Armored Combat:Change log

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Change log

Completely new version - Approved by the Board of Directors 23 June 2025

The Society Marshal commissioned a complete review of all of the handbooks for all martial disciplines. This has led to a rebuild of them all.

User friendly
The handbooks start with the information that new members need to know, the information you need to be able to participate, then the information for marshals and those who administer martial activities to the back of the document. We have used Plain English as per https://www.plainlanguage.gov/ and other similar standards where we can, though there is room for improvement.
Same template and categories of information
Each discipline's handbook will be structured the same way, so that you can easily find key differences between martial forms. You should find the same kind of information in the same chapters whether you are looking at armored combat, fencing, target archery, etc.
Consistency
Some information should be the same for all martial forms. However, previous handbooks referenced other handbooks and version control created issues and unnecessary differences. Through the use of the wiki-engine, in places where handbooks should have the same content (eg how you report an injury), they now pull the same content from our global pages - rules that are global across all of our disciplines. If those global rules are changed, they will change consistently for all disciplines.
Redline copy isn't available for this first online version
Because we have rebuilt the rules from the ground up, a direct redline version of the rules from the old rules is not possible. However, all of the old rules have been accounted for and tracked in a separate document - many are just reworded for clarity and Plain English, many are now in a different (hopefully better) location. We will also point out the rules that functionally change the way that we play in the summaries below.

Chapter summaries

  1. Introduction to SCA martial activities

    This chapter is one of our global ones that appears in every one of the new Society Marshal's Handbooks for each discipline.

    It contains an overview of all the martial forms, layout of the handbooks, general rules, in or out of kingdom guidelines, and a section for newcomers so they know what to expect when showing up for the first time.

  2. Rules of the Lists

    The Rules of the Lists apply to all of our martial disciplines, so they are global and the same content appears in every handbook.

    Changes to the Rules of the Lists in Corpora were consulted on and approved by the Board of Directors in November 2024.

    The applications of the Rules of the Lists have all been incorporated into their relevant section of the rules.

    Change:

    • The Rules of the Lists were reordered, and the prohibition of missile in tournament lists has been removed. Whether missiles are allowed is now set at the tournament level, and events such as combat archery tournaments can now be held without bending the rules.
  3. Overview of armored combat

    This chapter is a brief description of the discipline, includes some definitions of key terms, a list of the types of activities, and authorization categories. Most of this chapter is new.

  4. When you are allowed to participate

    This chapter is all about when you are allowed to go and fight. It tells you that there are age requirements, sign-in requirements, authorization and inspection requirements, reminds you that you can't use real weapons, includes injury and impairment rules, and reminds you that you can always refuse to particpate.

    Most of these rules were scattered through Sections I-III, and have been reworded without functional change.

    Changes:

    • You must have signed into the event or practice before you can participate to ensure you have completed any required waivers or other documentation.
    • You cannot participate if you are impaired by an injury such as concussion. If you have a concussion, or suspected concussion, do not fight. We have included further information in the chapter on Injury procedures.
  5. Expected behavior and responsibilities

    These are global rules of behavior that apply to all martial disciplines - follow the rules, behave in a chivalrous manner, etc. These rules were variously scattered through the old handbook, and have been gathered together and reworded. There are no functional changes.

  6. Activity guidelines

    This chapter provides newcomers with descriptions of our activities and competitions. This topic was missing in most martial handbooks, making it very hard for people to know what we actually did. It includes a brief historical reference for each activity.

  7. Conventions - Holds

    This chapter includes what everyone needs to do when a hold is called, so some of this content is global, regardless of the discipline. We have also gathered all of the rules about what you are allowed to do, or not allowed to do during a hold in armored combat.

    There aren't any functional changes to how we manage holds, though we have added some common conventions from the kingdoms and remind you that anyone can call hold.

  8. Conventions - Rules of engagement

    This chapter includes rules and default standards that apply to when you are allowed to attempt to strike someone. Some were scattered throughout the old handbook, and rules of engagement for major wars were often codified. However, this section is mostly new at the Society level.

    Changes:

    • There are now stated rules for engagement at Society level. These were not included previously.
    • If your kingdom allows killing from behind, it must be the prescribed way. We don't want to have different expectations of how it is done in different kingdoms.
  9. Conventions - Use of weapons and defensive equipment

    This chapter gathers together all of the rules about what you can hit someone with, and attempt to stop them from hitting you.

    Changes:

    • We have clarified that you are not allowed to grasp the striking portion of your opponent's weapon, their shield, bow or crossbow during combat.
    • Clarification that if your hands are appropriately armored, you are allowed to grasp any part of your opponent's weapon that is not a striking surface.
    • Clarified that if you are holding a weapon in an appropriately armored hand, or your weapon has a basket hilt, you can deliberately block with that hand or the basket hilt without losing the limb.
    • Added a rule that your shield (when controlled by your hand) is considered invulnerable to all strikes, except those from siege class munitions.
    • Removed the prohibition of using a weapon while carrying a pavise not in your hand. They are treated as any other shield while you are carrying them.
  10. Conventions - Target areas

    This chapter covers where you are allowed to hit someone. These rules haven't functionally changed.

  11. Conventions - Acknowledgement of blows

    This chapter covers what to do when you have been hit - what counts as a good blow, and what your response is to being struck.

    Change:

    • We have removed the ability for kingdoms to decide whether the presumed armor standard includes a chain drape or not - an acceptable cut or thrust to the face must always be substantially lighter than you would take to any other part of your body. An effective thrust to the face remains a directed touch.
    • An effective thrust to your hip or shoulder is not considered fatal, only wounding.
    • The caveat "If the force of the blow causes the weapon to be dropped, the rule shall be suspended" was removed.
  12. Equipment standards - Armor

    All of the standards for armor are in this chapter. This now includes the definitions for rigid materials that were buried in the glossary previously.

    Changes:

    • We now refer to "heavy leather" by thickness/weight and stiffness as our different handbooks had different definitions of "heavy leather". We have also removed the requirement for the leather to be oak tanned as this is not readily available in many places, and the tanning process is not the defining characteristic.
    • We have increased the required steel thickness for some construction techniques for helms.
    • Blind rivets have been added to the rivet types that you can't use in primary construction.
    • We have removed the rule about not attaching face guards to the interior of the helm as there are valid and sound ways to do so.
    • Added a strong recommendation to wear at least 11/64 inch (4.4 mm) or 11 oz thick stiff leather with 1/4 inch (6 mm) of closed cell foam or equivalent padding under mail used as neck protection - eg a gorget
    • Added a strong recommendation to wear some kind of body armor to protect your ribs not already covered by your kidney protection. Broken ribs are as common as forearm fractures.
    • You must now have full elbow and hand and wrist protection behind a shield, regardless of how far they are from the edge of the shield. The "4-inch" rule has been removed as the elbows and hands were not sufficiently protected behind a shield.
    • Added a strong recommendation to wear forearm protection.
  13. Equipment standards - Handheld weapons

    This chapter is all about handheld weapons. It includes definitions of the weapon types, a general section on construction, and then specifics on single-handed weapons, two-handed weapons, and spears.

    Changes:

    • Handheld weapons must attempt to represent a weapon used pre-17th century. This replaces the rule about swords needing to have a hilt etc. There are period weapons that could be represented by rattan, that don't have hand guards. etc Hand protection can be provided in other ways. Participants should also attempt to make their rattan resemble a period weapon, eg by adding a crossguard etc.
    • There have been some changes to weapons with heads:
      • The rules about ultra-lightwight shaped foam heads and split rattan construction heads not requiring 1/2 inch of progressive give if their striking characteristic are similar to a single piece of rattan now also applies to single-handed weapons with a head as well as two-handed. Note that weapons with a head made from a single piece of rattan must be padded so that they are not made of only rigid materials. Laminated rattan construction will require padding.
      • Pick heads must be made from a flexible material. Rattan cannot be used in the construction on the pick head.
      • To ensure that the punching force is not directly behind the striking surface, the entire grip area on the haft of a weapon with a head must be below any and all portions of the striking surface
      • Restraints are required on hafted single-handed weapons, except in melee combat if safe to not require it (eg it couldn't reach spectators), or if a back-up weapon.
  14. Equipment standards - Defensive equipment

    This chapter has information about construction of shields and pavises. Other handbooks have more variety to their defensive equipment, but this chapter is quite short for armored combat with rattan.

  15. Equipment standards - Ranged weapons

    This chapter gathers all of the construction standards for weapons used to strike someone at range, though siege construction remains in its own handbook. There are no functional changes.

  16. Equipment standards - Missiles

    Combat archery ammunition used to take up most of the chapter on weapons standards, so we have made a chapter to gather the construction standards for missiles.

    Change:

    • All ammunition must now include the owner's branch in addition to kingdom in order to assist in returning it to the owner.
  17. Designated areas

    Each of our handbooks will have a section on the requirements and considerations for the areas set aside for the activity. Eg. in the Target Archery Handbook, this would be the range set-up information. We have gathered all of the rules that related to the spaces that we fight in.

    Changes:

    • Combat must only occur in an area that has been designated for combat. Ie, you can't do pick up fights wherever you feel like it, check with the marshal-in-charge first.
  18. Authorization

    Many of our martial disciplines require you to officially demonstrate competence and the required level of safety before allowing you to participate in competitions or other activities outside of formal training. We have gathered the rules about authorizing that relate to all disciplines that require authorizations, so this content is global. There is a separate chapter on an example processs that each kingdom can use for authorizing someone for armored combat.

    Changes:

    • Kingdoms were required to establish an authorization procedure, but now they have the option of using the provided process or creating their own.
    • We've updated the rules to account for online systems.
    • If you move to another kingdom, your previous authorizations are only valid for 6 months. After that you must renew your authorizations under your new kingdom's processes. This makes sure that you are in their databases for administration, and that you have learned the differences in rules for your new kingdom.
    • We have added a process that allows you to authorize in things that your kingdom does not do, through another kingdom, as long as both the Kingdom Earl Marshals and their relevant deputies agree.
    • The Kingdom or Principality Deputy Earl Marshal for armored combat can also conduct minor authorizations for armored combat if they are an authorizing marshal.
    • We have added a 2-person integrity rule for new or significantly lapsed authorizations. Two people need to sign off on your authorization. We have added a video option for if you don't have an authorizing marshal close to you.
    • Authorizations expire after 4 years. There was previously no limit at Society level if you continued to have a valid waiver on file.
    • You must demonstrate your competence in the practical components, and be re-tested for your theory knowledge at least every 4 years to maintain your authorization. The rules change every few years, and we need to know that you are aware of the changes.
    • Although we require two people to sign off on new or significantly lapsed (eg more than a year) authorizations, renewing an existing or recently expired authorization only requires one warranted marshal who can authorize participants in order to complete the process.
  19. Authorization process example

    This chapter is an example of an authorization process that kingdoms can use for armored combat rattan authorizations. Unless a kingdom includes their own process that meets the required standards, this is the process that needs to be included in their rules.

    Changes:

    • The example has been changed to reflect the "2 person integrity" rule. All authorizations require 2 people in that activity to sign off.
      • At least 1 person is a subject matter expert in both content and process (warranted marshal in that activity)
      • The 2nd person must be currently qualified in that activity (ie. warranted marshal or authorized participant).
      • An award or title does not verify that a person is currently warranted or authorized, so the member of the Order of Chivalry was removed from the example.
    • As authorizations are now required to expire, we have includes a process for fighters to renew their authorizations. It must include a theory test on the current rules, particularly any that have changed in the past 4 years, and your practical competency can be demonstrated through the course of normal combat that your authorizing marshal has personally seen recently, or by repeating the practical test. If there have been any issues since your last authorization, the marshal will review these and confirm that those issues have been addressed.
    • The authorization process no longer implies that sword and shield must be the first authorization. People can authorize in the weapons forms they are safe in.
  20. Accessibility

    This is a new chapter for our handbooks on ways to support inclusion and equity in our martial activities. If you have good examples for ways we can support accessibility in armored combat or any of our other martial disciplines, please get in touch.

  21. Safety resources

    This entirely new global chapter will appear in all of our handbooks.

    It includes information about managing concussions, including a strong recommendation to follow international sporting body guidance that participants who have experienced a concussion be symptom free for 14 days before return to any contact training, and wait at least 21 days (and have been symptom free for 14 days) before return to competitive contact activities.

    We recommend that kingdoms develop heat policies to help prevent heat injury, and air quality policies.

  22. Injury procedures

    How we manage injuries should be consistent across all of our disciplines, so this global chapter will appear in all of the handbooks.

    Changes:

    • The safety of responders has been prioritized. No one else should get hurt in the process of responding.
    • We remind you than anyone can call hold, it doesn't have to be the marshal.
    • We have removed the requirement to get the event marshal-in-charge's permission to remove an injured person from the field. Medical personnel dealing with an injured person must be able to respond as they need to. Requiring extra time to locate specific SCA personnel, especially at a large event, is problematic.
    • If your injury involves free flowing blood, you must leave the field immediately and you are not allowed to return until the flow of blood has been stopped.
      • Any weapons or equipment that have visible blood on them must be cleaned before they can be used again.
    • If your injury includes any level of suspected concussion (even without loss of consciousness), we strongly recommend you follow international sporting guidance on managing your return to the activity - ie. be symptom free for 14 days before return to any contact training, and wait at least 21 days (and have been symptom free for 14 days) before return to competitive contact activities.
    • If your injury includes a period of unconsciousness, you will not be allowed back onto the field for remainder of the event (including multi-day events) and you are encouraged to seek immediate medical attention as loss of consciousness due to injury is a medical emergency.
    • Injury reporting requirements are covered in the chapter on Reporting requirements.
  23. Managing misconduct

    How we deal with issues in our activities should be consistent across all of our disciplines, so we have a global chapter in all of our handbooks about how to manage when there is unacceptable behavior and people break the rules.

    Changes:

    • Many sports include a mechanism for removing and excluding a player (being sent-off) for misconduct for a period of time, or a game or two, such as football/soccer's red cards, or ejection from a gridiron football game or baseball, benching a player, etc.
    • If there is unacceptable behavior, whether as a participant or a marshal, a marshal can decide that you are no longer acceptable to be on the field, and exclude you from taking part for a period of time.
    • We have provided marshals with escalating levels of options for managing misconduct, and articulated the processes and reporting required, and the process for appealing if you think someone got it wrong. Revocation of authorization was a significant step that many marshals were unwilling to take. Options for managing misconduct now support managing someone losing their temper because they just need some water and a snack, through to "you can't fight at this event," and up to revocation of authorization.
    • A marshal for a bout can stop the bout and send someone off.
    • The marshal-in-charge of the activity (eg a tournament) can remove someone from that activity.
    • The marshal-in-charge of armored combat at the event can remove someone any further participation in armored combat at the event.
    • The marshal-in-charge of the event can remove someone any further participation in any martial activity at the event (even a multi-day event).
    • Any disciplinary action that would last longer than an event will escalate to the Kingdom or Principality Deputy for Armored Combat or higher for your kingdom.
    • Only the Kingdom or Principality Deputy for Armored Combat or higher for your kingdom (or the kingdom that gave you the authorization) can suspend or revoke your authorization. If another kingdom thinks this need to happen, they will make that recommendation to your kingdom's marshalate.
    • We have added processes for marshal's courts as a way to run through the escalation and appeals process at an event.
  24. Marshalate - Overview

    This global chapter gathers the existing information about what marshals can do, depending on whether they have a warrant or not. It's consistent across all the handbooks.

    Changes:

    • Warranted marshals must also be authorized.
  25. Marshalate - Responsibilities and chain of command

    This chapter is common to all disciplines, and lays out the chain of command from a warranted marshal at the bottom to the Society Marshal and the Board of Directors at the top.

    Changes:

    • The escalation paths require subject matter experts to be used to make decisions about a particular discipline. Eg if you are not a warranted and authorized marshal for armored combat for example, you do not get to make decisions about armored combat.
      • This is why the crown is not automatically in the chain of command of the marshalate, as they may not be qualified in other disciplines beyond the one that got them the throne.
      • For roles that include multi-discipline responsibility and accountability (e.g. marshal-in-charge of the event, Principality Earl Marshal, Kingdom Earl Marshal, Society Marshal etc):
        • You should consult a subject-matter expert (SME). You can support the SME recommendation, or, if you disagree with the SME, document the reason.
        • You should verify and document whether the correct procedures have been followed to manage any issues, that the appropriate subject matter experts were involved and actions are justified, and direct any further appeal (if applicable) to the next person in the chain of command.
    • We've use RACI definitions (responsible, accountable, consulted, informed) to help define what our marshals do.
      • At each level we have included:
        • What the role is responsible for
        • Who appoints them
        • What they are held accountable for
        • Who they report to
        • Who keeps them informed
        • Who they consult with, if needed
  26. Authorization of marshals

    This chapter sets out the requirements for authorizing and warranting marshals for armored combat. In kingdom versions of the rules, this would include the information about how the kingdom manages training and authorization of marshals.

    Changes:

    • A reminder of how often roster warrants need to be signed.
    • Marshals must meet Society and kingdon requirements before they can be authorized and warranted. You can't be a marshal just because you are a member of the Order of Chivalry or Defence, or the Crown for example.
    • You must maintain current knowledge of the Rules of the Lists, the conventions of armored combat, and any additional kingdom rules or conventions, as they change or are updated.
    • Marshal authorizations expire after 4 years.
    • You must demonstrate your competence in the practical components, and be re-tested for your theory knowledge at least every 4 years to maintain your authorization. This matches the requirements for other authorizations.
    • You must be an authorized marshal in the discipline you are being warranted for.
  27. Inspecting equipment

    This chapter is barely changed from the previous XV. Equipment inspection guidelines

    Change:

    • We have added an additional method to measure the poundage of a bow, using the True Draw Length, as used by manufacturers.
    • We added checking the bolts on shields.
  28. Marshaling on the field

    This chapter gathers all of the information about marshaling combat, including tournament single combat, melees and battles. Many of the rules in this chapter are not rigid requirements, but an attempt to help clarify and to provide examples of acceptable methods and procedures. Check which rules use "must", and which use "should".

  29. Inter-kingdom events

    This global chapter applies to wars, where mulitple kingdoms need to negotiate how they will play together in all disciplines, where there would otherwise be conflicting rules between kingdoms.

    Changes:

    • We remind the marshal-in-charge that they need to brief marshals and ensure all combatants are aware of the rules that will apply to their equipment, armor and weapons standards and conventions at the war. Briefings need to pay particular attention to inter-kingdom differences.
    • If information has been published previously, and then changed at the event, this will need to be included in briefings.
    • Equipment inspections should have particular emphasis on any modifications due to conflicting kingdom standards.
    • The marshal-in-charge of the war should work with the stewarding team to connect to notification services in case there is a need to inform the event of a safety or schedule change. The Crowns of the assembled kingdoms are also an excellent resource to notify their populace.
  30. Reporting requirements

    This global chapter occurs in all of the handbooks and includes injury and incident reporting, event reporting requirements, and officer reporting requirements.

    There were up to 5 different reporting processes and timelines for injuries, depending on the martial handbook, which caused confusion to multi-discipline marshals and participants.

    Changes:

    • There are a range of issues that can occur at events or practices that must be reported. This includes:
      • Injuries (examples include, but are not limited to: loss of consciousness, major bleed, injury to head, major joint or bone injury)
      • An incident or injury which required a combatant to retire from the field, even briefly
      • Anything involving calling emergency services to the site
      • Weapons, armor, or equipment failure
      • A serious safety issue that could have caused injury (a near miss)
      • Conduct/behavior issues
    • Marshals involved in the response to one or more of these issues that occurred at an event or practice will need to assist with reporting.
    • Serious injuries:
      • Includes all injuries which require hospitalization or similar care, may require future or complex medical care, or include a period of unconsciousness.
      • Must be reported immediately to the marshal-in-charge of the event.
    • All other injuries, incidents and adverse events:
      • Must be reported to the marshal-in-charge of the event and the marshal-in-charge of the activity.
      • Must be reported to the kingdom marshalate within 2 weeks and to the Society Marshal within 3 months of the incident.
    • If the incident or injury involves calling emergency services to the site, notify the Kingdom Seneschal immediately.
    • We have included a list of the information that should be included in the incident report.
    • We want to collect information about incidents of misconduct on the field as they help identify low-level but repeating problems. We remind marshals to report these, and how they dealt with them.
    • For officers, we have included who your report needs to go to and what your report should cover. Your kingdom may have additional requirements.
    • Reporting dates have been made consistent across all disciplines:
      • If you are a Kingdom Deputy for a discipline, your quarterly reports are due March 1, June 1, Sept 1, Dec 1.
      • If you are a Kingdom Earl Marshal, your quarterly reports are due March 15, June 15, Sept 15, Dec 15.
      • If you are a Society Deputy for a discipline, your quarterly reports are also due March 15, June 15, Sept 15, Dec 15.
      • These feed into the Society Marshal's reports which are due Apr 1, July 1, Oct 1, Jan 1
  31. Experimentation

    This global chapter is included in all of the handbooks so that the way experiments are conducted is consistent.

    Changes:

    • We have created a standard template to capture neccesary information to approve, track, and monitor programs.
    • There are now 3 levels of administration control, depending on risk and participation levels. Society and Society+Kingdom-level programs provide greater control and risk management, and provide a consistent approach. This enables better management of activities that could have higher risk level through common controls and training. It also better supports activities that may have lower numbers of participation by reducing the burden on local kingdoms with shared marshals and a centralized authorization process/tracking. Kingdom-only is the traditional experimental program method.
  32. Handbook updates

    This global chapter is new for all the handbooks. It includes the process for changing the Society Marshal's Handbooks and how that flows into kingdom handbooks, including their electronic versions held in the wiki.

    Changes:

    • All kingdom additions and changes must be submitted to the Society Marshal or the appropriate Deputy Society Marshal for review and comment. This ensures that kingdoms do not drift into incompatibility or inadvertently allow things that are not allowed at Society-level.
    • When Society rules are updated, kingdoms must update their handbooks within a specified timeframe, though kingdoms can ask for extensions if needed.
    • We have included the process for managing rule changes with affiliate organizations, recognizing that they have different needs and processes.
  33. Glossary

    Many of the terms from the Glossary are now also directly included in the chapters they are relevant for, and new definitions from other chapters have been added to the Glossary.

    If you identify a discrepency between an entry in the glossary and in the rules, use the version in the rules, and let us know so that we can correct the glossary. There should not be rules that affect the way we play hidden away in the glossary!

  34. Change log

    This edition of the change log will be a different to how they look moving forward. Ideally there will be fewer changes to note! In future, they should be in the format of:

    • Rule identification: Which rule is changing?
    • Was: the text of the old rule
    • Now: the text of the new rule
    • Functional change: What does this actually change about the way we do things? Sometimes there's none, we've just come up with an easier way to word it.
    • Reason: Why are we making this change?

    Changes of note will also be noted in the Notes tab linked at the top of the Chapter. This information doesn't appear in the PDF of the rules, but is a record of what changed when and why, so that we can remember that yes, madus were banned between 2013 and 2015, but they are allowed now. It helps future us understand why a rule change was made if we ever think about changing it again.

Changes post approval

Fixing typos, and updating links to be able to navigate within the pdf.