West Kingdom--Armored Combat:Conventions - Rules of engagement

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Conventions of combat - Rules of engagement

Definitions

  1. In SCA martial disciplines, we say combatants are "engaged" when they are allowed to strike each other.
  2. To be "engaged" with an opponent means that you and your opponent are aware of each other's presence and should expect to be struck.
  3. You are not allowed to strike at an opponent if you are not engaged with them.
  4. Scenario rules can define the specifics of "engagement", as long as they are clearly explained to all participants before combat begins.
  5. Unless otherwise specified, the engagement rules listed below are the considered the standard.

Types of engagement

Single combat engagement

  1. In tournament single combat, you are engaged with your opponent at all times.
  2. If you are engaged with an opponent and you turn your back on them, your opponent is allowed to strike at you until you leave weapons range.

Group and melee engagement

  1. In group and melee battles, engagement is obtained when your opponent becomes aware of you. (e.g. moving into their line of sight, 'tapping' them with your weapon, shouting, being part of a unit, or other means).
  2. Unit engagement happens when two or more cohesive units of two or more opposing combatants meet in combat.
    1. Units can be of unequal size, and can engage a single person.
    2. Everyone in a unit is considered to be engaged with all combatants in the other unit(s).

Ranged weapons engagement

  1. If you are using a ranged weapon, you are considered engaged with all other combatants on the field subject to relevant minimum range requirements.
  2. Missile blows can strike from any angle and regardless of your awareness of the ranged weapon combatant or siege engine.
  3. If you are using a handheld weapon, you engage ranged weapons combatants as if they were any other combatant on the field.
  4. If the scenario prohibits ranged weapons combatants from specifically targeting the back side of an opponent:
    1. If you deliberately turn your back to avoid missiles and a missile strikes you in the back, it is still valid.

Siege engine engagement

  1. The following standards may not be altered.
    1. You must stay clear of moving parts.
    2. You must not strike or thrust siege engines/structures with handheld weapons.
    3. A siege engine that is considered destroyed must be secured/made safe.
    4. If fighting occurs within 5 feet (1.5 m) of an active siege engine (cocked or loaded), a hold must be called and the engine declared destroyed and secured/made safe.
  2. When possible, approach siege engines/structures from the side.
  3. You destroy a siege engine by closing to within 5 feet (1.5 m) of the engine/structure and declaring, "This weapon is destroyed."
  4. In the event that a siege engine crew has been killed or captured, but the engine or structure itself has not been destroyed, the engine or structure may continue to be used by the capturing army.
  5. Siege engine crews are fully armored combatants, and you should treat them as any other fighter on the field.

Death from behind

General

  1. Kingdoms can choose to allow combatants to kill opponents from behind in battle scenarios by using the "death from behind" maneuver.
  2. If your opponent is not engaged with you, striking them from behind is always forbidden. This standard must not be altered.
  3. You must not deliberately ignore an attacker behind you, or repeatedly maneuver to keep your back to an attacker (thereby preventing an attack on you).
  4. If you are not allowed to use the "death from behind" maneuver, or you cannot safely execute the maneuver, you must move to engage them as an individual or unit.
  5. If a fighter is engaged with you, even though you are allowed to strike them from behind, the death from behind maneuver is preferred (if allowed).

Death from behind maneuver (where allowed)

  1. Killing an opponent from behind can be accomplished by placing a weapon over your opponent's eye slot (or, for a two handed weapon or spear, upon their shoulder so that the point would be visible to your opponent) and stating loudly, "You are dead from behind".
  2. If you are an archer:
    1. The hand you use to perform the kill must have full hand protection which also protects your fingers and thumb.
    2. You can use an arrow or bolt, but not your bow or crossbow.
  3. You need to repeat this maneuver for every opponent to be killed in this manner.
  4. You must take enough time that your opponent acknowledges your presence (or could have) before attacking another opponent (roughly 2-3 seconds).
  5. You may not do this maneuver while running past your opponent.
  6. If you are being killed from behind:
    1. You are presumed dead as soon as the process has started.
    2. You cannot spin or turn to engage the fighter.

Helpless opponents

  1. You must not deliberately strike a helpless opponent.
  2. Depending on the scenario or tournament rules, you may be allowed to declare a helpless opponent dead, ask them to yield, or allow them to regain the ability to continue safely.
  3. If you get an unfair advantage by repeatedly becoming "helpless" (for example, by falling down or losing your weapon), the marshals will warn you, and if you do it again, they will force you to yield the fight. However, your opponent can ask the marshals to let the fight continue.

West Kingdom additional Rules for Engagement

  1. Against kneeling fighters:
    1. You are expected to turn a kneeling fighter so they are not facing into the sun.
    2. When one combatant is kneeling other is standing, it is forbidden for the standing fighter to initiate a circle or "corkscrew" of the kneeling fighter. It is allowed for the standing fighter to follow the movement of the kneeling fighter.
    3. It is forbidden for a standing fighter to run over or press a kneeling fighter to the point that the kneeling fighter cannot straighten their upper body perpendicular to the ground. This rule is meant to allow the kneeling fighter to straighten if they desire and is not intended to keep the standing fighter from leaning forward to stay in range if the kneeling fighter leans back. The kneeling fighter is not permitted to remain leaning back so far that they are using the ground as protection from blows.
    4. The standing fighter is forbidden from "breaking the plane" between the legged opponent's knees.
  2. Special circumstances:
    1. A fighter is not required to stop a combination when an opponent is wounded. Thus, if a blow to a limb of a fighter is followed immediately by a killing blow to fighter, the killing blow will be counted as good.
    2. Any fighter whose helmet or chinstrap breaks, or visor opens, or becomes seriously dislodged in combat will be considered dead. If both contestants wish to appeal, they may do so using the marshalate chain of command.
    3. Any fighter that wishes to change weapons form or type during the course of one round of combat must obtain their opponent's consent. Failure to object when asked, or at the time the change is occurring shall be presumed to be consent.
  3. You should avoid intentionally targeting the groin area. If such blows are thrown repeatedly, it shall be presumed to be a violation of the Rules of the Lists number three.
  4. If announced by the marshal-in-charge before war scenarios begin, "plate is proof against missile weapons" (not siege weapons) allows fighters to dismiss missile weapon strikes against metal plates that must be four inches by four inches or larger.
  5. Death From Behind is permitted in war-like team versus team scenarios.
  6. If a secondary weapon is intended to be used in a bout, it must be brought to the field prior to the initiation of the bout. The opponent must be advised that it is available.