Fencing:Canon: Difference between revisions

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#Combatants may strike any opponent with any legal blow if they are within the front 180 degree arc of their opponent. A combatant who approaches an opponent from behind shall not deliver a blow until they are within that frontal arc. A combatant may never strike an opponent from behind except with rubber band gun shot (avoiding the head as outlined in [[Rapier:Canon#Use_of_Weapons_and_Parrying_Devices|2.3.9(c)]])
#Combatants may strike any opponent with any legal blow if they are within the front 180 degree arc of their opponent. A combatant who approaches an opponent from behind shall not deliver a blow until they are within that frontal arc. A combatant may never strike an opponent from behind except with rubber band gun shot (avoiding the head as outlined in [[Rapier:Canon#Use_of_Weapons_and_Parrying_Devices|2.3.9(c)]])
#Killing from behind is allowed only if it has been specifically announced by the supervising marshal before the scenario.
#Killing from behind is allowed only if it has been specifically announced by the supervising marshal before the scenario.
##If a melee scenario allows killing from behind, a combatant does so by laying the rapier blade over the opponent's shoulder, to at least a third of the length of the blade, while calling "You are Dead " (or 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 their shoulder and shall not attempt to spin, duck or dodge away.
##If a melee scenario allows killing from behind, a combatant does so by laying the rapier blade over the opponent's shoulder, to at least a third of the length of the blade, while calling "You are dead" (or 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 their shoulder and shall not attempt to spin, duck or dodge away.
#If death from behind is not allowed in a given melee, a combatant who deliberately ignores an attacker behind them, or repeatedly manoeuvres so as to keep their back to an attacker (thereby preventing any attack on them) may be considered for misuse of the rules and obstructive behaviour.
#If death from behind is not allowed in a given melee, a combatant who deliberately ignores an attacker behind them, or repeatedly manoeuvres so as to keep their back to an attacker (thereby preventing any attack on them) may be considered for misuse of the rules and obstructive behaviour.
#Special scenario melees such as bridge or town battles may impose additional restrictions as needed by the marshals.
#Special scenario melees such as bridge or town battles may impose additional restrictions as needed by the marshals.

Revision as of 05:58, 18 July 2019

General Information

  1. Rapier Combat shall be conducted in accordance with the Rules of the Lists for the SCA Inc. (see Appendix 6.2), the Society Rapier rules and these rules.
  2. All combatants, prior to every combat or practice, shall ensure their equipment is safe, in good working order and has been inspected by a member of the Kingdom Marshallate authorised to inspect rapier equipment.
  3. At inter-kingdom events, for any given Kingdom's tourney, guest combatants shall meet SCA standards for protective gear, but shall comply with whatever weapons standards are being used by the host kingdom for that tourney.
  4. The Crown's representative upon the field and in all matters dealing with Rapier Combat is the Earl Marshal, then the Kingdom Rapier Marshal, then, by delegation, members of the Kingdom Rapier Marshallate.
  5. For rapier combat to occur within Lochac, a Rapier Marshal in Charge must be assigned and each bout must be supervised by an authorised rapier combatant or rapier marshal. An authorised rapier marshal may marshal both Rapier, and Cut and Thrust Rapier.
  6. There are two categories of rapier combat in Lochac, each of which require separate authorisations. Unless specified otherwise, this document refers to both categories. These categories are:
    • Rapier (referred to as Heavy Rapier in the Society Rules); and
    • Cut and Thrust Rapier.
  7. HOLD: A call for immediate ceasing of all activity on the field for safety concerns.
    1. A hold may be called by anyone including spectators where a safety risk occurs (e.g. armour/weapons failure, injuries, boundary concerns etc.)
    2. Upon hearing the call of HOLD all participants must immediately:
      1. Stop all activity, check if they are in danger
      2. Repeat the call of HOLD until all activity on the field ceases and thence be silent to allow the marshals to be heard.
    3. A HOLD once called may only be lifted by a marshal after providing instructions to participants.

Behaviour on the field

  1. All combatants shall obey these rules and the commands of the marshals overseeing the field, or they will be removed from the field and may be subject to subsequent disciplinary action. Where this occurs details of this must be included in the activity rapier report.
  2. Disagreements with the marshals overseeing the field shall be resolved in accordance with section 5.3.3
  3. Combatants are responsible for maintaining control over their temper and behaviour at all times.
  4. Striking an opponent with excessive force, or with deliberate intent to injure, is forbidden and may result in disciplinary action.
  5. Upon hearing the call of "HOLD" all fighting shall immediately stop. The combatants shall freeze, check for hazards in their immediate vicinity, and then assume a non-threatening position with their weapons pointed away from their opponents.
  6. Conduct considered to obstruct normal rapier combat, such as consistent ignoring of blows, deliberate misuse of the rules (such as calling HOLD whenever pressed), or the like, is forbidden.
  7. The use of Fleche (running at an opponent with rapier extended), running, hopping or similar uncontrolled actions are prohibited.
  8. A combatant may decline any challenge without dishonour, and without specifying a reason. In a tournament, this may result in forfeiture of a bout. (See also rule 3.4.4.4)
  9. Combatants may engage only when the marshal who is supervising the bout has received verbal acknowledgement from each combatant, and has instructed them to begin.
  10. All issues must be resolved on the field, or noted to the marshal for later resolution if delay is necessary.
  11. No person shall enter the lists or participate in any form of SCA combat related activity including marshalling while in a mentally impaired state, including impairment by injury such as concussion or impairment by alcohol, or drugs including but not limited to:
    • drugs prescribed by a licensed health care provider;
    • over the counter medications
    • illegal or controlled substances.
    If you are not legally fit to drive, you are not fit to fight!
  12. BLOOD RULE: Any combatant who has an injury involving bleeding must leave the field immediately and may not return until the wound has been cleaned and covered by an occlusive dressing. Any weapons, equipment or clothing that has visible blood upon it must be removed from play or sufficiently cleaned to remove the blood before returning to play.

Use of Weapons and Parrying Devices

  1. Blows will be struck by: thrusting with the point of the blade (thrust); sliding the edge of the blade by drawing (draw cut) or pushing (push cut); placing the tip of the blade upon, and then drawing it across an opponent (tip cut: see 2.4.14(a)); or discharging a simulated gunpowder-burning weapon (rubber band gun) so that the rubber projectile hits the target (shot).
  2. Cut and Thrust Rapier also includes the use of percussive cuts as valid blows. Percussive cuts must always be delivered with sufficient control so as to not injure the opponent while still delivering a clean and unimpeded blow.
  3. Percussive cuts, chopping or hacking blows may be used in a controlled manner only in Cut and Thrust Rapier combat. For Rapier combat they are never permitted. Fast circular movements (such as moulinets) may be used to place a blade for tip, draw or push cuts.
  4. Parries may be performed with weapons, parrying devices, the gloved hand, or any other part of the body. Though the gloved hand may be used to parry, it shall not be used to push, grasp or strike an opponent. Fleeting contact between opponents is allowed, as long as no grappling, deliberate striking or other unsafe behaviour occurs.
  5. Parrying devices may be used to move, deflect, or immobilise an opponent's weapon or parrying device, so long as such use does not endanger the safety of the combatants.
  6. Striking an opponent with any part of a weapon or parrying device not approved for that purpose is prohibited.
  7. No item of equipment other than cloaks or non-rigid parrying devices may be thrown except in controlled actions to remove equipment from the field.
  8. Grasping any part of an opponent's clothing or equipment except as otherwise explicitly permitted in these rules, e.g. blade grasping, is prohibited. "HOLD" shall be called if wrestling over any piece of equipment occurs.
  9. The following rules shall apply if a combatant is using the specified equipment:
    1. Parrying Gauntlets
      1. Only those areas of the parrying gauntlet covered by mail or plate shall be considered to be protected. This protection should not extend beyond the wrist bones.
      2. The protected areas of the hand shall provide protection against loss of the hand due to cuts or sliding the hand down the opponent's blade
      3. The block of a straight thrust by a parrying gauntlet will be considered to have disabled the hand, since mail would not necessarily stop such a thrust from a rapier.
    2. Cloaks and other non-rigid defensive equipment (hats, etc.):
      1. These may only be used as a parrying device.
      2. A draped cloak will stop a thrust to any part of the body which is hidden behind it by a distance of greater than 20cm.
      3. A cloak wrapped around the hand or arm will stop a draw or tip cut.
      4. When cloaks are used, "HOLD" should be called if the cloak becomes tangled about either combatant, or about one of the weapons such that the weapon cannot be withdrawn. "HOLD" need not be called if the cloak is merely near the face, deflecting a weapon, loosely draped over, or weighting down the blade.
    3. Rubber Band Guns:
      1. Rubber band guns may only be used in a melee scenario.
      2. Where rubber band guns are to be used in a scenario, they shall not be loaded until the combatants are directed to do so by the supervising marshal. Anyone with a loaded rubber band gun off the melee field who is not under Marshallate supervision at the time will have their rubber band gun authorisation suspended immediately.
      3. Once the supervising marshal has permitted rubber band guns to be loaded, reloading may be performed until an event that would stop the scenario occurs, including but not limited to the end of the scenario or a hold call being made. Rubber band guns may not then be reloaded until the supervising marshal gives a new direction to do so.
      4. There is no minimum range at which a rubber band gun may be discharged at an opponent.
      5. The back of the opponent's head shall not be deliberately targeted.
      6. A shot hitting the weapons or rigid parrying devices of a combatant will be considered to have destroyed that weapon/device for the remainder of the scenario.
      7. A shot will be considered to be able to penetrate through any cloak to the body.
      8. If any event occurs where participants may need to remove rigid or penetration resistant armour or if a person not wearing rapier armour is required to enter the scenario, all rubber band guns shall be unloaded, or safely discharged in such a manner as to prevent the ammunition leaving the immediate vicinity of the wielder (e.g. discharging the weapon with the muzzle pressed to the ground). This applies whether the rubber band guns are holstered or not.
    4. Pole Weapons
      1. Any weapon longer than 60 inches overall, or with a handle longer than 18 inches, but not configured and used in a manner that a marshal would identify as a "sword" is defined to belong to this category of weapon.
      2. Use of this weapon requires a separate authorisation.
      3. In Rapier combat, the only valid attack with a pole weapon is the thrust.
      4. All offensive actions against an opponent's body or weapon must be controlled and involve both hands controlling the pole weapon.
      5. Pole weapons shall be classified as a non-standard weapon for single tournament combat.
      6. A fighter using this type of weapon must have both hands on the weapon and in the same position at the end of an attack as they had at the beginning of the attack. Invalid attacks include "pool cuing", sliding, completely releasing the haft or any other process that reduces the fighter's control of the weapon.
      7. The weapon may not be "set" by bracing the base against the ground or any other immovable object; or against the foot or body; or by locking the back arm.
      8. Cupping the butt of a pole weapon in the palm of the hand is prohibited, as is locking the pole weapon under the arm against the body. The weapon may be held lightly under the arm, such that it is not locked in.
      9. The shaft of a pole weapon may be used to parry or strike an opponent's weapon only.
      10. A pole weapon user cannot use a secondary weapon or item concurrently.

Acknowledgement of blows

  1. In judging blows, all combatants are by default presumed to be wearing common civil attire of the period, not armour.
  2. Tourneys may be held that define areas of the body as if armoured, and to what degree, so long as all the participants are made aware of these special conditions prior to the start of combat.
  3. In combat, blows will be counted as though they were struck with a real rapier, extremely sharp on point and edge, or a real period firearm firing a lead ball. 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. Any shot that hits or grazes shall be counted as the equivalent of a good rapier blow.
  4. Valid Attacks:
    1. A valid thrust is an attack with the point of the offensive weapon that is firm enough to feel direct pressure against the body. A valid thrust is not negated or lessened due to sliding off after solid contact with the tip of the blade.
    2. A valid draw or push cut occurs when the edge of an offensive weapon is placed against an opponent and slid with the blade maintaining noticeable and constant pressure against the opponent's body. Merely laying the blade on the opponent without pressure or movement is insufficient.
    3. "Tip cuts" where the rapier tip is drawn across the target is an optional attack.
    4. A percussive cut can only occur during Cut and Thrust rapier combat. A valid percussive cut with either the edge or tip of the offensive weapon is one that is firm enough for the opponent to feel direct pressure against the body. All cuts are to be delivered in a controlled manner using sufficient force for the blow to be felt by an opponent, without causing actual injury.
  5. An attack must be acknowledged as valid if it is felt. There is no such thing as a "light" blow from either sword or shot. A valid shot is one that grazes or strikes a rapier combatant at any place on their body. It is not lessened by grazing as the impact is considered sufficient to disable that part of the body that contact was made with.
  6. A good blow to the following areas shall be considered incapacitating, rendering the combatant incapable of further combat:
    • head
    • neck
    • armpit (to the combatant's palm width down the limb)
    • torso
    • inner thigh (to the combatant's palm width down the inner limb)
  7. In Cut and Thrust rapier, any blow to the leg or foot shall be judged incapacitating, rendering the combatant incapable of further combat.
  8. In rapier combat, a good blow to the leg or foot will disable the leg. The combatant must then fight without placing weight on the injured leg (for example, kneeling, sitting or standing on one leg only).
  9. A good blow to the hand will disable only the hand (see 2.3.9a if parrying gauntlets are in use). The combatant must stop using the affected hand and close the hand to a fist (as if to stop the bleeding). The arm may still be used to parry. A second blow to the hand will be treated as a good blow to the arm (2.4.10)
  10. A good blow to the arm will disable the arm, the arm can no longer be used to parry/block. Where possible the arm should be placed behind the fencers back.
  11. If a thrust or cut is thrown, or a shot begun to be fired before, or on, the same moment as an event that would stop a fight (a "HOLD" being called, the combatant being "killed" himself, etc.), the blow shall count. If the blow is thrown or shot fired after the event, it shall not count (e.g. "Dying" attacks are not valid).
  12. A combatant is considered armed so long as one offensive weapon is retained. When disarmed a combatant may, at the discretion of their opponent, recover a weapon/s. If permission is refused, they must yield, accepting a safe, honourable loss of the bout.
  13. A bout shall be won by rendering one's opponent "disinclined to continue", for whatever reason. The opponent may concede the bout because of an incapacitating blow, because of a disabling wound or series of wounds, because of "accumulated blood loss", or even because of any small scratch, depending upon agreements previously made by the combatants or the scenario in which they are competing.
  14. Optional Actions
    Any or all of the following optional actions may be used in practice, tournament or melees by prior agreement of all combatants and the supervising Marshal. The following standards must be adhered to when using these optional actions.
    1. Tip cuts
      A valid tip cut is to draw the point tip of the blade a minimum of 10cm across an opponent's body. As with a push or draw cut, only minimal, but noticeable, pressure need be maintained.
      Tip cuts to the following areas shall be considered incapacitating:
      • The face, including the forehead.
      • The neck
      • The armpit (to the combatant's palm width down the limb)
      • The abdomen below the rib cage including the groin (does not include the legs or buttocks).
      • The inner thigh (to the combatant's palm width down the limb).
    2. Blade grasps - Combatants may choose to grasp, rather than parry, rapier blades. If the blade that is grasped moves or twists in the grasping hand, the grasped blade must be released immediately, and that hand is deemed disabled if a parrying gauntlet is not being used. Grasping techniques shall be used only to immobilise a blade, not to bend it or to wrest it from an opponent's grip. If an opponent has grasped a blade using this convention, "HOLD" shall be called if wrestling about the blade occurs.

Melee/War Combat

  1. There shall be at least 1 rapier marshal for every 8 combatants supervising melee/war combat. At least one of these marshals must have current authorisation as a rapier marshal and is responsible for reporting any issues to the Rapier Marshal in Charge.
    • For example, a field of 8 to 16 combatants requires two marshals, a field of 17 to 24 requires three marshals and so forth.
    • If there are not enough marshals available then the number of bouts or number of combatants in melees being run at any given time must be reduced to match the number of marshals. In no case is a bout or melee to be run without appropriate Rapier Marshals to supervise the combat.
  2. All rapier marshals supervising melee/war combat must be briefed by the Rapier Marshal in Charge prior to activities commencing.
  3. A briefing of all participants must be conducted prior to the start of the melee/war activity. This briefing must include details of the planned scenario/s and a revision of the melee rules.
  4. All combatants must be inspected prior to the first melee /war activity being started. This means for multi-day events if a melee/war activity is on a later day the previous day's inspection is no longer valid.
  5. The Rapier Marshal in Charge shall provide procedures for the identification and removal of "dead" combatants, removal of abandoned equipment, rules of engagement and rules for engaging from behind.
  6. Combat must have regular breaks (at least every 20 minutes) for water and to reduce unsafe behaviour (where tensions run high or injuries occur).
  7. In melees, combatants are engaged with all opponents immediately upon the marshal's command to begin.
  8. Combatants may strike any opponent with any legal blow if they are within the front 180 degree arc of their opponent. A combatant who approaches an opponent from behind shall not deliver a blow until they are within that frontal arc. A combatant may never strike an opponent from behind except with rubber band gun shot (avoiding the head as outlined in 2.3.9(c))
  9. Killing from behind is allowed only if it has been specifically announced by the supervising marshal before the scenario.
    1. If a melee scenario allows killing from behind, a combatant does so by laying the rapier blade over the opponent's shoulder, to at least a third of the length of the blade, while calling "You are dead" (or 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 their shoulder and shall not attempt to spin, duck or dodge away.
  10. If death from behind is not allowed in a given melee, a combatant who deliberately ignores an attacker behind them, or repeatedly manoeuvres so as to keep their back to an attacker (thereby preventing any attack on them) may be considered for misuse of the rules and obstructive behaviour.
  11. Special scenario melees such as bridge or town battles may impose additional restrictions as needed by the marshals.
  12. Cut and Thrust rapier combat may NOT be used in melee combat.
  13. If a melee scenario includes the use of rubber band guns, all marshals must be wearing full rapier combat armour.