West Kingdom Rapier Combat Rules and Marshalate Manual

April 29, 1998

Table of Contents:

  1. Introduction
  2. Combat Rules and Specifications
    1. Rapier Combat Equipment Specifications
      1. General
      2. Protective Equipment (Armor)
      3. Standard Offensive Equipment (Weapons)
      4. Standard Defensive Equipment
      5. Non-standard Equipment and/or Equipment Use
    2. Conventions and Rules of Rapier Combat
      1. Conventions of Rapier Combat
      2. Individual Combat Rules for Rapier
      3. Melee Rules for Rapier Combat
  3. Marshalate Section
    1. Rapier Marshalate Organization
      1. Kingdom Rapier Marshal
      2. Principality Rapier Marshal
      3. Kingdom marches Marshal
      4. Branch Rapier Marshal
      5. Rapier Marshals in Charge
      6. Rapier Marshal Duties
      7. Enforcement
      8. Reporting
    2. Rapier Marshalate Procedures
      1. Rapier Combatant Authorizations
      2. Rapier Marshal Warrants
      3. Inspection
      4. Rapier Marshaling on the Field
  4. Appendices
    1. Optional Conventions of Rapier Combat
      1. Changes in Counting Conventions
      2. Tip Cuts
    2. Tests
      1. SCA Standard Fencing Armor Test (SFAT)
    3. SFAT acceptable materials
    4. Tip Buildup
    5. Fibreglass Blade Construction
      1. Method One
      2. Method Two

Introduction

In the 15th and 16th Century, men of breeding were expected to be proficient in the refined art of defense. Masters of this art set up competing schools of defense to teach the gentlemen of Europe.

Period rapier combat has been a part of the SCA since the beginning. Like armored combat it has evolved and improved over the last 30 years in authenticity and safety.

These rules are a proposal for safely recreating period rapier techniques within the West Kingdom of the SCA. They are carefully crafted to use equipment and techniques that reflect the current understanding of period activities while using 20th century materials for maximum possible safety.

This proposal has been designed to be as comprehensive as possible, allowing for safe and enjoyable re-creation of rapier combat, while providing proper regulation of the activity as well as compatibility with the rapier combat styles in most other Kingdoms.

This manual is broken into two sections. The first section covers the general rules of rapier combat within the West Kingdom. The second section describes the Marshalate structure and procedures.
 

Combat Rules and Specifications

I. Rapier Combat Equipment Specifications

  1. General
    1. No piece of equipment may have rough, angular or sharp edges which could cause bodily injury or damage other equipment, nor may it be constructed so as to damage other equipment, such as break blades, entrap a tipped blade, tear protective equipment or rip cloaks, etc.
    2. All equipment shall be in good repair so as to resist tearing, puncture, breakage or other failure.
    3. All equipment shall make an attempt at being period in appearance.
  2. Protective Equipment (Armor)
    1. Definitions:
      1. Penetration Resistant Material - material or a combination of materials that will withstand four hard thrusts from a broken epee blade without significant failure. Four layers of trigger cloth (heavy poplin, 35% cotton and 65% polyester) or 4 ounce (113 g) leather are examples of penetration resistant materials. Kevlar is an example of unacceptable material due to it being banned SCA wide.
      2. Resistant Material - material or a combination of material which is resistant to tearing during normal combat stresses such as being snagged by an unbroken blade. One layer of trigger cloth, broadcloth or sweat pants are examples of resistant materials. Nylon tights, stockings and cotton gauze shirts are examples of unacceptable materials.
      3. Resilient Padding - material or combination of materials which absorbs some of the force of a thrust; one-quarter inch (5-6 mm) of closed-cell foam or the equivalent. The standard padded bib of a modern epee or three-weapon mask may meet this requirement, depending on construction.
    2. General
      1. The protective equipment shall have no gaps. Bare skin may not show at any point.
      2. There shall be no holes through which a blade may penetrate so as to slide under the layers of protective equipment. Any button hole, lacing hole or other opening that could admit the entry of a blade shall have a protective placket underneath of sufficient size to prevent a blade from sliding inside. All adjacent sections of protective equipment shall overlap by 1 inches (25mm) in the combatant's extended position.
      3. Additional protective equipment (beyond what is described herein) may be used as long as it does not interfere with the proper acknowledgment of blows.
      4. Head, Neck and Throat
      5. The head and face shall be protected by a modern (12 kilogram) fencing mask, such as an epee mask, three weapon mask, or equivalent. Fencing masks rated only for foil use are prohibited. The mask must be securely affixed to the head so that it will not be significantly dislodged during combat. Combatants are required to get their mask tested annually. This test is to be performed with a commercial 12 kg mask punch device.
      6. The back of the head, the neck and the throat must be covered with a coif or hood made of penetration resistant material. There shall be no gaps or visible skin showing on the head, neck and throat with the head in any position normal for rapier combat.
      7. The throat shall be additionally protected by resilient padding. When schlagers are being used an additional protective layer of eight ounce (227 g) leather or equivalent stiff material shall be added over the foam to distribute the force of a blow. The use of a metal gorget is required when using schlagers.
    3. Torso and Limbs
      1. The torso, being the body trunk area including the complete groin, chest, back, abdomen and sides up to the armpits, shall be covered with penetration resistant material.
      2. The sleeves of a fencing doublet must be securely sewn into the body of the garment to prevent the possibility of a blade entering the armpit.
      3. For additional safety it is recommended that combatants wear a plastron ( a garment that covers the armpit, arm and chest on the weapon side) to prevent a blade that penetrates a seam in the jacket penetrating the chest
      4. Legs must be protected by trews, breeches or hose constructed from resistant material.
      5. All male combatants shall wear rigid groin protection i.e., a hockey, soccer, karate, or baseball cup worn in a supporter or fighting garment designed to hold the cup in place. Any opening in the groin protection large enough to admit a blade must be rigidly covered, i.e. securely taping pennies over the opening.
      6. All female combatants shall wear additional groin protection made of resilient padding.
      7. Female combatants are reminded that the chest is a prime target area and are encouraged to wear additional breast protection, such as standard fencing metal breast protectors.
    4. Hands and Feet
      1. The hands must be protected by gloves. The body of the gloves must be made of leather, but the cuffs may be made of penetration resistant materials. The gloves must overlap any sleeve openings by at least 1 inch (25mm) at full extension and bend.
      2. The feet must be completely covered by shoes or boots that meet the standards for resistant material. They must overlap the leg covering or skirt/kilt by at least three inches, through a typical range of motion.
  3. Standard Offensive Equipment (Weapons)
    1. General
      1. Standard offensive weapons are:
        1. Fiberglass weapons with blades more than 25 inches (635 mm) in length.
        2. Fiberglass weapons with blades less than 25 inches (635 mm) in length.
        3. Schlager weapons with blades more than 35 inches (890 mm) in length.
        4. Flexi-daggers with blades not to exceed 18 inches (470 mm) and not to exceed 1 pound (454 gm)
      2. All other weapons shall be considered non-standard when used offensively.
      3. Foils, Sabers and Epees are not permitted in rapier combat within the West Kingdom.
      4. All components of the weapon shall be properly connected together so as to prevent accidental disassembly during normal combat.
      5. A weapon shall have a functional hand guard or quillons or both. It is desirable that an attempt be made to give weapon guards a period appearance. If quillons are used they shall be no longer than 12 inches (30 cm) from tip to tip and not extend more than 6 inches (15 cm) from either side. The ends of the quillons shall be blunted in a sufficient manner as to prevent bodily injury or damage to other equipment.
      6. Closed guards that do not allow the tip of a blade to become entrapped (such as a bell guard, or simple cross quillions) are recommended for use with fiberglass weapons. Swept hilts and other open guards are permitted if they are acceptable to both combatants.
      7. Simple grips, French and Italian grips or other grips that can be documented as period are acceptable. Orthopaedic and pistol grips are not period and are prohibited except where required for verifiable medical reasons. Where such reasons exist, the combatant must apply to his/her Branch Rapier Marshal who shall note this exemption on their authorization card. The Branch Rapier Marshal must inform the Kingdom or Principality Rapier Marshal of the exemption within 30 days.
      8. The blade of a weapon shall have a blunted point covered with a standard plastic or rubber tip, or the equivalent with a minimum cross section of 1/2" (12 mm)for schlager and 3/8" (9 mm) for fiberglass rapiers.
      9. The tip shall be firmly affixed with glue or tape to prevent accidental removal during combat. The tip or covering tape shall be of a brightly contrasting color so that its absence is readily apparent.
      10. On a schlager the tip shall be affixed in following manner
        1. Wrap fiberglass tape around and over the "rounded" tip.
        2. Place a glue or resin plug inside the blunt.
        3. Ease on the blunt while the resin or glue is still liquid.
        4. Place a couple of strips of fiberglass tape down the sides of the blunt and 1.5" of the blade.
        5. The bottom 2/3 of the blunt is spiral wrapped with fiberglass tape down to the longitudinal tape.
        6. Cover the entire tip with a brightly colored electrical tape.
      11. Tips should not exhibit excessive wear or abuse.
      12. The schlager blade may not be modified in any way which effectively changes the characteristics of a standard, commercially manufactured blade.
      13. The blade must be substantially free of rust, pits, nicks and free of cracks, breaks or sharp edges which may effectively impair it's strength or flexibility, or could cause cutting or tearing.
      14. Blades must not have pronounced multiple bends (S curves), kinks, or twists.
      15. Schlager blades may have slight curve in the them.
    2. Rapiers
      1. The rapier blade shall be a schlager blade or approved fiberglass blades. Metal blades shall be of commercial manufacture, Fiberglass blades must be constructed in accordance with these rules. All other blade types are prohibited.
      2. Schlager blades shall be of at least 35" (890 mm). The use of the longer blade lengths should be encouraged, with the shorter blades restricted to combatants who would be physically disadvantaged if forced to use the longer weapons.
      3. Where used, fiberglass weapons shall conform to the following standards:
        1. The weapon shall have a blade constructed solely of fiberglass rod or equivalent and fiberglass and duct tapes.
        2. The weapon shall have a flexing resistance no greater than a standard epee.
        3. When used as the primary weapon (single rapier) it must be at least 37 inches (940 mm) in length, shorter weapons may only be used in the offhand.
        4. The blade shall be wrapped in vinyl duct tape (not cloth backed), or such other tape as will not tear readily. Fiberglass strapping tape may be used in constructing the weapon, but must be completely covered by the outer wrapping tape.
        5. Points must be covered with plastic or rubber tips which must be affixed in such a way that they will not come loose during normal combat. Points should be brightly colored, so that their absence is readily apparent.
        6. The blade must be capable of easily bending to 90 degrees and show no signs of failure or fatigue when so flexed.
        7. Tips should not exhibit excessive wear or abuse.
    3. Daggers
      1. Metal Bladed Daggers - The flexi-bladed dagger blade shall be a flexible steel blade such as that sold by American Fencers Supply. All other metal bladed daggers or any flexi-bladed dagger without the standard flattened or rolled metal tip, are prohibited.
        1. The length of the blade from guard to tip may not exceed 18 inches (47 cm).
        2. The entire weight of the flexi-bladed dagger may not exceed 1 pound (454 gm).
        3. The tip shall be covered with a plastic or rubber tip, which must be affixed in such a way that it will not come loose during normal combat.
        4. Tips should be brightly colored, so that their absence is readily apparent and have a cross section no less than 3/8".
        5. Tips should not exhibit excessive wear or abuse.
      2. Fiberglass Daggers - Where fiberglass weapons are used the following construction standards will apply:
        1. No Dagger will have a blade longer than 25 inches (635 mm).
        2. The Dagger will be constructed in the same manner and from the same materials as fiberglass rapiers (see section 2. Rapiers).
        3. The tip shall be covered with a plastic or rubber tip which must be affixed in such a way that they will not come loose during normal combat.
        4. Tips should be brightly colored, so that their absence is readily apparent and have a cross section no less than 3/8".
        5. Tips should not exhibit excessive wear or abuse.
  4. Standard Defensive Equipment
    1. General
      1. The standard defensive equipment shall consist of buckler, baton, cloak, and parrying gauntlet; all other defensive equipment shall be considered non- standard.
    2. Buckler
      1. Bucklers may be of any shape save where the design edge could catch or trap a blade. Bucklers should be made of lightweight materials. One-quarter inch plywood or sole leather or the equivalent is recommended.
      2. The size shall not exceed 20 inches (500 mm) in any direction. The edges shall be covered to prevent splintering or sharpness.
      3. All protuberances (nuts etc) shall be padded and taped.
    3. Baton
      1. Batons can be virtually any item used to parry an opponents blade. Examples of batons include, but are not limited to: Walking Sticks, Canes, Chair Legs, Scabbards, Riding Crops.
      2. Batons may be of any reasonable length but should not exceed 1.5 pounds (680 gm). The sole judge of what is or is not a reasonable length shall be the Rapier Marshal in Charge.
      3. Where a scabbard or other open ended item (i.e. tube) is used as baton the end facing the opponent shall be capped, plugged or otherwise sealed.
    4. Cloak
      1. The size, shape and weight is left to the discretion of the combatant, so long as it is recognizable as a cloak or handkerchief and not a flail, whip, etc.
      2. The weight and any weighting or stiffening must not pose any risk to an opponent.
      3. There shall not be any metal or rigid material in the construction of the cloak, except for fasteners near the neck area where the combatant grasps it.
      4. If the cloak is to be thrown, no metal is allowed at all.
    5. Parrying Gauntlets
      1. Parrying gauntlets shall be a glove of leather or equivalent resistant material that completely covers the entire hand and wrist area. They are used to simulate a chain mail gauntlet.
      2. A parrying gauntlet may not be used to grasp another object.
      3. A parrying gauntlet may, but is not required to, have a protective covering of the hand made of one-quarter inch (6 mm) or smaller chain mail or heavy leather.
  5. Non-standard Equipment and/or Equipment Use
    1. General
      1. Equipment that has been improvised, modified or is not previously defined as standard in these rules is considered non-standard. The use of any equipment, standard or otherwise, in a fashion which is not defined as the normal use of that equipment is considered non-standard equipment use.
      2. The Rapier Marshal in Charge shall specifically authorize all non-standard equipment and non-standard equipment use. Approval is limited to that competition, unless it is previously revoked by the Rapier Marshal in Charge.
      3. Non-standard equipment or equipment use must not pose a greater risk of injury or equipment damage than standard equipment or equipment use.
      4. Only consenting opponents may face non-standard equipment or equipment use, and then only after they have been made aware of the nature of the variation. Any combatant may, without dishonor, penalty or forfeiture of the bout, reject a bout against any non-standard offensive or defensive equipment. In consideration of this, non-standard offensive or defensive equipment and/or equipment use is not recommended for tournaments (since if a combatant rejects a bout against non-standard offensive or defensive equipment in a tournament, then that combatant must be allowed the win of that bout, unless the opponent with the non-standard equipment is willing to re-equip with standard equipment).
      5. Non-standard equipment shall be constructed as to be recognizable as the original item.
    2. Offensive Equipment (Weapons)
      1. All non-standard offensive equipment shall be constructed of any normal, safe material conforming to the following rules for non-standard defensive equipment.
      2. The offensive (attacking) part of the equipment shall be constructed exclusively of cloth, foam, tape, or the equivalent, and must not contain rigid material. The offensive part shall provide progressively resistant "give" without allowing contact with any underlying rigid material.
      3. Note: The use of fiberglass rod in the construction of the offensive part of a piece of equipment is allowed, but such pieces of equipment are to be treated as unusual weapons.

      4. Experimentation with offensive equipment not allowed under this Code of Rules is permitted only with the specific permission of the Kingdom or Principality Rapier Marshal. Such permission may be granted for a limited period of time only and is subject to a report and/or recommendation on the item of equipment being tested.
    3. Defensive Equipment
      1. Non-standard equipment includes hats, tankards, and articles of clothing, or other items that might be used for parrying in combat.
      2. They shall be constructed of any normal, safe material. They may not have sharp corners or rough edges that could cut or leave splinters. They may not be constructed of any material that could shatter or break during normal combat.

II. Conventions and Rules of Rapier Combat

  1. Conventions of Rapier Combat
    1. The entire body is a legal target area.
    2. For the purpose of these rules the following definitions will apply:
      1. Arm - The arm is deemed to include that part of the limb between the center of the shoulder joint and a point approximately 3 inches (76 mm) above the wrist.
      2. Hand - The entire hand to a point 3 inches (76 mm) above the wrist.
      3. Leg - The leg is deemed to include that part of the limb between the groin and a point approximately 3 inches (76 mm) above the ankle.
      4. Foot - The entire foot from the tips of the combatant's toes to a point approximately 3 inches (76 mm) above the ankle.
    3. For the purpose of calling blows, all combatants are considered to be wearing light clothing only; shirt, hose, skirts, etc. No blow shall be assumed to have its effects negated or lessened due to the clothing or armor being worn (unless the combat is part of an armored scenario).
    4. Each combatant shall call the blows that he/she receives.
    5. Valid Attacks
      1. A valid thrust is an attack with the point of the offensive weapon which is firm enough to cause direct pressure to be transmitted through the garments and against the body. It is only necessary to have minimal (less than 1 inch [2.5 cm]) flex of the blade and should not exceed 2 inches (5 cm) of flex when fiberglass blades. A schlager should not have to flex at all.
      2. A valid thrust is not negated or lessened due to sliding off after solid contact with the tip of the blade.
      3. A valid draw cut is to place the edge of an offensive weapon against an opponent and slide the blade while maintaining noticeable and constant pressure against the opponent's body. At least 12 inches (30 cm) of the rapier blade or most of the dagger blade must be used. As with a thrust, only minimal, but noticeable, pressure need be maintained. Merely laying the blade on the opponent without pressure or movement is insufficient.
      4. The so-called "tip cuts" are not a valid draw cut.
      5. Saber cuts, slashing, hacking or chopping are illegal.
    6. Valid Blows:
      1. A blow to the head, neck, torso, groin, brachial artery (armpit) or femoral artery (inner thighs) shall be considered a killing blow.
      2. A blow to a limb causes the loss of that limb.
      3. The hand is considered a separate limb from the arm.
    7. A kill occurs instantaneously and therefore no new offensive actions can be started. Motion begun prior to the kill may be completed.
    8. A bout shall be won by rendering one's opponent "disinclined to continue", for whatever reason. The opponent may concede the bout because of a killing 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.
    9. A blade may be parried by the off (non-weapon) hand or arm, but the blade may not be grasped. It may be pushed out of the way at any point along it's length. Grasping or sliding a hand or arm along the blade will result in the loss of the hand or arm.
    10. A combatant is considered armed so long as one offensive weapon is retained.
    11. When disarmed (not holding any offensive weapon) a combatant must be allowed to yield, to recover his/her closest weapon, or accept a safe, honorable loss of the bout at the discretion of the armed combatant. Otherwise, the Rapier Marshals shall call a hold until one of the above conditions is met.
    12. The following conventions shall be used if a combatant is using the specified defensive equipment:
      1. Parrying Gauntlets: The protected (armored) part of the parrying gauntlet shall not be considered to extend farther up the arm than the wrist bones.
      2. Parrying gauntlets may be used only to parry an opponent's weapons. ii. The hand must not close around the parried blade nor grasp it in any fashion, however, sliding along the blade will not cause loss of the hand.
      3. The block of a straight thrust will be considered to have disabled the hand, since chain mail would not necessarily stop such a thrust from a rapier.
      4. Cloaks and other unarmored defensive equipment (hats, etc.): These may be used only to parry an opponent's offensive equipment.
      5. The block of a straight thrust will be considered to have penetrated through to the body, if any, which was behind it, since the unarmored parrying object would not stop such a thrust from a rapier.
      6. Cloaks with a drop length greater than 36 inches from the shoulder may not be thrown.
  2. Individual Combat Rules for Rapier
    1. Rapier combat falls outside of some of the rules of traditional SCA armored combat. It is intended to re-create the rapier fighting styles of the fifteenth and sixteenth centuries.
    2. Each rapier combatant is required to abide by Rules of the Lists and Conventions of Combat of the Society for Creative Anachronism, Inc., and this Code of Rules for Rapier Combat in the Kingdom of the West.
    3. Each combatant, recognizing the possibilities of physical injury to him/herself in rapier combat, shall assume unto him/herself all risk and liability for harm suffered by means of such combat.
    4. Engaging in rapier combat with the deliberate intent to inflict injury on an opponent is forbidden.
    5. All combatants must maintain control over their tempers at all times.
    6. The use of Fleche (running at an opponent with rapier extended) or similar attacks is prohibited.
    7. A combatant may decline any challenge without dishonor, and without specifying a reason. In a tournament this may result in forfeiture of a bout.
    8. Combatants may reject the use of a particular weapon by an opponent, should they deem the weapon unusually dangerous, or it is a non-standard piece of equipment. Before rejecting the use of a standard item however, the opinion of the Rapier Marshal in Charge should be sought.
    9. All rapier combat shall be done in the round, not strip-style in a line. The one exception is if a combatant has been put on the ground, such as by loss of a leg. In that case the mobile combatant may not "corkscrew", or require the grounded combatant to turn more than approximately 120 degrees.
    10. There shall be no combat between rapier combatants and SCA armored combat fighters.
    11. Combat between rapier combatants and combat archers may only take place when the Kingdom Earl Marshal or Principality Knight Marshal has, in consultation with the Kingdom or Principality Rapier Marshal approved a set of rules governing such combat.
    12. No equipment, other than capes or handkerchiefs, may be thrown, except in controlled actions to remove the equipment from the field.
    13. Combatants may engage only when the Rapier Marshal has received verbal acknowledgment of readiness from each combatant and has instructed them to begin.
    14. Unsafe or illegal conduct is prohibited. A Rapier Marshal shall, as necessary, warn or remove from the field any combatant whose conduct is considered unsafe or in violation of the rules. Examples include, but are not limited to:
      1. Grasping, grappling, tripping or striking the opponent with one's hand or body. This does not include incidental and fleeting contact, such as a break from a corps-a-corps situation or sweeping motions intended to clear the opponent's weapon from the line of attack or to prevent a draw cut.
      2. The use of excessive force, whipping or chopping at an opponent, or the unsafe use of equipment.
      3. Intentionally striking an opponent with any part of an offensive weapon not designed for it; or with any equipment not legal for offensive actions.
      4. Deliberately grasping or trapping an opponent's equipment, against the body.
      5. Problems with the acknowledgment of blows.
      6. Deliberate misuse of the rules to gain advantage over an opponent, such as intentionally falling or dropping weapons when pressed.
      7. When a hold is called, all fighting shall immediately cease on the field. Combatants should assume a non-aggressive stance, hold their weapon/s by the blade and not move unless directed to do so by the Rapier Marshal or Rapier Second supervising the bout.
      8. Hold shall be called whenever a Rapier Marshal or combatant considers conditions or hazards warrant it. Such conditions include, but are not limited to:
      9. A combatant falling or about to step out of the field.
      10. A broken or unsafe weapon or failure of other equipment.
      11. Violations of the rules.
      12. A combatant or Rapier Marshal desires to request a calibration (a question concerning a blow). Note that combatants or Rapier Marshals may request a calibration at any time during a hold.
  3. Melee Rules for Rapier Combat
    1. Additions/ Changes to Rapier Combat Equipment Standards
      1. Weapons shall be the same as those specified in the Conventions of Rapier Combat.
      2. Armor shall be the same as those specified in the Conventions of Rapier Combat.
    2. Additions/Changes to the Conventions of Combat
      1. Helpless Opponents - It is forbidden to strike a helpless opponent (specifically in this case, a fighter who has fallen down), due to safety issues a fighter must allow the opponent to right themselves and regain their footing to a safe stance.
    3. Rules of Engagement
      1. Killing from behind shall not be allowed in Rapier Combat.
      2. When two lines of melee combatants are engaged, all combatants of one line are considered to be engaged with all combatants of the other line. Any combatant can strike at any other combatant without being considered being "behind" or on their "blind side". If two lines break up into general "free-for-all", combatants will not strike their opponents from behind. In any circumstance, striking an opponent from behind is cause for ejection from the field.
      3. Charges are allowed, However, jumping into opponents is prohibited. Thrusting while running is prohibited.
    4. Halting of Rapier Combat
      1. Holds - A call of "HOLD!" means to stop ALL activity instantly; stop maneuvering, cease attacking, stop talking (specifically, no tactics or strategy shall be discussed). All combatants should drop to one knee and remain in place. Masks should not be removed.
      2. Holds may be called by anyone for one of the following reasons:
        • Broken weapons
        • Broken or damaged armor
        • Injuries
        • Loss of temper
        • Terrain
      3. Once a hold is called, it can only be lifted by a marshal. The marshal will warn the combatants to prepare to continue by commanding ALL Rise", at which time all who are able to do so will stand back up. Combat will resume with the cry of "LAY ON".
    5. Boundaries - See West Kingdom War Rules and Conventions Section III subsection D.
    6. Natural Terrain - See West Kingdom War Rules and Conventions Section III subsection E.
    7. Constructed Terrain - See West Kingdom War Rules and Conventions Section III subsection F.



 

Rapier Marshals

1. Rapier Marshalate Organization

  1. Kingdom Rapier Marshal:
    1. Coordinates all Rapier Combat within the Kingdom of the West.
    2. Maintains the Rules for Rapier Combat in consultation with the Kingdom Earl Marshal and the Crown.
    3. Constitutes the final body of appeal in all disciplinary actions involving rapier combatants and marshals.
    4. Is the final arbiter in conjunction with the Earl Marshal of the West and the Crown of the West in cases where a Principality or Marches rapier marshal makes an application for permanent revocation of a marshals warrant, or combatant authorization.
    5. Maintains the roster of Rapier Marshals and Combatants.
    6. The Kingdom Rapier Marshal can issue Rapier Combat Authorization Cards, and Rapier Marshal Authorizations.
  2. Principality Rapier Marshal:
    1. Coordinates Rapier Combat within their specific Principality.
    2. Assists their Principality Knight Marshal as requested.
    3. Issues Rapier Combat Authorization Cards to members in their region.
    4. Maintains the roster of authorized rapier marshals and combatants for their region.
    5. Serves as the head of the disciplinary committee of their region, and is responsible for implementing disciplinary procedures up to and including six month suspensions of authorization.
    6. Is responsible for forwarding information on injuries and disciplinary actions to the Kingdom Rapier Marshal.
  3. The Kingdom Marches Marshal:
    1. Coordinates Rapier Combat in the Marches.
    2. Issues Rapier Combat Authorization Cards and marshals warrants to qualified combatants and marshals in the Marches.
    3. Maintains the roster of authorized rapier marshals and combatants for their region.
    4. Serves as the head of the disciplinary committee of their region, and is responsible for implementing disciplinary procedures up to and including six month suspensions of authorisation.
  4. Branch Rapier Marshals:
    1. Coordinate Rapier Combat in their local branch (Baronies, Shires, etc).
    2. Ensure that a warranted Rapier Marshal in Charge is appointed as the "Rapier Marshal in Charge" of any event sponsored by his/her Branch.
    3. Ensure that the Rapier Marshal in Charge of each event sponsored by that Branch properly files all necessary reports within 30 days of the event.
    4. Report to the appropriate Kingdom or Principality Marshal
    5. Forward warrant and authorisation documents to their superiors so that warrant/authorisation cards can be issued in a timely fashion.
    6. Report breaches of the safety regulations to ensure that disciplinary action can be taken where appropriate.
  5. Rapier Marshals in Charge:
    1. Are selected by the Branch Rapier Marshal of an event's sponsoring Branch to oversee all aspects of safety and proper conduct of rapier combat at the event.
    2. Are warranted as a RMIC by their appropriate Kingdom or Principality Rapier Marshal to run a tournament.
    3. Select the Rapier Marshals to assist during an event.
    4. May suspend combatant authorizations for the duration of the event.
    5. May not participate in any Rapier Combat during the event.
    6. Need not be constantly present in the vicinity of all rapier combat, but must be readily accessible to any Marshal of a particular bout at the event for which they are RMIC.
    7. Must submit an event report which includes:
      1. The name of the Rapier Marshal in Charge and the names of all other individuals who functioned as Rapier Marshals.
      2. A list of all authorization attempts, whether successful or not, and the results of those attempts.
      3. The names of all the participants in Rapier Combat.
      4. A description of any problems or disputes that occurred during the fighting, and of any injuries that occurred.
      5. A list of those combatants whose authorizations were suspended for the duration of the event, the reasons for the suspensions and recommendations for any higher level disciplinary action they consider might be required.
  6. Rapier Marshal Duties
    1. Rapier Marshals provide the coordination and administrative services for Rapier combat within the Kingdom of the West.
    2. Rapier Marshals may be issued their warrant by either the Principality or Kingdom Marshals. They must be authorized rapier fighters, and must satisfy the warranting marshal that they have adequate training and knowledge of the rules and practices of rapier combat in the West.
    3. Rapier Marshals are empowered to coordinate rapier activity at events, perform authorizations of fighters and warrant other rapier marshals in accordance the procedures defined by the section "Rapier Marshalate Procedures".
    4. Rapier Marshals are responsible for performing a thorough inspection of a Rapier combatant's armor, weapons and defensive items and confirming that they comply with the West Kingdom Rapier Combat rules and standards in this document. Rapier Marshals are to inspect equipment for compliance before use on the field at any Official West Kingdom Rapier Combat Practice or Rapier Combat Event.
    5. Rapier Marshals granting authorizations/warrants forward the appropriate paperwork to their Kingdom or Principality superior, who will then issue an appropriate authorization/warrant card.
  7. Enforcement
    1. Combatants who knowingly enter combat with previously failed equipment (masks, weapons, armor) shall have his/her rapier authorization revoked for a period of not less than one year, subject to review by the Rapier Marshalate and the Royalty.
    2. Any Rapier Marshal who knowingly allows a combatant to engage in combat with any equipment that does not pass safety standards shall have his/her Rapier Marshal warrant revoked for a period of not less than two years, subject to review by the Rapier Marshalate and the Royalty.
    3. These revocations may be appealed to the Kingdom/Principality Rapier Marshal and the Royalty within a 72 hour period.
  8. Reporting
    1. The Kingdom Rapier Marshal shall be appointed by the Crown in consultation with the Kingdom Earl Marshal and shall be a deputy of the Kingdom Earl Marshal.
    2. Principality Rapier Marshals shall be appointed by the Coronets in consultation with Principality Knight Marshals and the Kingdom Rapier Marshal. They shall report to the Kingdom Rapier Marshal and act as deputies to the Principality Knight Marshals.
    3. The Kingdom Marches Marshal shall be required by the Crown to take on the duties of a Principality Rapier Marshal for the Marches. This person shall report directly to the Earl Marshal on traditional fighting issues, and to the Kingdom Rapier Marshal on rapier combat issues.
    4. A Branch Rapier Marshal reports to either the Kingdom or Principality Rapier Marshal (as appropriate). He/she shall be appointed in the normal manner for a Branch officer, and shall be approved and registered by the Principality Rapier Marshal (if in a Principality) or the Kingdom Rapier Marshal.
  • Rapier Marshalate Procedures
    1. Rapier Combatant Authorizations
      1. No person may participate in rapier tournaments of any type within the Kingdom of the West unless that individual has been properly authorized. An exception is made for training under controlled conditions and with the supervision of at least one authorized rapier combatant.
      2. Authorizations shall be issued for a 2 year period. There shall be 3 main types of authorizations; the single weapon authorization and two additional authorizations for the use of Offhand Defensive items and Offhand Offensive Items. The offhand authorizations can be done in any order.
        1. The primary authorization allows a combatant to utilize a single standard blade of the Kingdom in which he resides. This will be a fiberglass or schlager rapier meeting the current weapon standards of the Kingdom of the West.
        2. Offhand Defense authorization: This authorization is an endorsement to the combatant's primary authorization, and allows him/her to use of all standard defensive items. There are 4 primary types of defensive equipment: buckler, cloak, gauntlet and baton. The combatant must show himself/herself safe with each type before the authorization may be granted.
        3. Offhand Offence authorization: This authorization is an endorsement to the combatant's primary authorization, and allows him/her to use of the a second rapier (2 rapiers called a case of rapiers) and a dagger (rapier and dagger).
      3. Any appropriately warranted Rapier Marshal may perform an authorization for Rapier Combat. If the authorization being performed includes one of the additional authorizations, then the Rapier Marshals performing that authorization must themselves be authorized to that level. Documentation related to the authorization must be forwarded to their superiors, who will issue the appropriate authorization card.
      4. The authorization team shall consist of either 1 Rapier Marshal and 2 authorized Rapier Combatants (one to act as the opponent), or 2 Marshals and 1 authorized Rapier Combatant to act as the Opponent. It shall be the consensus of the Rapier Marshals and Combatants on the authorization team that the applicant be granted the desired authorization.
      5. In order to authorize, the combatant must satisfy the following conditions:
        1. The applicant shall demonstrate knowledge of the Rules of the Lists (as applicable to rapier combat) and this Code of Rules for Rapier Combat in the West Kingdom. This test can be administered as an oral or as a written examination at the discretion of the authorizing marshal.
        2. Perform a combat test with the following skills to be tested:
          1. Blow acknowledgment.
          2. Proper blow delivery.
          3. Good control in defense and when attacking.
          4. Some ability in both offense and defense
          5. Response to a hold
        3. These will be tested in the following circumstances:
          1. Both fighters standing
          2. With the candidate fighting with the off hand
          3. With the candidate fighting from the ground while the opponent stands
          4. With both fighters fighting from the ground
          5. With the candidate standing while the opponent fights from the ground.
        4. The authorizing Rapier Marshal/s must feel the combatant does not pose a safety risk to him/herself or others if allowed to participate in Rapier Combat.
        5. The applicant shall provide his/her Society and Legal names, and a mailing address by which he/she may be contacted, and complete a waiver or indemnity (whichever is applicable to their region) for the Lists files.
        6. No authorization is considered valid unless the Kingdom or, if applicable, Principality Rapier Marshal receives completed authorization information no later than 30 days after the date of the authorization. It is the responsibility of the Rapier Marshal administering the authorization to ensure that such information is promptly sent.
        7. A temporary authorization card shall be issued at the time of the authorization, and will be valid for 30 days after the authorization date.
        8. Authorization renewals will be conducted by performing a re-authorization bout before an authorizing Marshal in the same manner as for a new Rapier Combatant
    2. Rapier Marshal Warrants
      1. A current Rapier Marshals warrant is required to act as a Rapier Marshal.
      2. Rapier Marshal warrants shall be issued for a 2 year period. Only the Kingdom or Principality Rapier Marshals and the Marshal of the Marches shall issue warrant cards.
      3. The following endorsements to a Rapier Marshal Warrant allow rapier marshals to perform authorizations, oversee events, and warrant other marshals. Such augmentations are granted to rapier marshals at the discretion of the Kingdom or Principality Rapier Marshal on the recommendation of a rapier marshal who already holds the appropriate endorsement.
        1. Authorize Combatants (RAC)
        2. Marshal in Charge (RMIC)
        3. Warrant other Marshals (RWM)
      4. The following steps are required to become a warranted Rapier Marshal:
        1. The applicant shall demonstrate knowledge of the Rules of the Lists and this Code of Rules for Rapier Combat in the West Kingdom to a degree appropriate to a Marshal.
        2. The applicant must have assisted (as an acting Marshal) in the Marshaling of Rapier Combat and shown themselves capable performing all of the duties of a Rapier Marshal. Additionally, he/she must have been present during Rapier Combatant authorizations, at no less than two official events within the Kingdom.
        3. The applicant shall provide his/her Society and Legal names, and a mailing address by which he/she may be contacted.
        4. The candidate must be examined in the above requirements, and recommended to the appropriate Kingdom/Principality/Marches Marshal by a currently warranted Rapier Marshal.
        5. Renewals are granted by acceptance of a renewal request by the proper authority.
    3. Inspection
      1. At least 1 warranted Rapier Marshal must be present to perform inspections.
      2. No combatant shall participate in a bout, melee or other combat without having had all equipment and armor pass inspection. If any equipment is found to be unsafe or not in compliance with the rules then the combatant may not participate further in the combat until the equipment in question has been replaced, repaired or discarded to the satisfaction of the Rapier Marshal in Charge.
      3. The Rapier Marshals conducting equipment inspection shall not damage a combatant's equipment unduly, such as by bending the combatant's weapon blade to test flexibility or curvature, performing the SCA Standard Fencing Armor Test (SFAT) (see Appendix II for test procedure) on the combatant's protective equipment. A list of materials which are known to satisfy the SFAT requirements are listed in Appendix III.
        1. If such testing is deemed to be necessary, then it is preferable that the SFAT be performed on a sample of the combatant's protective equipment, if the combatant desires to use the equipment in question.
        2. When checking for groin protection the Marshal shall ask the combatant to self-test.
      4. If any equipment is found to be unsafe or not in compliance with the rules it shall be clearly marked in a manner to easily identify it as having failed an inspection.
        1. A weapon is to be have three X's etched into it close to the hilt (or be painted with a bright color if the combatant intends to appeal the decision on the blade) only after two Marshals have inspected the weapon and agreed upon it failing inspection.
        2. This does not apply to Fiberglass weapons that are designed to be repaired.
      5. Masks shall be inspected annually with a 12 kg punch and, annotated on the fighters authorization card. Masks shall also be visually inspected prior to being used in any Rapier combat.
        1. A mask that fails shall be marked noticeably with an indelible marker as having failed after two Marshals have inspected the mask using a 12 kg punch test and agree with the results. (It is recommended that the mask be crushed at the discretion of the combatant.)
        2. If the 12 kg punch is not available then a field test may be performed to determine the safety of the mask. If the mask fails the field test it shall not be allowed to be used at that event and should be checked as soon as possible with a 12 kg punch to determine protection level.
      6. Armor that fails shall not be allowed to be used.
      7. Any armor, mask or weapon that fails the field inspections may be appealed to the Kingdom/Principality Rapier Marshal for decision prior to final marking.
      8. Armor may be re-presented to the Marshal or Kingdom Rapier Marshal or Principality Rapier Marshal after it has been modified or repaired to meet the armor standards or will pass a punch test.
    4. Rapier Marshaling on the Field
      1. Because of the nature of the weapons being used, Rapier Marshals, and combatants should pay special attention to tips missing or broken, and for badly bent or fatigued blades.
      2. The Rapier Marshal in supervision of a bout or melee shall enforce the rules and conventions governing rapier combat. If infractions occur during a bout or melee, the Rapier Marshal in supervision shall warn the combatants involved and take steps to prevent their recurrence. If no other solutions are workable, the combatant responsible will be deemed defeated. If this is a two-person duel then the bout is over. If this occurs during a melee then the battle will continue without the offender.
      3. All infractions of this type shall be reported to the Rapier Marshal in Charge, as they must be included in the event report.
      4. The Rapier Marshal in Charge may suspend the authorization of a combatant and remove him/her from the competition field for the duration of the event for any of the following reasons. (If the Rapier Marshal in Charge is not available during the bout or melee, the supervising Rapier Marshal may take this action, thereafter reporting to the Rapier Marshal in Charge.)
        1. The combatant has made his/her third violation of the rules during a bout or melee.
        2. The combatant, through demonstration of behavior on the field, poses a risk to the safety of him/herself or others and the Rapier Marshal in Charge believes that the combatant shall continue to pose a risk regardless of verbal warning.
        3. The combatant refuses to obey the legal commands of the Rapier Marshalate on the field.
      5. Any Rapier Combatant whose authorization has been suspended may not participate further in any Rapier Combat until the suspension has been resolved. For such resolution the appropriate West Kingdom procedures shall be used.
      6. Unsafe or excessive force blows shall be discussed on the field, and failing a mutually satisfactory resolution, the agrieved combatant shall write an official letter of complaint to the Kingdom/Principality Rapier Marshal. Three letters of complaint of separate instances shall automatically suspend the individuals Rapier Combat authorization card, until the factual basis of the complaints can be established by the Kingdom/Principality Rapier Marshal.
      7. At the end of a combat the Rapier Marshal/s shall ask whether the combatants are satisfied. Any combatant who leaves the field without stating a problem is declaring their satisfaction with the outcome of the combat. Disagreements with the Marshalate shall be resolved off the field through the proper West Kingdom grievance and appeal procedures.
      8. Rapier Marshals are responsible for reporting any injury requiring the attention of a health professional (e.g. Doctor, Nurse, Chiropractor, or Paramedic) to the Kingdom Rapier Marshal within 24 hours. The Kingdom Rapier Marshal will investigate the incident and provide a report to the Kingdom Earl Marshal within 10 days of the incident.
      9. If for any reason it becomes impossible to conduct Rapier Combat safely, and in accordance with the rules, or if any officer acting with their due authority removes sanction from an event, a Rapier Marshals shall cooperate to halt all Rapier Combat at the event. If the Rapier Marshal in Charge makes this determination but is unable to stop Rapier Combat then he/she must withdraw sanction for Rapier Combat from the event. This action and why it was taken must be included in the event report, and all efforts made to immediately contact the Kingdom (and/or, if applicable, Principality) Rapier Marshal and sponsoring Branch Seneschal
      10. All Rapier Combat at an event must be attended by a warranted Rapier Marshal in supervision of that bout or melee. The Rapier Marshal in Charge shall delegate additional warranted Rapier Marshals and to supervise the Marshaling of each bout or melee if more than one is being run at any given time:
        1. For bouts with only 2 combatants there shall be at least 1 warranted Rapier Marshal. If the bout is part of a tournament it is recommended that there be an additional Rapier Marshal.
        2. In a melee (more than 2 combatants) there shall be at least 1 warranted Rapier Marshal for every 6 combatants. For example, a field of 7 to 12 combatants requires two marshals, a field of 13 to 18 requires three marshals and so forth. 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.
        3. If there are not enough warranted Rapier Marshals available then the number of bouts or melees being run at any given time must be reduced to fit the number of Rapier Marshals. In no case is a bout or melee to be run without a warranted Rapier Marshal to supervise the combat
      11. As a courtesy, visitors to the West Kingdom may participate in Rapier Combat without West Kingdom authorization, but shall first be instructed in this Code of Rules and meet the following requirements:
        1. The visitor must present proof that he/she is currently authorized Rapier Combatants in his/her home Kingdom.
        2. The visitor must agree to use and be responsible for knowing the West Kingdom rules and conventions.
        3. The visitor must meet West Kingdom equipment standards, with the exception that he/she may be allowed to use the armor standards of his/her home Kingdom, at the assumption of his/her own risk. Save that no Metal weapons are to be used at any West Kingdom event or practice.
        4. If a visitor resides in the West Kingdom for more than three months then he/she is expected to re-authorize in the standard West Kingdom manner.



     

    Appendices

    A. Optional Conventions of Rapier Combat

    Combatants should realize that the blunt, flexible blades used are far more likely to glance off the body or mask than the rigid, razor sharp rapier and dagger blades they represent. Any contact between the body and a blade would likely cause a cut or slight wound, even if the thrust or cut was insufficient to cause major injury. To increase realism, pageantry, and the enjoyment of combatants and spectators, the following additional conventions may be used. These conventions, unlike the preceding, are voluntary and optional. No combatant should feel required to use them, nor may not by using them be a cause for censure.

    1. Changes in counting conventions: - Be aware that some scenarios may require the use of these conventions by all combatants who wish to participate, for example:
      1. In a "First Blood" tournament a scratch is sufficient to determine victory.
      2. In a "Second Blood" tournament a combatant is defeated when wounded with a single valid blow.
      3. In a "School Scenario", which is designed to represent practice matches within a salle, the bout goes to the first touch to a valid kill area, regardless of how light it may be.
      4. Other ideas for adding theatre include:
    2. Tip Cuts - Tip cuts may be used in practice or tournament by agreement of both combatants and the supervising Marshal. The following standards must be adhered to when using tip cuts:
      1. A valid tip cut is to draw the point of the blade a minimum of 3 inches (76 mm) across an opponents body. As with a thrust, only minimal, but noticeable, pressure need be maintained. Only tip cuts to critical areas need be called, these areas are:
        1. The neck, especially at the front of the throat and the sides of the jugular veins.
        2. The brachial arteries, on the inside of the upper arm between shoulder and elbow.
        3. The femoral arteries, on the inside of the upper leg between groin and knee.
        4. The abdomen, between the bottom of the rib cage and the pelvis.
      2. Blows to areas other than those given above should be treated as cumulative damage only.

    B. Tests

    1. SCA Standard Fencing Armor Test (SFAT)
      1. The testing blade shall be a broken standard (non-electric, non-maraging) epee blade, with a typical "flat" break (not a jagged or pointed).
      2. Lay the material to be tested on a penetrable surface such as the ground or a block of ethyl foam (used for archery targets).
      3. Holding the broken epee blade in both hands, punch the material four times, increasing the force each time.
      4. After each punch, examine the material.
        1. If it has been completely penetrated, or seriously damaged, it fails the test.
        2. If there is no damage, or only the top layer has been damaged, then it passes the test.

    C. SFAT acceptable materials - Materials known to pass the SFAT test are fencing doublets and breeches/hose made from the following:

      1. 4 layers trigger cloth.
      2. 4 oz leather (Approx. 1.5 mm thick) D. Tip Attachments

    D. Tip Buildup

      1. Wrap fiberglass tape around and over the "rounded" tip.
      2. Place a glue or resin plug inside the blunt.
      3. Ease on the blunt while the resin or glue is still liquid.
      4. Place a couple of strips of fiberglass tape down the sides of the blunt and 1.5" of the blade.
      5. The bottom 2/3 of the blunt is spiral wrapped with fiberglass tape down to the longitudinal tape.
      6. Cover the entire tip with a brightly colored electrical tape.
  • E. Fibreglass Blade Construction Methods
      1. Fibreglass Rapier Construction Method One

      Constructing a Fibreglass rapier (based on the techniques developed by Edmund the Lame).

      What you will need:

      1. 6mm (diameter) fibreglass rod (6mm is approx 1/4 inch, 25mm = 1 inch (approx))
      2. 4.5mm (diameter) fibreglass rod
      3. 3mm (diameter) fibreglass rod
        1. - fibreglass rod is available from plastic/fibreglass manufacturers in 6 metre (yard) lengths. Shorter lengths can be purchased (cut to length) from kite supply shops but these are more expensive (retail vs wholesale).

      4. 6mm rubber stopper
        1. - We use soft rubber stoppers designed for chair legs. These are available from local hardware stores. A slightly larger internal diameter is OK.

      5. Fibreglass tape
        1. - this is a plastic tape impregnated with fibreglass strands. If you can get it, the cross hatch (#) patterned tape is better than the tape with the fibres going in a single direction. It blunts knife blades quickly and sticks to itself better than anything else. Available at some hardware stores.

      6. Duct tape
        1. - The normal US duct tape is not the same as that used in Australia; their's is reinforced/tearable tape which is banned for use in this method of constructing rapiers - These instructions assume a silver grey vinyl duct tape.

      7. Electrical tape
        1. - Colored plastic tape. We tend to use red or yellow. The purpose of the tape is to make the rubber stopper visible to the *marshal(s)* during combat, not your opponent, so any color acceptable to them will do. Available at hardware stores, super markets, garages etc etc.

      8. Hot melt glue
        1. - Your basic heat-it-and-it-melts craft glue.

      9. Sandpaper
        1. - Medium to fine grade. A single sheet should be more than enough.

      Equipment

      1. Safety Gear
      2. Craft Knife or Scissors.
      3. Hilt/guard materials

      Some Definitions

      R = length of rapier (including hilt) in inches
      X = R - 7"
      Y = R - 11"
      Z = R - 15"

      R = blade length + 4" handle sinkage allowance. (adjust for sinkage allowance but anything less than 4" doesn't give enough stability. - with your 'wrapped' handle version you'd need to have the sinkage allowance almost the whole length of the handle so I can see how you came to your version of R. I allow an extra 1" in the handle for lead counter weighting as I use a 5" handle so R is Blade length + 4")

      X = R - 7" (the length of the 3mm past the 6mm is ALWAYS 7" - 8" produces a tip that hits too light & is very whippy. 6" produces a tip that hits harder but breaks much more often)

      Y = R - 11" (4" is the 'sinkage' of the 3mm alongside the 6mm to give it enough grip & stability - longer is OK but wasteful & shorter doesn't give enough stability)

      Z = R - 15" (got this right but by default - the extra inch of the 4.5mm spine stiffener provides for additional rigidity in this section of the blade not necessary & probably undesirable as it takes some of the bend out of the last 1/3 of the blade on impact)

      Construction

      Before commencing ensure that you have taken adequate safety precautions.

      You should not allow any exposed skin to come into contact with the fibreglass (rod or dust) and you should be wearing a filter mask to prevent inhalation of the dust particles. Eye protection should also be worn to prevent dust particles getting into your eyes.

      Cut a length of 6mm rod X" long.
      Cut 2 lengths of 4mm rod Y" long.
      Cut a length of 4mm rod Z" long.
      Cut 2 lengths of 3mm rod 12" long.
      (A fine hacksaw blade is best for cutting the rod.)

      Lightly sand the ends of each length to create a bevelled edge. This helps prevent the edge of the rod from cutting through the tape later. Cut a few short lengths of fibreglass tape and split them length wise into strips about 1/3" to 1/2" wide. Stick them somewhere handy.

      Take the two Y" long pieces of 4mm rod and lay one on either side of the 6mm rod. Tack them together using two or three lengths of the pre-cut tape. The three pieces of rod need to butte tightly against one another. You should now have a fairly flat cross sectioned blade. Run a thin trickle of glue down the grooves. Try and avoid any "lumps" in the glue as these will form hard points that will break through the tape.

      Take the third length of 4mm rod and lay it on top of the 6mm rod. Tack it in place using the pre-cut tape. You should now have something roughly triangular in cross-section - o oOo Run hot melt glue down the gaps/grooves. Again try and avoid any lumps. If possible try and flatten the glue while it is still warm (be careful not to burn yourself) so that you get a more triangular cross section. Place a large drop of glue at the end of the Z" length of 4mm rod to create a slope. This will make the transition from triangular cross section to flat cross section easier.

      Wrap this transition point in 2 to 3 layers of fibreglass tape. Wrap a small piece of fibreglass tape around the protruding 6mm rod (tip end). Leaving the Hilt section (tang) bare, wrap the blade in fibreglass tape, using a spiral wrap. Leave the ends of the two (Y length) 4mm rods bare. Take one of the 3mm lengths and lay it next to the exposed 6mm rod, so that the tip is butted against the 4mm. Tack it in place using the pre-cut tape. Do the same on the other side with the second 3mm length. Wrap the join in several layers (5-6) of fibre-glass tape.

      Bind the two pieces of 3mm rod together with fibreglass tape to form a point. Allow a small overlap (1/8") of tape to protrude beyond the edge of the 3mm rods. Fold this down to form a pad of tape at the end of the blade. This is to help prevent the fibreglass rod from cutting through the rubber stopper.

      Partially fill (2/3 - 3/4) the rubber stopper with glue and then push the point of the blade in (about half way). Wipe away any excess glue, again being careful not to burn yourself.

      Bind the rubber stopper to the end of the rapier using fibreglass tape. Cover the tip (stopper) in electrical tape.

      Now you have to decide on the type of hilt/guard you want. Basic quillons are easiest. A simple cup hilt with quillons is not too hard either. See below.

      Wrap the blade in duct tape using a spiral wrap. Stop just below the point where the 3mm rod joins the 4mm rod. Starting just above this junction continue wrapping to the tip. Wrap the junction at 90 degrees to the blade. The reason for stopping/re-starting the wrap like this is that most of the flexibility is in the 3mm tip and this is where the blade is most likely to break. The tip is designed to be replaceable. By stopping the main wrap just below the start of the tip it makes replacement/repair easier.

      The completed blade should very easily bend 90+ degrees along the flat. The forte is nearly rigid and can be used to parry quite effectively. The blades tend to be very light, and therefore quick. The highly flexible tip means that "heavy" shots rarely leave a bruise and the tip tends to break before any real damage is done. When coming up against a novice (trainee) fencer I would much rather see them using one of these than a schlager.

      Quillons.

      Take a length of 6mm rod and cut it to the required length. Cut a length of 4mm rod 1" shorter than the 6mm rod. Mark the centre point of each piece. Lay the two pieces side by side, so that the centre points are together. Bind the two pieces together at one end. Position the quillons so that the centre point is over the blade. The 6mm rod should be against the flat side of the blade, the 4mm rod should be against the V shaped side.

      Now bind the other end of the quillon. This should lightly clamp it in place. Using fibreglass tape, proceed to bind the quillons as tightly as possible to the blade. Hot melt glue "pumped" into the cavity helps strengthen this join, and to balance the weapon by adding weight to the hilt. I usually place a rubber stopper over each end as a safety feature (the quillons *do* come in contact with yourself and your opponent on occassion - I prefer to soften the blow a little if possible).

      Complete the hilt by either building it up to a comfortable diameter with tape (or leather or wire ...). If you wish to you can hollow out pieces of dowel, modify tool handles (eg Rasp) etc and use these. In either case the fibreglass should be totally covered.

      Cup hilt.

      Obtain a small stainless steel bowl roughly 6" in diameter. Try army surplus, discount or camping stores.

      Punch holes in the sides of the bowl for the quillons (6mm). Punch a triangular hole in the base of the bowl for the blade to pass through. Ensure that the alignment of the blade/quillon holes is correct. Try and ensure that there are no sharp edges where the blade passes throught the hilt. Padding this area with leather or extra tape is a good idea.

      Cut two pieces of 6mm rod (one for each quillon). Mount a rubber stopper on the end of each and wrap in tape. Assemble the hilt and tape together. Taping the blade above and below the cup will ensure that it doesn't move too much. This bit is very fiddly and may require a couple of goes. It may also be an idea to assemble the cup hilt before attaching the rapier tip, so that the grip can be completed, then the cup hilt slid on from the top.

      No quillons.

      I have seen at least one fencer (Viscountess Murghein ni Ghrainne) who prefers not to have any form of quillon or guard at all. It seems to work quite well for her.

      Edmund the Lame
      Elizabethan gentleman & adventurer

      Fibreglass Rapier Construction Method Two

      In Golden Rivers, one of our memebers, Joel Winter, has developed the following rapier construction plans that are quick easy and inexpensive. He has done extensive testing to be sure they are safe.The directions are below and three drawings(gifs) are attached. Xeno

      Parts List

      1. Fiberglass Rod. 1/4" round stock of acrylic bonded non divergent fiberglass rod in 6 to 61/2 ft lengths white in color and is about $2.00 at plastic or fiberglass supply stores like "Tap Plastics"..
      2. Threaded Lamp Pipe. 3/8" pipe thread or 1/8 IP. threaded hollow pipe called "All Thread" or Lamp Rod, threaded the entire length comes in 3 ft lengths and is about $5.00 at hardware stores in the lighting section.
      3. Rubber Arrow Blunts. 11/32-5/16" or similar sizes and different colors at archery stores about $1.00 each.
      4. Nuts and Washers. 3/8" pipe thread or 1/8" pipe thread for the threaded lamp rod at hardware stores; packages of various types about $2.00.
      5. Vinyl Duct Tape. About 2" wide in 20 ft rolls about $4.50 a roll at tool or hardware stores.
      6. Colored Tape. Brightly colored tape, material is unimportant as its purpose is to show if the tip is gone. Price variable. Available at hardware stores.

      Tools and Materials

      1. Dremel or a drill with a fine cutting tool or very fine saw blade that won't fray the fiberglass.
      2. Hack saw or metal cutting tool for lamp pipe.
      3. Epoxy 2 ton or a slow setting; in the smallest size at hardware and most stores under $4.00.
      4. Sand paper 180 to 100 grit 1 sheet around $1.50.
      5. Construction

        First determine the total desired length of the weapon, then cut with a hack saw the threaded lamp pipe to determine the stiffness according to the length of the weapon. The longer the pipe the stiffer the weapon will be. For an average size weapon of 36 to 40 in.,a 10 to 12 in. piece should be cut and used to simulate the stiffness of a foil, longer pipe is needed to simulate a heavier weapon.

        Then you will need to taper the inside of the pipe opening that the fiberglass rod will go in with a tapered shaped bit, a drill bit or a small file. This is done to let the fiberglass flex inside the threaded pipe to prevent breakage (Include picture here ANP).

        Next slide the fiberglass rod into the tapered end of the lamp pipe about 4 to 8 in. then put a mark with a pen on the rod at the tip of lamp pipe. Without removing the rod next measure the determined blade length, allowing 6 to 8 in. for the grip, from the bottom end of the lamp pipe to the tip of the blade on the fiberglass and mark it. Then you need to cut the fiberglass rod at the marked tip. Cut it with a dremel and cutting wheel to make a flat clean non frayed cut, some other tools will cut similarly.

        Then take the vinyl duct tape and centering over the mark made from the end of the lamp pipe and wrap twice (Insert Fig.2 ANP).

        Next lightly sand the 4 to 8 in. of the fiberglass behind the tape just enough to let the epoxy stick. Then mix a small amount of epoxy and coat the sanded area of the rod. While rotating it, slide it into the tapered end of the lamp pipe all the way in until half of the tape is in the pipe. Let it dry for at least 2 hours before you continue working, and over night to cure.

        Then you will need a bell of a rigid material either from a fencing supply store or you can make your own from leather; plastic; or pound out of metal. All of which must have a drilled hole big enough to slide over the lamp pipe.

        Next thread on a nut and washer using thread lock compound if you wish and then slide on the bell. Then you will need to determine the type of handle to use like plastic pipe, wooden dowel with a hole drilled in it or wrapped with leather ect. leaving room for end pieces or weights making sure that the bell is secured in place by nuts and washers (fig.3).
         

        *NOTE: that this setup is extremely flexible and is able to be customized to the users availability of parts and desired function and taste. If the blade were to break the remaining rod can be punched or drilled out of the lamp pipe and reused. once you have a setup you like some extra parts taken to a event make for a fast and cheap repairs.

        Next spiral wrap the blade with the vinyl duct tape. be sure to cover the base of the blade, then slide the rubber blunt over the tape and fiberglass making sure its tight if not put layers of tape under it.

        Now tape at least half way over the arrow blunt with brightly colored contrasting tape.

        Now you have a extremely safe weapon that posses absolutely no risk whatsoever of puncture! the fiberglass being bonded by acrylic makes a much more flexible blade than a epoxy bonded fiberglass. The bare uncoated fiber glass rod if it were to be broken will safely fray into long soft fibers similar to rattan. The completed acrylic coated and shrink wrapped fiberglass if it were to be broken will just go limp and remain intact with no protruding edge.

        It takes a severe amount of flex to break the rod almost in a complete circle tip to tip. This is beyond a feasible limit in a attack with a normal blow resulting in a three inch bend only. You shouldn't be allowed to strike an opponent any harder.

        This weapon will also flex in any direction without damaging the blade. It also has no edges "it's round". This weapon will also withstand oven and freezer temperature or any climate suitable for humans.

        The total cost of making this type of fiberglass weapon is under $20.00 and is very easy and quick to make. this makes a easy way for anyone to try or practice a safe form of combat with a minimum amount of protective gear.

        I hope this will give people a fun and safe weapon to practice with that every one can afford and make themselves.

        If you have any questions or comments please feel free to call me at  (916)-729-3292 within the USA and please leave a message thanks.

        YOEL WINTERBORN mka JOEL WINTER
        edited to current kingdom standards with author's permission by Xeno