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Rapier Combat Conventions for Estrella War XXIII

 

I.                   Rules of engagement

A.    When a question about a scenario is raised but not covered by the rules of the individual scenario, then safety, common sense, playability and historical accuracy – in that order – will be the guiding forces in determining the solution.  “Rules Lawyering” is not and will not be tolerated.  Anyone trying to be a rules lawyer will be asked by the marshal in charge to stop; if the individual continues, he will be removed from the field at the discretion of the MIC.  In addition, anyone lacking common sense will be asked to leave the field, as a matter of safety.

B.    A marshals-and-commanders meeting will be held Thursday evening at 8pm to discuss any pertinent issues.

C.    All field marshals will carry notepads to record any incidents that arise on the field.  Fighters who enter into a conflict will be instructed to accompany one another to a marshal so the name of each combatant, the nature of the dispute, and the resolution can be recorded.  Any fighters leaving the field without resolving their issues shall forfeit their right to make a complaint at a later time.  On the field is the time to resolve issues.

D.    All melee scenarios will be fought using “Death from Behind,” and “180º Engagement” models.  “Death from Behind” is performed by approaching an opponent from behind and laying a sword blade (not a dagger blade) on his shoulder with a minimum of 1/3 of the blade visible to the opponent, and calling “dead from behind m’lord” at a minimum.  The fighter being killed from behind is considered dead upon seeing a blade over his shoulder or hearing his opponent call him dead, and is not to duck, spin, twist etc. out of the way.  Only one opponent may be killed from behind by an individual, regardless of the number of swords that he wields.

E.     Atenveldt allowable blade conventions will be observed with one addendum: any fighter who is authorized in a Kingdom where “flexi- dagger” type blades are allowed will be allowed to use them for rapier combat.  Cut and Thrust combat is standard in all tournaments, as per Atenveldt rapier rules combat, unless otherwise stated in the tournament description in the Gatebook, but is not allowed in any melee combat. 

F.     All of the scenarios on Saturday will contain rubber band guns.  The number of shots allowed to a side will be equal to 15% of the numbers of the opposing Allied Army.

G.    Any scenario that takes less than 15 minutes may be fought best 2 of 3 at the discretion of the MIC.

H.    Rapier Marshalate Point will be open from 9am to 5pm, Wednesday through Sunday.  Staffing responsibilities will be as follows: Wed: Atenveldt, Thurs: Caid and Outlands, Fri and Sat: all four Principal Kingdoms, Sun: Atenveldt and Artemesia.

I.       Non War Point Scenarios will begin at 12:30pm Friday and Saturday.   War Point Combat will begin promptly at 1pm.  At the beginning of each scenario, the field will be sealed.  Any fighters may be inspected during any scenario to enter the field for the next scenario.  Each piece of armor need be inspected only once, but weapons must be inspected daily at marshals point.  

J.      There shall be at least one marshal on the field during any combat.  There shall be no less than one marshal for each 25 fighters on the melee field.  The Kingdom Rapier Marshal (or appointed representative) from each Principal Kingdom shall be on the melee field at all times during war point scenarios.

K.    Fighters may engage in melee combat only after the MIC has received acknowledgement of readiness from both armies and has instructed them to begin.  All fighters are considered engaged with all other fighters upon the call of “lay on.”

L.     Marshals or combatants may call “hold” when safety is compromised, a rule has been violated or, in a tournament, a combatant has a question about a touch.  A safety issue could include – but is not limited to – a combatant falling, or becoming involved in a dangerous, uncontrolled situation, or equipment failure.  During tournament combat, a hold need not be called for a dropped weapon unless the weapon itself presents a hazard.  When a hold is called, all combatants will assume a non-threatening posture with their weapons pointed either upward or downward, awaiting direction by the marshals.  Local holds may also be called at the discretion of the marshals.  As per common sense, fighters should avoid using the word “hold,” or any other words that could be heard as “hold.”  Fighters using such words will be warned once, and if they offend again, will be removed from the scenario.

M.  Marshals shall use the phrase “edge of the world” to warn combatants that they are approaching the edge of the field.  “Edge of the world” in no way implies a hold.  If a group of fighters is pushing another fighter (or group of fighters) off the field of combat, a warning of “edge of the world” or equivalent shall be voiced by a marshal.  If the fighter(s) are pushed off the edge of the field, they are dead, and will be informed of such by the marshal.

N.    At “lay on” of a melee, or anytime thereafter, any fighter on the field who is not fully armored will be called dead by the marshals and must immediately exit the field of combat.  Any fighter who removes his mask before exiting the field will not be allowed to fight in the next scenario, and may be required to marshal. 

O.    In judging the effects of blows, all combatants are assumed to be unarmored.  Combatants need only make their blows be felt through the clothing of their opponents.  No touch is assumed to have its effect negated by protective armor or clothing.  There is no “armor as worn” rule in use during melee combat.

P.     The entire body is a legal target area.

Q.    Valid touches are thrusts or push or draw cuts over 6 inches.  During non war point mixers, tip cuts will also be considered valid blows.  A tip cut is the sliding of the tip of a weapon across any part of an opponent’s body.  Tip cuts must be 6 inches long, or across the majority of an appendage (i.e. a wrist or knee) that is less than 6 inches.

R.    Society rules will be utilized for determining the validity of killing blows and wounding of appendages.

S.     If a combatant loses the use of both arms/hands, he may continue to act as a combatant on the field until he is approached by a fighter who has the use of at least one arm.  The armless fighter must then yield the field.  When approached, armless fighters may not run from an armed opponent.

T.     During melee fighting, any combatant who is killed must acknowledge the blow and fall down dead or exit the field immediately if possible.  When exiting the field, fighters should proceed in a direction that is open and away from active combat.  Fighters should not exit through opposing lines, unless unavoidable.  It there is no feasible exit from the current combat, a fighter should crouch down and exit the field as soon as possible.

U.    When a fighter is killed, he may utter a death cry of a single word.  Any other communication with any “living” fighters, whether verbal or non-verbal, is prohibited.

V.    A fighter may not “stall” his exit from the field to allow his fellow fighters to adjust their position.  Additionally, fighters may not hand off weapons (including rubber band gun ammunition) to other fighters.  Violation of this convention may result in removal from the remainder of the war point scenarios.

W.  Fighters exiting the field must clearly identify themselves as dead, preferably by carrying their weapons crossed over their heads.  If dead and asked if they are dead, fighters must answer in the affirmative.  Failing to do so will result in removal from the next scenario.

II.                Alternative War-Point Tournaments

A.    Should occasion arise rendering us unable to fight the melee scenarios, then the War Points for that day will be decided by tournaments.  Sufficient space will be allocated should these tournaments need to take place.

B.    All combat rules listed above shall apply to these tournaments. 

C.    The Tournaments

                                                              i.      Champions’ Tournament.  Each Principal Kingdom’s Crown or appointed representative will select 10 fighters to enter the tournament.  A standard double-elimination format will be used, pairing fighters from opposing sides until only one Allied Army survives; the surviving side will be declared the winner.

                                                            ii.      Bear Pit.  For one hour, fighters will form up in two lines – one for each Allied Army – and enter the erik, one from each line at a time, in an attempt to take and hold the field.  Wounds carry over from fight to fight.  As fighters are killed, they may choose to re-enter the back of the line.  Only fighters declaring for opposing armies will fight each other.  Kills will be tallied for each Allied Army, and the winner will be the side with the most wins.  As many fighting fields will be allocated as possible. 

                                                          iii.      Five-Man Team.  Each Allied Army may field as many 5-man teams as they are able.  Standard single-elimination, best 2 of 3 format will be used.  No fighter may be on more than one team.  Only teams from opposing sides will do combat.  The tournament will be fought until one side is no longer able to field a non- eliminated team.

 


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