West Kingdom Rapier Combat Rules
and Marshalate Manual
May 30, 1997
compiled from the Lord Llwyd Aldrydd and Lochac/Oertha Proposals
by Lord Ian the Fariner of Dunkeld
Amended by Sir Richard of Alder Tree v7
Revised by Master Arenwald von Hagenburg 17/6/97
Table of Contents:
- Introduction
- Combat Rules and Specifications
- Rapier Combat Equipment Specifications
- General
- Protective Equipment (Armor)
- Offensive Equipment (Weapons)
- Defensive Equipment
- Non-standard Equipment and/or Equipment Use
- Conventions and Rules of Rapier Combat
- Conventions of Rapier Combat
- Rules of the List for Rapier Combat
- Melee Rules for Rapier Combat
- Rapier Marshals
- Rapier Marshalate Organization
- Reporting
- Duties of a Rapier Marshal
- Classes of Rapier Marshal
- Event Management
- Rapier Marshalate Procedures
- Rapier Combatant Authorizations
- Rapier Marshal Warrants
- Inspection
- Rapier Marshaling on the Field
- Appendices
- Optional Conventions of Rapier Combat
- Changes in Counting Conventions
- Tip Cuts
- Scenarios
- Tests
- SCA Standard Fencing Armor Test (SFAT)
- SFAT acceptable materials
- Review Period
- Tip Attachments
- Tip Buildup
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.
These rules are a proposal for safely recreating period rapier
techniques within the West Kingdom. 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.
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
- Rapier Combat Equipment Specifications
- General
- 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,
etc.
- All equipment shall be in good repair so as to resist tearing,
puncture, breakage or other failure.
- Protective Equipment (Armor)
- Definitions:
- Penetration Resistant Material - 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.
- Resistant Material - material or a combination of materials
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.
- Resilient Padding - material or combination of materials which
absorb 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 meets this requirement.
- General Protection:
- The protective equipment shall have no gaps. Bare skin may
not show at any point.
- There shall be no holes for 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 3 inches (76mm) in the
combatant's en-garde stance.
- Additional protective equipment (beyond what is described
herein) may be used as long as it does not interfere with the
proper acknowledgment of blows.
- Head, Neck and Throat
- 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 become
dislodged during combat.
- 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 to Rapier Combat.
- Torso and Limbs
- The upper body of each combattant, being the body trunk area
including the complete groin, chest, back, abdomen sides and arms,
shall be covered with penetration resistant material.
- 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.
- For additional safety it is recommended that combattants 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
- All male combatants shall wear rigid groin protection an athletic
cup worn in a supporter or fighting garment designed to hold the
cup in place. Any opening in the groin protector large enough
to admit a blade must be rigidly covered, ie securely taping pennies
over the opening.
- Female combatants are reminded that their breasts are in a
prime target area and are encouraged to wear additional breast
protection, such as standard fencing breast protectors or a martial
arts breastplate.
- Hands and Feet
- The hands must be protected by gloves. The body of the gloves
must be made of leather, but the cuffs may be made of resistant
materials. The gloves must overlap any sleeve openings by at least
3 inches.
- 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.
- Offensive Equipment
(Weapons)
- General
- Standard offensive weapons are:
- Fiberglass weapons, collectively known as Rapiers.
- Shorter fiberglass weapons collectively known as Daggers.
- Specialist offensive weapons are:
- Schlager/theatrical weapons
- All other weapons shall be considered non-standard.
- Olympic style metal Foils, Sabers and Epees are not permitted
in Rapier Combat within the West Kingdom.
- All components of the weapon shall be properly connected together
so as to prevent accidental disassembly during normal combat.
- Guards and grips must conform to the SCA wide rapier regulations.
In addition they shall not be constructed so as to entrap and
break an opponents blade. Closed guards that do not allow the
tip of a blade to become entrapped (such as a bell guard) are
recommended for use with fibreglass weapons.
- Straight 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.
- 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 sec tion of 3/8". 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.
- Rapiers
- Approved fiberglass blades. Fiberglass blades must be constructed
in accordance with these rules (refer IIB below).
- Schlager blades must be sourced from an approved SCA supplier
and may only be used by Masters of Defence with a specific schlager
authorisation. (Refer to Marshalate Procedures for further details).
Approved SCA suppliers of schlager blades are listed in one of
the appendicies.
- Fiberglass weapons shall conform to the following standards:
- The weapon shall have a blade constructed solely of fiberglass
rod or equivalent and fiberglass and duct tapes.
- The weapon shall have a flexing resistance no greater than
a standard epee (slight flex at 750 grams of pressure on the tip).
- 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.
- 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.
- Daggers
- Metal Bladed Daggers are prohibited.
- Fiberglass Daggers - Where fiberglass weapons are used the
following construction standards will apply:
- No Dagger will have a blade longer than 25 inches (635 mm).
ii. The Dagger will be constructed in the same manner and from
the same materials as fiberglass rapiers (see 2. Rapiers). iii.
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. Points should be brightly colored, so that their
absence is readily apparent and have a cross section no less than
3/8".
- Standard Defensive
Equipment
- General
- The standard defensive equipment shall consist of buckler,
baton, cloak or parrying gauntlet; all other defensive equipment
shall be considered non-standard.
- Buckler
- Bucklers may be of any shape save where the design edge could
catch or trap a blade. Plywood (1/4") or sole leather or
the equivalent are recommended.
- The size shall not exceed 20 inches (500 mm) in any direction.
The edges shall be covered to prevent splintering or sharpness.
- All protuberances (nuts etc) shall be padded and taped.
- Baton
- Batons are used to parry an opponents blade. Examples of batons
include, and are limited to: Walking Sticks, Canes and Scabbards.
- 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.
- Cloaks
- The size, shape and weight is left to the discretion of the
combatant, so long as it is recognizable as a cloak and not a
flail, whip, etc.
- The weight and any weighting or stiffening must not pose any
risk to an opponent.
- 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.
- If the cloak is to be thrown, no metal is allowed at all.
- Parrying Gauntlets
- 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 and
shall be spray-painted silver (or constructed of silver materiel)
to differentiate a simulated mail gauntlet with a plain leather
glove indicating a free hand.
- A parrying gauntlet may not be used to grasp another object.
- 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.
- Non-standard
Equipment and/or Equipment Use
- General
- 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.
- The Kingdom/Principality Rapier Marshal or the Earl Marshal
or the Marshal of the Marches are the only ones authorized to
sanction the use of any non-standard items for use on the field.
- Non-standard equipment or equipment use must not pose a greater
risk of injury or equipment damage than standard equipment or
equipment use.
- 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).
- Non-standard equipment shall be constructed as to be recognizable
as the original historical item.
- Offensive Equipment (Weapons)
- All non-standard offensive equipment shall be constructed
of any normal, safe material conforming to the following rules
for non-standard defensive equipment.
- The offensive (attacking) part of the equipment shall be constructed
of cloth, foam, tape, or the equivalent. The offensive part shall
provide progressively resistant "give" without allowing
contact with any underlying rigid material. 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.
- 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.
- Defensive Equipment
- 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.
- Conventions and Rules of Rapier Combat
- Conventions of Rapier Combat
- The entire body is a legal target area.
- For the purpose of these rules the following definitions will
apply:
- 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.
- Hand - The entire hand to a point 3 inches (76 mm) above the
wrist.
- 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.
- Foot - The entire foot from the tips of the combatant's toes
to a point approximately 3 inches (76 mm) above the ankle.
- 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).
- Each combatant shall call the blows that he/she receives.
- Valid Attacks
- 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 blade flex.
- A valid thrust is not negated or lessened due to sliding off
after solid contact with the tip of the blade.
- 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.
- The so-called "tip cuts" are not a valid draw cut.
A 'tip cut' is where the tip of the blade just makes contact with
the target, and then the blade is drawn away at 90 degrees, theoretically
leaving only a light surface cut.
- Saber cuts, slashing, hacking or chopping are illegal.
- Valid Blows:
- A blow to the head, neck, torso, groin, chest or inner thighs
shall be considered a killing blow.
- A blow to a peripheral body part (arm, foot, leg, hand) causes
the loss of that part.
- A kill occurs instantaneously and therefore no new offensive
actions can be started. Motion begun prior to the kill may be
completed.
- 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.
- 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.
- A combatant is considered armed so long as one offensive weapon
is retained.
- When disarmed (not holding any offensive weapon) a combatant
must wait the decision of his opponent to either call him dead
or to let him retrieve his weapon. Otherwise, the Rapier Marshals
shall call a hold until one of the above conditions is met and
the bout is either over, or combat may continue safely.
- The following conventions shall be used if a combatant is
using the specified defensive equipment:
- Parrying Gauntlets: The protected (armored) part of the parrying
gauntlet shall not be considered to extend farther up the arm
than the wrist bones.
- 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. iii. 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.
- Individual
Combat Rules for Rapier
- 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.
- 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.
- Engaging in rapier combat with the deliberate intent to inflict
injury on an opponent is forbidden.
- All combatants must maintain control over their tempers at
all times.
- The use of Fleche (running at an opponent with rapier extended)
or similar attacks is prohibited.
- A combatant may decline any challenge without dishonor, and
without specifying a reason. In a tournament this will result
in forfeiture of a bout.
- Combatants may reject the use of a particular weapon by an
opponent, should they deem the weapon unusually dangerous. Before
rejecting the use of a standard item however, the opinion of the
Rapier Marshal in Charge should be sought.
- All rapier combat shall be done in the round. If a combatant
has been put on the ground, such as by loss of a leg, the mobile
combatant may not "corkscrew", or require the grounded
combatant to turn more than approximately 120 degrees.
- There shall be no combat between rapier combatants and SCA
armored combat fighters or light fighters.
- No equipment may be thrown, except in controlled actions to
remove the equipment from the field.
- Combatants may engage only when the Rapier Marshal has received
verbal acknowledgment of readiness from each combatant and has
instructed them to begin.
- 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:
- 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.
- The use of excessive force, whipping or chopping at an opponent,
or the unsafe use of equipment.
- Intentionally striking an opponent with any part of an offensive
weapon not designed for it; or with any equipment not legal for
offensive actions.
- Deliberately grasping or trapping an opponent's equipment.
- Problems with the acknowledgment of blows.
- Deliberate misuse of the rules to gain advantage over an opponent,
such as intentionally falling or dropping weapons when pressed.
- When a hold is called, all fighting shall immediately cease
on the field. Combatants shall drop to one knee and not move unless
directed to do so by the Rapier Marshal supervising the bout.
- "Hold!" can be called whenever a Rapier Marshal,
combatant, or spectator considers conditions or hazards warrant
it. Such conditions include, but are not limited to:
- A combatant falling or about to step out of the field.
- A broken or unsafe weapon or failure of other equipment.
- Violations of the rules.
- Melee Rules for
Rapier
- Additions/ Changes to Rapier Combat Equipment Standards
- Weapons shall be the same as those specified in the Conventions
of Rapier Combat.
- Armor shall be the same as those specified in the Conventions
of Rapier Combat.
- Additions/Changes to the Conventions of Combat
- 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.
- Rules of Engagement
- Killing from behind shall not be allowed in Rapier Combat.
- 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.
- Discontinuations of Rapier Combat
- 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.
- Holds may be called by anyone for one of the following reasons:
- Broken weapons
- Broken or damaged armor
- Injuries
- Loss of temper
- Terrain
- 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".
- Boundaries - See West Kingdom War Rules and Conventions Section
III subsection D.
- Natural Terrain - See West Kingdom War Rules and Conventions
Section III subsection E.
- Constructed Terrain - See West Kingdom War Rules and Conventions
Section III subsection F.
Rapier Marshals
- Marshalate Organization
- Reporting
- 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.
- Principality Rapier Marshals shall be appointed by the Coronets
in consultation with the 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.
- 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.
- 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.
- Duties of a Rapier Marshal
- Rapier Marshals provide the coordination and administrative
services for Rapier combat within the Kingdom of the West.
- Rapier Marshals may be warranted by either Principality or
Kingdom Marshals. These Marshals may perform duties such as list
direction and supervision of demos. They do not have to be authorized
rapier fighters, but must satisfy the warranting officer that
they have adequate training and knowledge of the rules and practices
of rapier combat in the West.
- Rapier Marshals coordinate rapier activity at events, perform
authorisations of fighters and may warrant other marshals in
accordance with their "Class" (as defined by section
3 below) and the procedures defined by the section "Rapier
Marshalate Procedures".
- Rapier Marshals are responsible for performing a thorough
inspection of a Rapier combatant's armor, weapons and blocking
items and see that they are in compliance 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.
- Rapier Marshals performing authorisations forward the appropriate
paperwork to their Kingdom or Principality superior, who will
then issue an appropriate authorisation card.
- Classes of Rapier Marshal
- Kingdom Rapier Marshal:
- Coordinates all Rapier Combat within the Kingdom of the West.
- Maintains the Rules for Rapier Combat in consultation with
the Kingdom Earl Marshal and the Crown.
- Coordinates the authorization and warranting of Rapier Combatants
and Rapier Marshals.
- Maintains the roster of Rapier Marshals.
- The Kingdom Rapier Marshal issues Rapier Combat Authorization
Cards, and Rapier Marshal Authorisations.
- Principality Rapier Marshal:
- Coordinates Rapier Combat within their specific Principality.
- Assists their Principality Knight Marshal as requested.
- Issues Rapier Combat Authorization Cards.
- May qualify new Rapier Marshals.
- Is responsible for forwarding information on all new authorisations
to the Kingdom Rapier Marshal.
- The Kingdom Marches Marshal:
- Coordinates Rapier Combat in the Marches.
- Issues Rapier Combat Authorization Cards.
- May qualify new Rapier Marshals.
- Is responsible for forwarding information on all new authorisations
to the Kingdom Rapier Marshal.
- Branch Rapier Marshals:
- Coordinate Rapier Combat in their local branch (Baronies,
Shires, etc).
- Ensure that a warranted Rapier Marshal is appointed as the
Rapier Marshal in Charge of any event sponsored by his/her Branch.
- 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.
- Report to the appropriate Kingdom or Principality Marshal
- Can perform Rapier Combatant Authorization bouts.
- May administer Rapier Marshal Warranting examinations.
- Rapier Marshals in Charge:
- 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.
- Are warranted as a MIC by their appropriate Kingdom or Principality
Rapier Marshal to run a tournament.
- Select the Rapier Marshals to assist during an event.
- May not participate in any Rapier Combat during the event.
- 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 MIC.
- Liase
with the autocrat, in regards to scenarios of combat and times
that they take place, so long as these scenarios do not violate
the rules or compromise safety.
- Submits all necessary reports to the Branch, Principality
or Kingdom Rapier Marshal within thirty (30) days of the event
- An event report shall include:
- The name of the Rapier Marshal in Charge and the names of
all other individuals who functioned as Rapier Marshals.
- A list of all authorization attempts, whether successful or
not, and the results of those attempts.
- The names of all the participants in Rapier Combat.
- A description of any problems or disputes that occurred during
the fighting, and of any injuries that occurred.
- Rapier Marshalate Procedures
- Rapier Combatant Authorizations
- No person may participate in rapier combat within the Kingdom
of the West unless that individual has been properly authorized.
An exception is allowed for training under controlled conditions
and with the supervision of at least one authorized rapier combatant.
No unauthorized opponents may fence each other.
- Authorizations shall be issued for a 2 year period only. There
shall be 3 main types of authorizations; the primary ("training")
authorization and two additional authorizations for the use of
Offhand Defensive items and Offhand Offensive Items. A special
authorisation to train and fence with schlager will be available
only to nominated experts (or "Masters of Defence")
for the purposes of evaluating these weapons within the context
of the West. The offhand authorizations can be done in any order.
- The primary authorization allows a combatant to utilize a
single standard blade of the Kingdom in which he resides. This
will be a fiberglass rapier meeting the current weapon standards
of the Kingdom of the West.
- 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.
- 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).
- Schlager authorisation: This authorisation is only available
highly experienced and skilled fencers in the Kingdom, and may
only be granted by the Kingdom Rapier Marshal. The intent of this
authorisation in to allow recognised expert fencers within the
West to evaluate the properties of the schlager weapons widely
used in other Kingdoms.
- Any warranted Rapier Marshal may perform an authorisation
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 authorisation
card.
- The authorization team shall be selected by the Kingdom/Principality/Marches
Rapier Marshal, and 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 2 Rapier Marshals and 1 opponent on the
authorization team that a combatant be granted authorization.
- In order to authorize, the combatant must satisfy the following
conditions:
- The applicant shall demonstrate knowledge of the Rules of
the Lis ts (as applicable to rapier combat) and this Code of Rules
for Rapier Combat in the West Kingdom.
- Perform a combat test with the following skills to be tested:
- Blow acknowledgment ii. Proper blow delivery iii. Good control
whether being pressed or on the attack iv. Some ability in both
offense and defense
- Response to a hold
- These will be tested in the following circumstances:
- Both fighters standing
- With the candidate fighting with the off hand
- With the candidate fighting from the ground while the opponent
stands
- With both fighters fighting from the ground
- With the candidate standing while the opponent fights from
the ground.
- 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.
- 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.
- 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
in Charge to ensure that such information is promptly sent.
- Authorization renewals will be conducted by performing a re-authorization
bout before an authorizing Marshal, the same as is done for a
new Rapier Combatant
- Rapier Marshal Warrants
- A current Rapier Marshal warrant is required to act as a Rapier
Marshal.
- 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.
- The following steps are required to become warranted Rapier
Marshal:
- 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.
- 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.
- The applicant shall provide his/her Society and Legal names,
and a mailing address by which he/she may be contacted.
- The candidate must be examined in the above requirements,
and recommended to the appropriate Kingdom/Principality/Marches
Marshal by a currently warranted Rapier Marshal.
- Rapier Marshals are encouraged to obtain their Rapier Combatant
Authorizations.
- Renewals are granted by acceptance of a renewal request by
the proper authority.
- Inspection
- At least 1 warranted Rapier Marshal or must be present to
perform inspections.
- 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.
- 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,
or 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.
- 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.
- When checking for groin protection the Marshal shall ask the
combatant to self-test.
- 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.
- 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.
- Rapier Marshaling
on the Field
- 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.
- All infractions of this type shall be reported to the Rapier
Marshal in Charge, as they must be included in the event report.
- The Rapier Marshal in Charge may suspend the authorization
of any combatant and remove him/her from the competition field
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.)
- The combatant has made his/her third violation of the rules
during a bout or melee.
- 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.
- The combatant refuses to obey the legal commands of the Rapier
Marshalate on the field.
- 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.
- 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 complain 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.
- 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.
- It is required that Rapier Marshals use a fencing mask when
marshalling their field. It is recommended that they also use
Marshaling staves and wear Marshalate tabards or baldrics (if
available) to visually differentiate themselves from the combatants.
- 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.
- 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
- 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:
- 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.
- In a melee (more than 2 combatants) there shall be at least
1 warranted Rapier Marshal plus at least 1 addition Rapier Marshal
or for every 8 combatants. 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.
- 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
- 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:
- The visitor must present proof that he/she is currently authorized
Rapier Combatants in his/her home Kingdom.
- The visitor must agree to use and be responsible for knowing
the West Kingdom rules and conventions.
- 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.
- 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
- 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.
- 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:
- "First Blood" tournament a scratch is sufficient
to determine victory.
- In a "Second Blood" tournament a combatant is defeated
when wounded with a single valid blow.
- The School Scenario is designed to represent practice matches
within a salle, and the bout goes to the first touch to a valid
kill area, regardless of how light it may be.
- Painful scratches: every small slice and cut would hurt and
bleed, even if not a valid blow. Combatants may choose to hold
the area with the off hand while fighting to slow the bleeding.
There is no requirement to keep holding the cut. Bleeding may
slow, then start up again, and the bleeding and pain is not necessarily
enough to prevent the combatant from using his/her off hand for
other things. Touching the wound occasionally adds immensely to
the "feel" of the fight, however.
- Cumulative damage: three touches to the same area may be sufficient
to result in a valid blow to that area, even if each touch was
insufficient in itself to be a valid blow. On a limb, this cumulative
damage might disable the limb; on the torso or head, cumulative
damage might cause the combatant to faint from loss of blood.
In some Kingdoms this is called the "three touch rule".
- Blood loss: strenuous exertion after a serious wound may result
in fainting. If a combatant is wounded with a valid blow which
is non-killing (a draw cut to a non- critical area or a thrust
to a limb) and is not slain or disinclined thereafter, the strenuous
exertion of combat and continued loss of blood may cause fainting.
This may also occur when a wounded combatant receives another
non-killing valid blow, to the same limb or otherwise. To simulate
this effect, combatants who are wounded and fight for some time
thereafter without result (or are wounded again) may decide that
they are disinclined to con tinue due to loss of blood, fainting,
dizziness, etc. The length of time involved is solely up to the
individual combatant. In actual duels in period some fighters
were wounded and fought on for a long time without detriment due
to loss of blood, while others were forced to quickly concede
defeat. Another type of convention doesn't appear as a scenario
but rather as a style and type of attack.
- 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:
- 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:
- a. The neck, especially at the front of the throat and the
sides of the jugular veins.
- b. The brachial arteries, on the inside of the upper arm between
shoulder and elbow.
- c. The femoral arteries, on the inside of the upper leg between
groin and knee.
- d. The abdomen, between the bottom of the rib cage and the
pelvis.
- Blows to areas other than those given above should be treated
as cumulative damage only.
- Tests
- SCA Standard Fencing Armor Test (SFAT)
- The testing blade shall be a broken standard (non-electric,
non-maraging) epee blade, with a typical "flat" break
(not a jagged or pointed).
- Lay the material to be tested on a penetrable surface such
as the ground or a block of ethyl foam (used for archery targets).
Holding the broken epee blade in both hands, punch the material
four times, increasing the force each time. After each punch,
examine the material. If it has been completely penetrated, or
seriously damaged, it fails the test. If there is no damage, or
only the top layer has been damaged, then it passes the test.
- 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)
- Tip
Attachments
- 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.