tape.
(b) The side wrap of resilient foam must be wrapped around the padding/stopper/shaft so that
the ends meet without a gap and be secured with fiberglass-reinforced (strapping) tape.
(c) The side wrap must be secured to the tubular (Sil-o-flex or equivalent) shaft with several
pieces of fiberglass-reinforced (strapping) tape that will cross each other on the top of the
resilient foam.
(d) The total diameter of the final head assembly must be at least 1 ½ inch.
(e) It shall not be possible to force the head of any combat archery ammunition more than 1/2
inch into a legal face guard.
d) Nocks
i) A nock may be cut into the tail end, but may be no deeper than ½ inch.
(a) No wooden nocks, wooden plugs, corks, pool noodles, tape or anything that closes off the end of the
tubular ammunition will be permitted and are not legal to be used with tubular (Sil-o-flex
/equivalent) ammunition at Pennsic.
e) Fletching
i) NO form of plastic or feather fletching will be permitted on fiberglass shaft ammo.
ii) Tubular shaft ammunition is NOT permitted to have any slit cut into the shaft to insert any type of fin
or fletching.
iii) Tubular shaft ammunition may have duct tape fletches as long as they are under ½ wide and securely
attached.
6) The Pennsic Combat Archery Marshal In Charge, his Deputy and approved designees may inspect all combat
archery equipment and ammunition to the enclosed "Pennsic Standard" which supersedes any Kingdom level.
Any decision may be appealed utilizing the proper chain of command.
RULES SPECIFIC TO COMBAT ARCHERY
1) On the Field
a) All bows, crossbows, ammunition and conventions shall meet, at minimum, all Society standards for
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construction. They must also meet any additional restrictions described in this document, or restrictions
declared by the Pennsic Combat Archery Marshal In Charge as needed.
b) Combat archers need only a half gauntlet made to the standards for gauntlets but without finger
protection.
c) As with any weapons form, an archer may yield to an opponent, and archers should feel free to loudly
express their "dead/yield" status. Courtesy taps delivered by an opponent should be accepted by the
Combat Archery combatant as the gift they are. Likewise an opposing fighter throwing excessive or
repeated blows into a "subdued/dead" opponent will face disciplinary action.
d) Minimum range for a shot is "clears the bow".
e) Targeting of the back of an individual (alone or in an organized unit) is prohibited. A cluster of folks may be
targeted in THEIR situation 180 degrees and a rearward facing opponent shot thusly should accept the
strike. This applies equally for an opponent who has rotated after release. But the actual specific
targeting of the back side of any individual is prohibited.
f) There is no limit on the amount of ammunition an archer may carry unless defined in a specific battle
scenario.
g). For Pennsic 44 gleaning of tubular combat archery ammo will be permitted.
Remember, when Gleaning, each piece of tubular combat archery ammo that is picked up on the field
must be checked for safety before it can be shot again.
The person picking up the tubular ammo MUST check three things:
1- Make sure the sting end of the tube is round (you can fix this).
2- Make sure the head is on tight and is undamaged (look at it, then grip it and twist/pull)/
3- Make sure nothing is in the tube by holding it with the opening down and tapping it against
something firm (such as your leg).
If it passes all three safety checks, then the tubular ammo may be shot.
h) Ammunition must be re-inspected (post-battle) by approved designated Combat Archery marshals prior to
reuse.
i) REMINDER: Inspection of shafted ammunition WILL NOT OCCUR between 2 portions of an extended battle
(eg. BETWEEN the 2 portions of a Castle Battle) as there is neither appropriate time, oversight, nor focus
to do so properly.
j) Pavises shall follow the rules set forth in the current Society Combat Archery rules revision. A combat archer
may carry and use shield or pavise; however, as long as they are carrying such, they cannot span (cock a
crossbow or draw a handbow) nor loose their weapon.
k) Archers may have a backup weapon on them, but MAY NOT draw it until their bow has been safely
disposed of (taken off the field, discarded in a low traffic area, handed to another combatant, etc.). A
crossbow must be placed outside the combat area or in the keeping of another combatant who will
accept it before drawing a back up weapon. Upon drawing a backup weapon to enter combat, both
hands must be appropriately armored.
l) Any direct strike upon a marshal, even unintentional, causes instant death (and should garner an immediate
apology)
2) Bow/Crossbow Using Fiberglass Shafts
a) A hand bow shooting fiberglass arrows may only have a 30-lb. pull maximum at 28 inch draw.
b) The handbow must be designed/constructed to safely draw 28 inches or it cannot be used in SCA combat.
c) Light crossbows shooting fiberglass bolts may only have a 600 inch-pound maximum rating.
d) Any bow/crossbow that is allowed to shoot fiberglass ammunition may also use any tubular ammunition
approved for use at Pennsic.
3) Bow/Crossbow Using Tubular (“Siloflex”) Arrows
a) A handbow that measures over 30 and less than 50 pounds at 28 inches is considered a heavy handbow and
may only shoot tubular arrows. A heavy handbow must be marked with a 4-inch wide band of red
material (tape, cloth, etc) that goes completely around the upper limb of the bow.
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b) A crossbow that measures greater than 600 and less than 1000 inch-pounds is considered a heavy crossbow
and may only shoot tubular ammunition. A heavy crossbow must be marked with a 4-inch wide band of
red material (tape, cloth, etc) that goes completely around the right hand side of the prod as viewed by
the archer.
c) Only tubular arrows or bolts may be shot from heavy bows and crossbows.
POST BATTLE SORTING
After ANY Pennsic sponsored battle, ALL Combat Archery participants are required to help collect ALL arrows/bolts
(not simply their own) and bring them to the designated area for re-inspection (likely SOUTH of Battlefield just
outside boundary).
The Process: After each battle, all fiberglass ammunition shall be placed in one pile & the tubular ammunition in
another to facilitate re-inspection (by the marshals). The piles should then be subdivided by bolts & arrows
forming 4 piles. Combat Archers (not marshals) will then divide the piles by owner (so cooperative help is
appreciated at this critical juncture). Once an owner claims a pile is likely complete, marshals will begin the reinspection process for ammunition integrity as quickly as available. Be sure you do not remove your arrows/bolts
from the field until they have been inspected and marked for the next battle, as it is vitally important that we
ensure the safety of all ammunition as well as obtain incidents of failure, if any. This process should also reduce
loss due to theft as any ammunition noted as heading “away” should be suspect and questioned.
Editorial: Patience is needed and anything you can do to aid the process is welcome; the marshals have protocols
to follow to insure the safety and integrity of the ammunition being inspected. Anyone not able to assist can be
promptly moved rearward in the inspection process to allow those “more helpful” be on their merry way faster.
OVERPOWERED AND NON-INSPECTION WARNING
Anyone using fiberglass-shafted ammunition in a heavy bow or heavy crossbow will be banned from all fighting
activities for the rest of the War and will be subject to other disciplinary action via the proper heavy weapons
violation inquiry procedure.
Likewise, ANY use of uninspected ammunition or weapons on the battlefields of Pennsic will prompt immediate
removal from the battlefield and will be subject to other disciplinary action (including potential fighting ban) via
the proper heavy weapons violation inquiry procedure.
ETCETERA:
1. Play safe and fair. We have a specialized weapons form that requires specialized skills, understanding and
accommodations – play responsibly.
2. Help clear the field after battle – many hands make light work.
3. Thank the marshals, both CA and otherwise. They give freely of their time so YOU can play.
4. Lastly, consider becoming a marshal-in-training. You can find no better place to “see it all” than Pennsic. As our
community grows, so too must its CA marshallate and you are welcome to be a part of that growth. Come to
inspection Point to volunteer!
Siege Combat
Siege Marshal-in-Charge: Master Dirk Edward of Frisia
Deputy Siege Marshal: Lord Richard Le Hauke
Official siege activity at Pennsic 44 will be limited to the main battlefield. In case of disputes, the
Pennsic 44 Marshal-in-Charge will make the final call. Society siege rules will be used for
governing all siege activities unless otherwise stated below.
For the battles in which siege will take place, please see the Battlefield Schedule. See the
Pennsic University Class Schedule for the siege related classes.
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Note: There may be additional changes to scenarios, rules, and schedules; these will be posted
at Inspection Point.
Combat Rules
Marshals
1. All Siege Marshals must wear eye protection such as protective shatterproof eye wear or a
helm. Siege Marshals should wear a standard black marshal’s tabard and carry a marshal’s
staff. If you are going to marshal in armor wear a marshal’s tabard over the armor. If wearing a
helmet, a drape or other distinctive marking is required to differentiate you from a fighter on the
field. Please be at Marshal’s Point 45 minutes prior to any battle you will be marshaling. All
meetings for siege marshals will be posted at Inspection Point.
Siege Ammunition Damage
1. Blows from siege-class ammunition (1-pound rocks, 4-tennis-ball clusters, and 48-inch
ballista bolts; all of which are colored yellow) will be judged fatal upon striking any legal target
area and will kill through shields if the shield is being carried. Siege munitions are considered
spent upon striking a weapon, a fighter, the ground, or a battlefield structure. Only the first
fighter hit is dead.
2. Pavises (i.e.: grounded shields not supported by a combatant) are destroyed by a single hit
from siege engine ammunition. Combatants behind the pavise are not killed.
3. Small arms munitions (single tennis balls and tube-shafted combat archery arrows and bolts)
fired from a siege engine will be treated as combat archery projectiles.
When a Hold is Called
1. All Holds will be general holds for siege engines unless a scenario specifically designates
local holds for artillery.
2. An engine may not be loaded during a Hold and any munitions must be removed from the
engine until “Lay On!” is called. If the engine is already cocked it may remain cocked unless the
engineer chooses to uncock it, or a Siege Marshal asks that it be uncocked. During long holds,
decocking is advised if it is safe to do so.
3. If an engine is cranking the string back when a 'Hold' is called, it must be safely returned to a
non-cocked state. For engines that can stop the cranking at any point (such as with use of a
ratchet) they are to stop once Hold is called and not resume until “Lay On!” has been called.
4. The crew of an engine shall not fire its ammunition once a Hold has been called. Violations
will result in both the engine and crews removal from the battle and possible disciplinary action.
Engagement
1. All fighters are engaged with siege engines at all times during a battle no matter which way
they are facing.
2. Direct fire weapons shall not be discharged against personnel at a range of less than 30 feet
or in such a manner as to willfully allow the projectile to leave the Battle Area Proper or land in
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designated Unsafe Zones.
3. No engine will be discharged while any non-crew person is within a 5 foot range of moving
parts. Larger safety zones may be designated where necessary.
Destroying Siege Engines and Structures
1. When engaging an engine or structure,
DO NOT STRIKE OR THRUST AT IT WITH A HAND HELD WEAPON!
The proper way to destroy these weapons is to safely approach the engine or structure, LAY
your weapon on it, and declare “This weapon is destroyed”. This shall be done in a safe and
deliberate manner, not in a rush or while engaged with any other opponent.
Anyone found intentionally striking a siege engine or structure will be removed from the field and
possibly face further action, such as a marshal’s court.
2. Active combat should not take place within 5 feet of an active siege engine. If this situation
arises, a hold will be called and the engine declared destroyed.
3. Siege engines can be destroyed by 3 hits from a ballista bolt, 3 hits from a 4-tennis-ball rock,
or 1 hit from a 1-pound rock unless a scenario has other rules. Siege towers are only destroyed
by 3 hits from a 1-pound rock.
Crew Requirements
1. Anyone crewing an engine in combat situations must be authorized in siege.
2. Crew members wishing to defend an engine may do so as long as all action takes place at
least 5 feet from the engine.
3. Siege personnel may choose to leave the engine and fight if they wish. Remember, if the
number of crewmembers at the engine goes below the minimum number required for that class
machine, it may not be operated.
4.Siege engine crews are to be treated as any other fighter on the field. If they are authorized
for other weapons forms and have a secondary weapon, they may use it. If not, they may be
killed as an unarmed opponent; if they yield, DO NOT strike them.
Siege Engine and Structure Inspection
Get your engines and structures inspected early, so that if you have a problem you will have
time to get it fixed and re-inspected.
Siege inspection will take place on the battlefield during the middle weekend on
Fri, July 31, from 5 pm to 7 pm;
Sat, August 1, from 4 pm to 7 pm; and
Sun, August 2, from 3 pm to 7 pm.
Engine Inspection
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1. Preliminary inspection of the engine shall be made before any shots are fired. This inspection
will be to check for structural integrity of the components of the engine. This structural
inspection will be done according to the specifications published in the Society rules.
2. The operational demonstration phase of the inspection shall, at minimum, consist of 4 shots
in a row without mechanical failure from the engine when configured for the maximum power it
will use on the battlefield. These 4 shots shall deliver the ammunition between 40 and 80 yards
(36.6 to 73.2 meters). The siege engine shall consistently deliver the ammunition in a
reasonably straight and stable path downrange (curving due to cross wind is acceptable).
3. Static inspection for stability of the engine, mechanical observation of the framework and the
mechanism shall be made after the firing.
4. The crews of direct fire engines should be willing to receive a shot from their engine at
minimum range, while in armor, should it be requested.
Siege Tower and Other Structure Inspection
1. Inspection will include at a minimum; structural integrity, stability, condition of hardware,
condition of any safety devices (barriers, walls, etc.). Inspection will ideally be made with a
maximum load of armored combatants on board the siege structure. Inspection will include a
demonstration of mobility if the structure is designed to be mobile. (Please refer to Society
Siege rules for Approved Structure Construction.)
2. If you are planning to bring a siege structure, make sure that the Siege MIC has been
informed of it and inspected it prior to a battle, so you do not bring it miles and miles and then
find out it will not be allowed.
Ammunition Inspection
1. All ammunition must now abide by the half inch rule. They may not penetrate a face grill by
more than a half inch. Ballista bolt fins must use materials or techniques that abide by this rule.
2. All missiles must be inspected for that day’s use and be marked with the color of the day.
3. Your siege ammunition will be inspected when your siege engine is inspected. You can also
have your siege ammunition inspected at Inspection Point if there is a siege marshal present.
Check postings at Inspection Point for specific times. Siege ammunition inspection will also take
place on the battlefield immediately after a siege battle.
4. All siege ammunition must be labeled with the owner’s name, group, and Kingdom in English
on a printed label. If a group owns the ammunition, then you use the group’s name and
Kingdom.
5. After each battle that uses siege ammunition, the bolts, rocks, and other approved siege
projectiles will be re-inspected for the next day’s battle and marked with that color of the day.
Please help clean the field and bring all siege missiles to a designated spot to be re-inspected.
6. Siege ammunition inspections at Inspection Point will cease 45 minutes prior to the posted
start time of any battle.
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PENNSIC 44 ARCHERY SCHEDULE
Greetings unto the Knowne Worlde from Forester Lord Garvin the Slow, Deputy Middle Kingdom Archery Marshal
Coordinator for Pennsic 44. We try very hard to be handicapped friendly, but the range is extremely hilly. Also,
please wear protective gear on your feet, due to the vast amount of Poison Ivy.
St. Sebastian: The Kingdom of Atlantia has graciously decided to once more, do a shoot for St. Sebastian
for the entire known world to enjoy. Atlantia will put on an all day shoot that will test all archers with
many different skill levels. This shoot is on the middle Saturday, August 1st from 10am to 5pm, with
prizes for many different categories. Come out and spend a day of fun shooting on the Archery Range to
test your skills.
Inspections
All archers wishing to shoot at Pennsic 44 must bring their equipment to the archery range and have it
inspected before they will be allowed to shoot. This means if there are five people using the same
equipment, each archery must be inspected with that equipment. Archers and their equipment need
only be inspected once during War.
Activities/Hours
The Archery range is located southwest of the Main Battlefield beyond Oversized parking. It is not visible
from the main campground areas. However, a flag will be flying whenever the range is open, up on
Eislynn’s Hill. There will be a regular service bus to service the range.
Activities will include:
The Three Part Populace War Points shoot and Champions War Point. There will also be Open practice,
Novelty shoots and instruction, please see schedule updates.
Family Range will have novelty shoots and practice from 9am-5pm, please see schedule updates!
The Populace War Points will take place from Sunday, Aug. 2nd through Thursday August 6th. Ranges
open at 9am and close at 5pm. There is practice from 9-11am on the War Point Ranges. On Wednesday
August 1st, range will be closed for Archery Championships, and re-open for War Points from 3-5pm
only. A full and updated schedule will be posted at the Archery Marshals tent, along with the list on
novelty shoots, family novelty shoots and classes.
Range Schedule:
Monday, July 27th and Tuesday July 28th
Range set-up will start Monday at 9am and continue if necessary on Tues. July 28th.
Tuesday, July 27th to Friday July 31st
The range will not be officially opened. Bring your own Marshal rule will be in effect. A range may open
if you bring your own Warranted Target Archery Marshal with you. A range will open if there is a
Warranted Target Archery Marshal willing to run the line at a range.
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Friday, July 31st:
4pm: Archery Marshals Meeting
Saturday, Aug1st
10am to 5pm
5pm – 7pm
St. Sebastian shoot, sponsored by the Kingdom of Atlantia
Champion's Practice (all teams)
Sunday, Aug 2nd
9am – 11am
11am – 5pm
4pm
5pm – 7pm
Open War Point Practice
Populace War Points
Archery Marshals meeting
Champion's Practice (all teams)
Monday, Aug 3rd:
9am-10am
12 and under Family Range Beginning Archery Class
10am-11am
Monster Novelty Shoot Family Range
9am – 11 am
Open War Point Practice
11am – 5pm
Populace War Points
5pm – 7pm
Champion's Team practice
Tuesday, Aug 4th
9am-10am
12 and under Family Range Beginning Archery Class
10am-11am
Monster Novelty Shoot Family Range
9am -11 am
Open War Point Practice
11am – 5pm
Populace War Points
5pm – 7pm
Champion's Team Shoot set-up
All Archery Marshals and those on the Champion's teams are
come help set up the range for Wednesday's shoot.
welcomed to
Wednesday, Aug 5th: 8am-3pm CLOSED TO POPULACE
8am
Champion's muster/set-up of range
9am
Champion's start shooting Champion’s War point
2pm-3pm
re-set range for War Points
3pm – 5pm
POPULACE WAR POINTS
5pm-7pm
Pennsic Period Novelty Shoot
Thursday, August 6th
9am – 11 am
Practice for War Points
11am – 5pm
Populace War Points
5pm
RANGE CLOSES - START TEARDOWN
Friday, August 7th
9am till finished
RANGE TEARDOWN
All Archery Marshals are more than welcomed to help breakdown the ranges. The more the merrier and
faster to tear down.
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Family Range
There will be a family range for minors. This range is for our younger archers to practice on. They shoot
the same Populace War Points along with the Adults. There will be novelties, specifically geared to the
young (14 and under), on the range from Sunday, August 2nd through Thursday August 6th, except for
Wednesday, when the range is closed for Archery Champion's War Point.
A complete schedule of Family Range novelties will be posted at Main Archery Tent.
Archery War Points
The Pennsic Mass Populace Archery War Points will be worth 3 War points each.
3 points for the Window, 3 points for the Castle and 3 points for the Advancing.
1.
Castle Clout Shoot
The target is a simulated castle turret. Archers will be shooting at 100 yards into a circle of
approximately 30 feet in diameter. Inside the circle there will be two figures defending the castle.
There will be a moat and a moat monster protecting the castle in front at @50 yards.
This is an untimed shoot. The archers are allowed 6 arrows or bolts.
Scoring:
1 point for inside the moat;
2 points for hitting the moat monster
3 points for landing inside the castle
4 points for hitting the defenders, inside the castle.
2.
Castle Window Shoot:
This will be a 30 second timed shoot at a castle window located between 25 and 30 yards. The archers
will have 30 seconds to safely shoot as many arrows/bolts as they can. Scoring this shoot:
1 point for each arrow/bolt that lands inside the castle window
2 points for each arrow/bolt that hits the object inside the castle window
3.
Advancing Warrior Shoot
The archers will shoot 6 arrows/bolts untimed at the Warriors that are closing
in to invade. These targets will be set up at approximately 15 yards, 35 yards, 45 yards and 55 yards.
Any arrow/bolt hitting the Warrior will score as follows:
1 point for a scoring arrow/bolt at the 15 yard target
2 points for a scoring arrow/bolt that hits the 35 yard target
3 points for a scoring arrow/bolt that hits the 45 yard target
4 points for a scoring arrow/bolt that hits the 55 yard target
A scoring arrow/bolt will be counted as any arrow the warrior, Weapons and shields do not count
Archery Equipment Standards:
A.
Bows
No compound bows are allowed.
Adjustable or fixed sights many not be attached to straight bows or recurves.
Marks on limbs are allowed.
There are no draw weight limits for target archery bows.
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No modern spring/flipper rests or plunger buttons are allowed.
a. Wire rests are not allowed.
b. Simple one-piece plastic attachable rests are allowed.
c. Plastic or nylon bristle rests are allowed.
Bow straps are allowed.
No stabilizers, clickers, or modern string release devices are allowed.
Bows with cut out risers (those bows you can see through from the side) must
have the openings covered so as to present a solid surface and an appearance more in keeping with
medieval archery.
B.
Crossbows
No center-shot or split prod styles are allowed.
No compound prods or break-cocking styles are allowed.
Ballistas of any kind are not allowed.
Rear peep sights may be attached, but front sights are not allowed.
Limb coverings are not required.
Slings may be attached to the bow, but may not be used as an aid in shooting.
Stocks made out of any material other than wood must have filled or covered
openings that you can see through in profile, so as to appear more in keeping with medieval archery.
C.
Strings
All strings must be appropriate for the bow type and weight.
a.
Strings may not be constructed of material prone to failure, such as natural sinew or gut.
b.
Linen, silk and artificial sinew strings are acceptable, as long as they are constructed properly.
Strings that have become knotted or those that have been repaired by knotting
strands together shall not be used. This rule does not forbid those string designs that incorporate knots
in their original design.
A nocking point may be attached to the string.
a.
Both metal and tied-on nocking points are acceptable.
b.
A single nocking point is allowed. The nocking point may consist of one or two locators, which
may be of any type.
c.
The locators may not extend above or below the nock in such a way asa to allow them to be
used as sighting mechanisms.
String silencers may be used.
It is strongly recommended that the ends of the string be served, and that a
serving cover the nocking area of the string. It should be noted that Japanese and Flemish style strings,
which are rarely served at the ends are acceptable.
Peep sights mounted on the strings are not allowed.
Metal crimps on strings are not allowed on bows over 10 pounds. (See
exceptions below)
D.
Arrow and Bolts
All shafts shall be of natural wood.
No broadheads or tips that cause excessive damage to targets shall be used.
Fletching
a.
Arrows shall be fletched with natural feathers
b.
Bolts may be fletched with any period material.
Nocks for arrows may be of any material.
End caps, rings, or wrapping are not required for crossbow bolts.
E.
Miscellaneous Equipment
Any type of quiver may be used, with the exception of those that attach to the bow.
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It is strongly recommended that an armguard or bracer be worn.
A glove or finger tab may be used.
All equipment should adhere to the spirit of medieval archery.
EXCEPTIONS!
Exceptions to these rules may be granted by either the Archer General or Lt. General of the Middle
Kingdom or the Archer General of the East Kingdom.
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