Armored Combat:Change log: Difference between revisions

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*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 awate of the changes.
*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 awate 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.
*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.
==Editing pause==
<li>'''Authorization process example'''
<li>'''Authorization process example'''
<P>This chapter is an example of an authorization process that kingdoms can use for armored combat 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.
<P>This chapter is an example of an authorization process that kingdoms can use for armored combat 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.
Line 109: Line 108:
**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.
**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.
*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.
<li>'''Accessibility'''
<P>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.
==Editing pause==
<li>'''Safety resources'''
<P>This entirely new chapter will appear in all of our handbooks.
<P>It includes information about managing concussions, including a '''strong recommendation''' 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.
<P>We recommend that kingdoms develop heat policies to help prevent heat injury, and air quality policies.

Revision as of 22:44, 27 March 2025

Change log

Completely new version

The Society Marshal commissioned a complete reveiw of all of the handbooks for all martial diciplines. 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 particpate, 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 is structured the same way, so that you can easily find key differences. You should find the same kind of information in the same chapters whether you are looking at armored combat, fencing, or target archery.
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, where handbooks should have the same content (eg how you report an injury) they pull the same content from our global pages - rules that are global across all of our disciplines. If those rules are changed, they will change consistently for all disciplines.
Redline copy isn't available
Because we have rebuilt the rules from the ground up, a direct redline version of the rules from the old rules is not possible. But the old rules have been accounted for - many are just reworded for clarity and Plain English, many are now in a different (hopefully better) location, but we will point out the rules that have actively changed the way that we play.

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 catheories. 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, 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 general 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, reagrdless 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

    We have gathered all of the rules that apply to when you are allowed to attempt to strike someone. Some were scattered throughout the old handbook.

    Changes:

    • There are now stated rules for engagement at Society level. These were not inlcuded previously.
    • If your kingdom allows killing from behind, it must be the prescribed way. We don't want to have different expections 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.
  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 constuction 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.
    • 2-inch Mandrake brand thrusting tips are no longer allowed on any weapon longer then 7 1/2 feet, not just spears. They were never intended for or tested on long weapons.
  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:

    • 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 certified people need to sign off on your authorization. We have added a video option for if you don't have an authorzing 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 awate 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 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 currently certified 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.
  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.

    Editing pause

  21. Safety resources

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

    It includes information about managing concussions, including a strong recommendation 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.