Cut And Thrust:Overview of cut and thrust
Overview of cut and thrust
Introduction to cut and thrust
SCA cut and thrust combat recreates the style of unarmored and civilian combat that took place from approximately 1300 to 1600 A.D., using clothing, protective gear, and simulated weapons meeting SCA standards. This is similar to SCA rapier combat, with the main differences being - percussive cuts are allowed, stiffer blades, and additional armor requirements.
Combatants face each other in single combat in tournaments, and can also participate in melees and battles with multiple combatants on each side. There is something for everyone, from one-on-one duels, to town battles and tavern brawls or even civilized wartime skirmishes with spears and missile weapons.
Combatants wear protective gear, which is covered by or made to resemble clothing or armor of the time period, and use blunted steel practice swords and daggers that closely match the actions and dynamics of real weapons of the era. These are heavier and more authentic than modern fencing foils, epees, and sabers. Combatants also use shields, cloaks, walking canes and other items - including their hands - to assist in their defense. SCA cut and thrust combat is also fought "in the round" - you may move in any direction within the boundaries of the combat area.
Participants often study and use techniques from the historical manuals of fencing masters in London, Italy and Spain, such as Fiore, Danzig, Talhoffer, Liechtenauer. Others have adopted techniques and weapons found in regions far from Europe such as katanas from Japan and shamshirs from Persia.
Everyone fighting is presumed to be wearing thin clothing, and that a sharp weapon would have penetrated skin regardless of the protective gear or armor you are wearing. Both thrusts and draw cuts are allowed. The optional techniques of push and tip cuts are allowed depending on your kingdom. Percussive cuts are not allowed in rapier combat, but are allowed in cut and thrust combat.
| Rule | Rapier combat | Cut and thrust combat |
|---|---|---|
| 9.3 - Allowed blows - Percussive cuts | Not allowed | Allowed in all kingdoms |
| 12.4.1 - Armor - Head | Rigid material on your face and sides | Rigid material on your entire head (face, sides, and back) |
| 12.4.3 - Armor - Hands and wrists | Not required to be covered | Back of the hands and wrists required to be covered with padding and/or rigid material |
| 12.4.4 - Armor - Elbows | Not required to be protected | Must be protected by a minimum of resilient padding of 1/8 inch |
| 13.2.4 - Blades | Single sword and two-handed sword blades must flex at least 1 inch (25 mm). Dagger blades must flex at least 1/2 inch (12.5 mm) |
All metal bladed weapons must flex at least 1/2 inch (12.5 mm) |
Classes of participant
- The term "combatant" or "fighter" is used in these rules to refer to people who are actually fighting.
- The term "marshal" is used to refer to people who are supervising the fighting and fighting area.
- Non-combatants are people such as marshals, heralds or fighter support, who provide a supporting role to combat or are present on the field during combat without being part of the combat or fighting itself.
- Spectators are anyone present in the general area where combat activities are taking place, but not on the field.
Cut and thrust combat activities
Cut and thrust combat includes:
- Single combat - between two individual combatants.
- Melee combat - multiple combatants, which may or may not include ranged weapons.
- Combat with ranged weapons, such as combat archery (for rapier combat and cut and thrust) and rubber band guns.
Authorization categories
- The minimum authorization categories which require separate authorizations are:
- Cut and thrust combat
- Spear
- Combat archery (for both rapier combat and cut and thrust combat)
- Cut and thrust combat weapons typically fall into 6 forms:
- Dagger
- Single-handed sword
- Two-handed sword
- Spear (thrust only)
- Ranged weapons and missiles
- Defensive equipment (aka defensive secondaries)
- Kingdoms are allowed to define additional types of authorizations and requirements, such as authorizations in specific weapon forms, categories, or multiple groupings.