Proposed Draft Under Review Version 1.0
These rules will not become official
until they are posted on the Marshal's site at pennsicwar.org. Before
then, they will be reviewed by the Earl Marshals and other affected parties.
Please send any comments to
roderick@siegetheday.info
Siege Weapon Rules
Greetings from Lord Roderick McKraken
Pennsic 38 Siege Weapons Marshal in Charge and
Middle Kingdom Deputy Siege Marshal.
Official siege activity at Pennsic 38 will be limited to the main
battlefield. In case of disputes, the
Pennsic 38 Marshal in Charge will make the final
call. Society siege rules will be used for governing all siege activities
unless otherwise stated below.
For the battles in which siege will take place, please see
the Battlefield Schedule.
A
day for late inspections, target competition, siege duels, and siege
authorization classes is planned. It
will be on the battlefield on the same day as the woods battle. See the class schedule for the siege related
classes. Members of
other kingdoms wishing to take the Midrealm siege
engineer authorization class should get permission from their kingdom earl
marshal to have the Midrealm authorization procedure
count for their kingdom.
Marshals
All Siege Marshals shall wear the standard black Marshal
Tabard with staff, and at least SCA required personal protection of goggles or
a helmet in battles that have missiles. If you are going to marshal in armor a tabard
over the armor and helmet with drape is required. Please
be at Marshals Point 45 minutes prior to any battle you will be marshaling. All meetings for siege marshals will be
posted at Inspection Point.
Changes
There may be changes to scenarios, rules, and schedules;
these will be posted at Inspection Point.
Siege Ammunition Damage
- Blows from siege-class
ammunition (1-pound rocks, 4-tennis-ball clusters, and 48-inch ballista bolts
all of which are colored yellow) will be judged fatal upon striking any legal target area and will kill
through shields. Hand weapons hit
by siege-class munitions are destroyed; anyone intentionally blocking or
deflecting siege-class munitions with a weapon may be declared dead by the
marshals.
- Siege Munitions are
considered spent upon striking a weapon, a fighter, the ground, or a battlefield
structure. Only the first fighter
hit is dead.
- Small Arms Munitions
(single tennis balls and tube-shafted combat archery arrows and bolts)
fired from a siege engine will be treated as combat archery projectiles.
Siege Engine and Structure Inspection
Siege inspection will take place on the battlefield towards the end of the
first week. Please reference the
Battlefield Schedule for dates and times.
A late inspection will take place prior to the missile competition on
siege activity day (woods battle day). Get
your engines and structures inspected early, so if you have a problem you will
have time to get it fixed and re-inspected. Inspections will not be conducted during war
week except on siege activity day.
What to Expect During Inspection
Engines
- Preliminary
inspection of the engine shall be made before any shots are fired. This
inspection should be to check for structural integrity of the components
of the engine. This structural inspection will be done according to
specifications published in the Society rules.
- The
operational demonstration phase of the inspection shall, at minimum,
consist of 4 shots in a row without mechanical failure from the engine when
configured for the maximum power it will use on the battlefield. These 4
shots shall deliver the ammunition between 40 and 80 yards (36.6 to 73.2
meters) for a catapult or trebuchet.
The maximum range for a
ballista will be 70 yards when firing at an angle of between 40 and 45
degrees elevation. The siege
engine shall consistently deliver the ammunition in a reasonably straight
and stable path downrange (curving due to cross wind is acceptable).
- Static
inspection for stability of the engine, mechanical observation of the
framework and the mechanism shall be made after the firing.
- The
crews of direct fire engines should be willing to receive a shot from
their engine at minimum range, while in armor, should it be requested.
Siege Tower and other Structure Inspection
- Inspection
will include at a minimum; structural integrity, stability, condition of
hardware, condition of any safety devices (barriers, walls, etc.).
Inspection will ideally be made with a maximum load of armored combatants
on board the siege structure. Inspection will include a demonstration of
mobility if the structure is designed to be mobile. (Please refer to
Society Siege rules for approved Structure Construction)
- If you
are planning to bring a siege structure, make sure that the Siege MIC has
a clue about it, so you do not bring it miles and miles and then find out
it will not be allowed. I really don’t wish to cause hard feelings. Thank
you!
Ammunition Inspection
All weapons must now abide by the
half inch rule. They may not penetrate a
face grill by more than a half inch.
Ballista bolt fins must use pipe
insulation or techniques that abide by this rule.
- All
missiles must be inspected for that day's use and be so marked with the
color of the day.
- Your
siege ammunition will be inspected when your siege engine is
inspected. You can also have your
siege ammunition inspected at marshal’s point if there is a siege marshal
there. Check postings at Inspection
Point for specific times. Siege
ammunition inspection will also take place on the battlefield immediately
after a siege battle.
3.
It
is strongly encouraged to get your ammunition inspected the day before a battle
since showing up prior to the day's activities may result in insufficient time
to have equipment inspected.
4.
All
Siege Ammunition must be labeled with the owner's name, group and kingdom in
English on the shaft. If a group owns ammunition, then you may use the group's
name and Kingdom.
5.
After
each battle that uses siege ammunition, the bolts, rocks, and other approved
siege projectiles will be re-inspected for the next day’s battle and marked
with that color of that day. Please help
glean the field and bring all siege missiles to a designated spot to be
re-inspected
6.
Siege
ammunition inspections at Inspection Point will cease 45 minutes prior to the
posted start time of any battle.
When a Hold is Called
All Holds will be general holds for siege engines.
An engine may not be loaded during a Hold and any missile must be removed
from the engine until “Lay On!” is called. If a ballista is cranking the string
back it must be safely returned to a non-cocked state. For engines that can
stop the cranking at any point (such as with use of a ratchet) they are to stop
once Hold is called and not resume until “Lay On” has been called. The crew of
an engine shall not fire its ammunition once a Hold has been called. Violation
will result in both the engine and crews removal from the battle.
Engagement
- All
fighters are engaged with siege engines at all times during a battle no
matter which way they are facing.
- Direct
fire engines shall not be discharged against personnel within a range of
thirty feet or in such a manner as to willfully allow the projectile to
leave the Battle Area Proper or land in designated Unsafe Zones.
- No
engine will be discharged while any non-crew person is within a 5 foot
range of moving parts. Larger safety zones may be designated where
necessary.
Destroying Siege Engines and Structures
The proper way to destroy these weapons is to safely
approach the engine or structure, lay your weapon on it, and declare “this
weapon is destroyed” (as with a declared kill from behind). This shall be done
in a safe and deliberate manner, not in a rush while engaged with another
opponent. Siege engine crews are to be treated as any other fighter on the
field. If they are authorized for armored combat and have a secondary weapon,
they may use it. If not, they may be killed as an unarmed or helpless opponent;
if they yield, do not strike them. Active
combat should not take place within 5 feet of an active siege engine. If this
situation arises, a hold should be called and the engine declared destroyed.
Siege engines may also be destroyed by 3 hits from a
ballista bolt, 3 hits from a four-tennis-ball rock, or 1 hit from a one pound
rock. Siege towers are only destroyed by
3 hits from a one pound rock.
Crew Requirements
- Siege
crews are classified as full contact combatants and therefore should be
armored and prepared to take a reasonable hit and yield safely as per the
SCA Marshal’s Handbook. Siege personnel may choose to leave the engine and
fight if they wish. Remember, if the number of crewmembers at the engine
goes below the minimum number
required for that class machine, it may not be operated.
- Crew
members wishing to defend an engine may do so as long as all action takes
place over 5 feet from the engine.
- Anyone
crewing an engine in combat situations must be an authorized siege
engineer.
Special Siege Items
- Castle Rocks
- The "Rock"
is equivalent to a 50# Stone.
- The shape must be
irregular and be at least 12 inches x 12 inches x 18 inches.
- The construction
must be of open or closed cell foam, wrapped entirely in gray tape and
may not exceed 32 ounces in weight.
- Rocks may be dropped
by any fighter in at least SCA minimum armor
- The Rock may NOT be
thrown. It must be dropped and may not be used unless the wall averages
approximately 8 feet in actual height to the exterior ground level.
- The Rock is a SINGLE
HIT, SINGLE KILL device.
- Rocks may not be gleaned,
but may be recovered between battles.
- Expended Rocks have
no further effect and are considered non-interactive debris for the
duration of the battle.
- There is no limit on
stockpiling Rocks.
- Battering Ram
- The "Ram"
is equivalent to a 300 pound log with rope handles for carrying.
- The Ram should be
made of 4 to 7, 3+ inch
diameter closed cell foam "Pool Noodles" at least 4 but no more
than 8 feet in length.
- It must be wrapped
at both ends with Duct Tape and every 2 feet down its length.
- Rope handles should
be placed at appropriate intervals for carrying and use. These handles
should be long enough for easy gripping with armored hands, but short
enough to reduce the risk of entanglement.
- The Ram must be
manned by at least 4 soldiers and no more than 8. These soldiers may not hold
weapons.
- Should the crew be
reduced to less than 4 the Ram may not strike until the necessary
substitutions can be made.
- The Ram must be
backed off 3 feet between strikes.
- Four strikes forces
the door
- Rams are not damaged
by any weapons or missiles.
- Battering Rams may
only be used against designated structures and not against people.
- Caltrops
- A Caltrop is a Area
Denial Weapon made with 1-1/4 inch pipe insulation or other closed cell
foam assembled with tape to make a trapezoidal assembly no more than 12
inches tall with no reinforcements.
- The profile for a
Caltrop must be at least 6 inches tall. Tips must be yellow taped and
designed not to penetrate face grills.
- Caltrops may be
dispersed during set up by a siege engineer or may be dispersed via Class
"A" Engine or siege engineer during Battle.
- Caltrops inflict a
debilitating injury and a fighter stepping on one must "take a
Leg" if stepping on one.
- A fighter may avoid
or remove a Caltrop with an unencumbered hand. Caltrops are NOT thrown weapons.
- Caltrops may not be
repositioned by the dispersing side.
- Villes
- Villes
represent spear type pickets carried by soldiers that may be assembled as
improvised battlements.
- Villes
are made of 2 to 4 inch diameter pool noodles tipped with yellow tape
representing thrusting tips with the body wrapped in tape, preferably brown,
for stiffness. They must be at least 5 feet long.
- Villes
do the same damage as a spear if a fighter runs into them.
- They may be
assembled with tape to make "jacks" as individual obstacles.
- They may be
assembled as a picketed fence by joining them together.
- Villes
obstacles must be placed BEFORE a battle as agreed per scenario. They may not be repositioned by the same
side or reused by the opposing side.
- Villes
may be removed by designated Sappers with one free hand. Sappers may only remove villes and may not fight during the removal.
- Removed villes are removed from combat.
- Villes
may not be used for any other purpose and are not hand held weapons or throwing
weapons.
- Boiling/Flaming Oil
- The oil is
represented by a mass of open or closed cell foam in irregular chunks
dispersed from a bucket or barrel.
- The chunks must be
at least 2 inches x 2 inches x 2 inches.
- The construction
must be of open or closed cell foam and be wrapped entirely in red or orange
tape and may not exceed 4 ounces in weight each.
- The dispersing
container may be of 1 to 35 gallon size, but may not be dropped with the
“Oil”.
- Oil may be dropped
by any fighter in SCA minimum Armor, but containers over 5 Gallon size
must be manned by 2 individuals.
- The Oil is a SINGLE
HIT, SINGLE KILL device.
- Oil may not be gleaned,
but may be recovered during Battles.
- Expended Oil has no
further effect and is considered non-interactive debris for the duration
of the Battle.
- Oil blown back on a
pourer is fatal.