Titles for Activities

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					Active Battlefield Scenarios will fall under the
SIEGE STANDARDS and Specific Scenario needs .
Titles for Activities:

Siege weapons inspections will take place as scheduled unless; 1) Prior approved reservation
has been made (by 4 PM) with the Siege General (Lord Graywolf the Gonner) or the General for
CA (Master Ekk) AND 2) approved by the Battlefield Coordinator.
Engines/Engineers and Combat Archers believing that inspection, et al, will be at their
accommodation will find they are delayed to the next day or disqualified.

Classes will be given for both Siege (2 to 3 PM) and CA (3 to 4 PM) on all days in the Siege Tent.




                                 The Schedule
                                   and Rules
                                       for
                                 Pennsic XXXV
                                  “Missile Day”
                                       A small Preface:

         Missile Day is an ambitious endeavour. It will need all the effort Siege
and CA can put out. It will show how much we are devoted to our portion of the
SCA Martial Arts. We will need an honest effort from both Marshals (All Fields)
and those who want to see either Art progress. Scorers, Scouts for Boundaries,
and simple Labour Help are needed. Helping doesn’t mean you can’t Play! The
more people assisting the easier and the more fun it will be. Even if you don’t
currently do Siege, CA, or Combat Thrown Weapons, you are still welcome to
watch and assist if you wish. Also remember that for Target Shooting we allow
participants down to 14 years old so long as they are not in events that receive
Fire. Those that take the Classes at Pennsic will be able to compete as long as
they pass the criteria for their Event.



1000 to 1200 IKSWC Shoot (limit 20 Engines) and CA 4 Point Tower Target Shoot (limit 30).
Both will be Time Limited and scores will go toward both individual and overall highest position in
CA and Siege. [2 events]

1200 to 1300 Spamalot for Siege (limit 20 Engines), Hogan's Alley for CA (limit 30), Running
Attack for Combat Thrown Weapons (limit 30)
1300 to 1400 Spamalot for CA (limit 30), Siege Hogan's Alley (limit 20 Engines), Murder Hole for
Combat thrown Weapons (limit 30)

1400 to 1500 Murder Hole for Siege and CA (limits 20 and 30 respectively)

1500 to 1530 Indirect Fire for Siege and CA Limits 20 and 30 respectively)

1530 to 1630 Break and reset for Final Shoots

1630 to 1730 Bowling Pin Shoot for Siege and CA (limits 20 and 30 respectively)

1730 to 1830 CA Sniper Duels (limit 16 first 8 from best scores of the day) ARMOR AND AUTH
REQUIRED!

1830 TO 1930 Siege Duels (limit 8 Engines with CA supported Crews up to 6 persons total,
Engines based on Highest Scores and available Armored Crew) ARMOR REQUIRED.

1930 until Dark Clean Up




Setups, Scoring, Paper Shufflers, Water Bearers, and Clears: 0800 to Close

        Anyone can help here. The work is light and you get to see how it works and be
part of one of the biggest combined Challenges the Society has ever had. We will try to
have shade on the field for those who stay out there and those doing the work in the Siege
Tent will be able to get out and see the Show. You can still compete and assist. (If we
have enough folks helping, I may even get to play in a few events.) We will give as
many breaks for the support folks as possible. You work hard, too.

Holds Called on the Field will be treated the same as on
a regular Combat Field. We want a Safe Day!

IKSW Shoot: 1000 to 1200

        Event will be run by IKSWC Rules as Follows:


Divisions

All siege engines and ammunitions are to comply with SCA and Kingdom rules for
armored combat use.

Direct Fire
Type A - May fire one large siege projectile, or up to five small siege projectiles.
Type B - May fire one small siege projectile.

Indirect Fire

Type A - May fire one large siege projectile, or up to five small siege projectiles.
Type B - May fire one small siege projectile.

Note: The use of Small Arms is not currently supported in the ISWC. Only siege
projectiles are to be used.

Distances and Ends

The distances of 30, 45, 60 and 75 yards are the course, with the back of the ground
square placed at each distance.

The engineer shall shoot from the same engine 5 discharges per distance, for a total 20
shots. Type A engines may freely select from one large or multiple small munitions per
discharge to the next.

Target and Scoring

An 8 ft by 8 ft square on the ground with a 2 ft x 4 ft vertical target placed at the back of
the square. The bottom of the vertical target shall be placed flush with the ground,
positioned in the middle of the back line.

The back line of the target ground box is to be placed at each distance (30, 45, 60 75
yards).

For Type A engines firing multiple small siege projectiles, hits into the ground square
shall score 1 point each, and hits to the vertical target shall score 2 points each. When
firing one large siege projectile, a hit in the box is 5 points and a hit on the vertical target
is 10 points.

For Type B engines, a hit to the ground square shall count as 5 points, and a hit to the
vertical target shall count as 10 points.

If a shot appears to hit the ground and at the base of the vertical target at the same time, it
shall score as a hit on the vertical target.

If a shot hits the line defining the box on the ground, then it shall count as a hit IN the
box.

A scoring shot shall only count once where it first strikes the target.

Conducting the Challenge
A qualified marshal shall inspect the siege engine and ammo for compliance with SCA
and local Kingdom laws.

The engineer may practice at each distance before shooting for score, limited only by
time and other requirements by the marshal of the line.

Before shooting for score at each distance, the engineer shall inform the marshal of line
of this intent.

The engineer may shoot for score the distances in any order or as per the marshal of the
line's requirements.

An armored spotter may be placed down range to verify scoring shots. The armored
spotter shall be inspected by a qualified marshal for compliance with SCA and local
kingdom laws. The armored spotter does not have to be a marshal.

The Challenge score may be conducted at an event or practice.

The engineer may participate in more than one scoring attempt per siege weapon
category per day (per marshal allowance), but only the highest score achieved per
category will count towards displayed rankings.

Submitting Scores

All scores shall be submitted to the keeper of The Challenge.

Scores may be submitted by e-mail to caedmon.Wilson@gmail.com or by postal mail to
4259 Darr Dr., Oxford, OH 45056.

Score submissions shall contain all required scoring information, or the score may be
rejected until the missing information is filled in.

Score submissions will be accepted up to two weeks after the closing day of the
Challenge.

The following information shall be submitted for engines the first time they have a score
submitted for them:

      Engine Name
      Engine Description (ie, Onager, Treb, Ballista, etc)
      Engine Categories Eligible
      Engine Builder(s)/Designer(s)
      Kingdom of Origin

The following information shall be submitted for all scores:
      Date and Event/Practice
      Engine Name
      Engine Category (DF or IF, A or B)
      Engine Crew Members (SCA Names only)
      Score at each distance
      Total Score




CA 4 Point Target Shoot: 1000 to 1200

        4 targets will be set at varied distances (Not Given but, less than 30 yards). The
Archer will be required to, depending on the availability of a Siege Tower, Run from the
Start Point (about 5 Yards), Mount the Tower, Move to a Position, Load his Bow, and Hit
each Target once. Or, if done from the Castle/Fort, Run from the Start Point to a Position,
Load and Shoot a Matching Target, proceed to the next Position, repeat for all Targets.
No Shot Limit.
        There will be a 120 second Time Limit. Each Target scores 2 Points. Time will
stop at the last hit or time limit. An extra point will be given for each 10 seconds not
used, rounded up. I.E. All 4 targets in 39 seconds nets 16 points. Points count to event
and overall score.

Spamalot for Siege: 1200 to 1300

        Spamalot Castle Target, 2 Engines per cycle. One Nasty Frenchman will appear
at one of 12 random points about the Spamalot Castle every 30 seconds from “Start” for
10 seconds or until Hit. Range is approximately 45 yards. The FIRST Engine to hit the
target gets 5 points. Time limit is 5 minutes. 10 Targets will be shown. The last 30
seconds either Engine may aim at Spamalot’s Towers a collapsed Tower is 10 Points. A
hit on the Spamalot Walls or Towers while the target is exposed is worth one point for
either Engine Shots through the Gate are worth 0 Points. Points count toward Event and
Overall Score. Targets May Taunt You.

Hogan’s Alley for CA: 1200 to 1300

        Castle Front, Both sides of Gate. Six total Targets will be shown for 5 seconds
each, 4 Bad Guys, 2 Friendly’s, one target every 30 seconds, range is 25 yards. Targets
will appear randomly in one of 3 Crenels. 5 Points for every Bad Guy hit and -10 for any
Friendly hit. You must CALL a “NO SHOT”, or it will be considered that you just
missed and Points will be deducted. No warning will be given of where the Target will
appear. Targets will be:
        Archer – Bad Guy
        Ax Thrower – Bad Guy
        Swordsman – Bad Guy
       Rock Dropper – Bad Guy
       Man with Baby – Friendly
       Man with Peace Banner –Friendly

       Points will count towards Event and Overall Score


Running Attack for Combat Thrown Weapons: 1200 to 1300

        South side of Castle/ fort, 4 Targets set at varied Ranges (less than 30 feet) from
Centerline of a 50 Yard run, Timed from Start to End. 30 second Maximum. 4 points for
each target and 1 extra point for each 5 seconds not used. I.E. 3 Hits in 14 seconds = 15
Points. All SCA Legal Combat Thrown Weapons may be used but, MUST pass
inspection. Armor is not required. No Retries. Points count for Event and may be added
to either a CA or Siege Score for the final events.

Spamalot for CA: 1300 to 1400

        Spamalot Castle Target, 2 Archers per cycle. One Nasty Frenchman will appear
at one of 12 random points about the Spamalot Castle every 30 seconds from “Start” for
10 seconds or until Hit. Range is approximately 25 yards. The FIRST Archer to hit the
target gets 5 points and the second hit is worth 2 Points. Time limit is 5 minutes. 10
Targets will be shown. A First and/or Second Shot hitting the Castle while the Target is
exposed counts for 1 Point. Shots through the Gate are worth 0 Points. Points count
toward Event and Overall Score. Targets May Taunt You.

Hogan’s Alley for Siege: 1300 to1400

        Castle Front, Both sides of Gate. Six total Targets will be shown for 5 seconds
each, 4 Bad Guys, 2 Friendly’s, one target every 30 seconds, range is 40 yards. Targets
will appear randomly in one of 3 Crenels. 5 Points for every Bad Guy hit and -10 for any
Friendly hit. You must CALL a “NO SHOT”, or it will be considered that you just
missed and Points will be deducted. A 5 Second Warning (small White Pennant) will be
given of where the Target will appear 5 seconds before it does. Targets will be:
        Archer – Bad Guy
        Ax Thrower – Bad Guy
        Swordsman – Bad Guy
        Rock Dropper – Bad Guy
        Man with Baby – Friendly
        Man with Peace Banner –Friendly

       Points will count towards Event and Overall Score


Murder Hole for Combat Thrown Weapons: 1300 to 1400
        South side of Castle, a single Target with a 2’ hole will be set at about 10 yards
from the Throw Point. Contestants start from a Start Line 10’ from their chosen side the
Throw Point. They may not move forward more than one step from the throw point.
They will have 4 tries over 30 seconds. First weapon THROUGH the hole stops the time.
Pass through is 10 points. Weapon may bounce through. Each 5 seconds not used is
worth 5 extra points. I.E. First pass through in 4 seconds 10 Points plus 25 Bonus for
time = 35 Points. . All SCA Legal Combat Thrown Weapons may be used but, MUST
pass inspection. Armor is not required. No Retries. Points count for Event and may be
added to either a CA or Siege Score for the final events.


Murder Hole for CA: 1400 to 1500

         South Face of Castle, a single Target with 2’ hole will be placed at about 30 yards
from the Firing Point. Contestants may load their Bow at the Firing Point. Once ready
timing will start at the Marshal’s command. Contestants will have up to 6 shots over a
total of 1 minute. Timing will stop on the SECOND shot through the hole. Each shot
through the hole will be worth 5 Points. A bonus of 5 Points will be given for every 5
seconds not used. I.E. The second and fourth shot go through the hole and the time stops
at 29 seconds, 2 arrows for total 10 Points, and 30 Bonus Points for time = 40 Points.
All SCA Legal Combat Archery Weapons may be used but, MUST pass inspection.
Armor is not required. No Retries. Points count for Event and CA Score for the final
events.

Murder Hole for Siege: 1400 to 1500

        Northern Face of the Castle, 2 Targets will be set at about 45 yards to create to
shooting Alleys where each engine will shoot at its own target, ONLY. Engines will
setup with their Front Wheels or Front Edge on the Line. Once ready timing will start at
the Marshal’s command. Contestants will have up to 6 shots over a total of 2 minutes.
Timing will stop on the SECOND shot through the hole. Each shot through the hole will
be worth 5 Points. A bonus of 5 Points will be given for every 10 seconds not used. I.E.
The second and fourth shot go through the hole and the time stops at 52 seconds, 2 Bolts
for total 10 Points, and 30 Bonus Points for time = 40 Points. 250# Rocks score double.
10# Rocks may only count one pass-through per firing. Bounce-Through counts. All
SCA Legal Siege Weapons may be used but, MUST pass inspection. Armor is not
required. No Retries. Points count for Event and Siege Score for the final events.

Indirect Fire for CA and Siege (Simultaneous): 1500 to 1530

       Full front of Castle with Artillery Spotters on the hill where they can see the
engines and target while safely out of range. Engines will form on a line 40 yards from
the wall and North of the Gate. CA will form at 35 yards from the wall to the South of
the Gate. Spotters for artillery my not point out the target to their Engines. The Ranging
Shot will be fired by ALL competitors simultaneously. All Scored Shots will begin at the
same time and the ranges will close at the same time. Scores will count for Event and
CA/Siege Scores for the Final Events.

        For Siege:
        This event will require a Spotter/Spy from each Engine, as you will not be
allowed to see your Target. You will not even be allowed to even retrieve your first shot;
that will be one of the jobs of your Spotter/Spy. Though a subversive, your “Operative”
must be willing to honestly be your Score Keeper. For this event you may add a special
piece of tape or other removable Mark to assist them in identifying you Missiles. If there
are have a lot of competitors, you will need it. You will be allowed 5 minutes to set your
Engines and will be advised roughly where your Target will be. Your Operative will be
safely aside or beyond your Range where they can see both your Engine and the Target.
You will have 1 Ranging shot. (This and the opening shot will be a great “Photo Op” as
every Engine that passed Inspection will likely be on the Line and launching all at once!)
Your Operative will collect the shot and meet you OUT OF SIGHT of the Target Area to
tell you how far you were off target. You or your runner will be given 5 minutes to get
your information, confirm “Signals”, and get back to the line. There will be a whistle at
Range Clear to go meet and a whistle for a one minute warning to get back. If the contact
sent is not back in time your Engine is retired for the rest of this event. You will have 3
minutes to reset. Then you will have 15 minutes to deliver up to 15 Missiles with
guidance from your Spotter via signals. There will be one Round only and it is open to
all Engines that can field Full Crew and Spotter. Spotters need not be Siege qualified but,
must be 18 years of age. No Armor required.

       Rules of the Competition:

       1. All competing Engines and Missiles must have passed Inspection.
       2. All Engines will shoot from the same Base Line. You will have
       APPROXIMATELY 5 minutes to set up your Engine.
       3. Proper Safety Procedure be must be employed at all times.
       4. The Engine must be registered for the Competition and crewed to SCA
       standards.
               A) Registration must include:
                      i) Kingdom
                      ii) Barony, Shire, et al
                      iii) Owner
                      iv) Type
               B) Score Sheet must be picked before the setting up.
       5. Decisions by the Marshal in Charge are Final.
       6. Targets
               A) There will be one 20 X 20 Target Areas.
               B) These areas will be marked with High Visibility Tape on stakes
               marking their perimeter.
               C) Distance of the Engines may be approximately 45 yards minimum and
               no more than 60 yards maximum to the front edge of the Target Area.
       D) Targets must not be visible to ANY of the Engine Crew other than the
       Spotter
       E) Spotters are not Targets and must stay beyond a line marked at a safe
       distance to the side or beyond the range of the engines. Their chosen point
       should allow a clear view of both the Engine and Target. Spotters may not
       cross the line for any reason during active range time.
       F) The first shot on the Target is not scored and is to be returned during
       the Spotter’s report to the Engine Crew.
       G) The Spotter will score each impact in the Target Area that makes its
       first contact within the area as 2 points. Bounces, rolls, and rebounds do
       not count, only first impact.
       H) The Spotter may advise corrections after each shot via signals.
       G) No crew member other than the Spotter is allowed to see the Targets
       until after all shooting is finished.
       J) Small Arms Ammo is not allowed, and all Missiles count as one shot
       each.
7. Shooting
       A) There will be a 5 minute setup time for engines to get positioned on the
       line and for Spotters to get into position. First come, First Serve: Engines
       must clear each other by at least 6 feet. The range can get really crowded.
       Be polite and courteous to you fellow Engines and Crews.
       B) At a Signal from the Marshal in Charge all Engines will launch one
       Ranging Shot.
       C) A whistle signal will be given and there will be a 5 minute time for
       Spotters to collect the shot and meet a representative of the crew away
       from the Target Area(s). Final clarifications with the Spotter and return of
       the shot are be done during this time. A whistle signal will be given as a 1
       minute warning. By the end of the 5 minutes the Spotter must have
       returned above the safety line and the Crew representative must be behind
       the Firing Line. Any team failing this will be disqualified.
       D) You will be given 3 minutes to prepare your crew and realign your
       Engine.
       E) At a signal from the Marshal in Charge you begin a 15 minute Shooting
       Cycle. 15 shot maximum.
       F) Any release of the firing Mechanism is considered a Shot no matter
       what the result.
       G) At the end of time or completion of maximum shots by all Engines, a
       whistle will end the shoot.
       H) You may, once the Range is closed, enter the Target Area, collect your
       expended Ammunition, and turn in your Score Sheets.
       I) If a Tie is perceived for any of the first 3 places, the tied Engines will
       then shoot a maximum of 10 shots, with the only signal allowed to
       indicate a hit or miss, alternating each shot from their ORIGINAL
       POSITION at the Other Target (the one they had not shot at) until the tie
       is broken. There will be no Ranging Shot or Spotter directing as the
              Target Areas will have been seen. Should both Engines continue to match
              scores the event will be considered a tie
       8. Handicaps
              A) All Engines will be working within their normal parameters and there
              will be No Handicap.
       9. Scores and Prizes/Awards
              A) Spotters will deliver the Score Sheets to the Siege Secretary at the end
              of this competition.
              B) The MIC and the Secretary will review the Scores.

         For CA:
         Your Aiming shot will be “Blind”. The target will start no less than 5 yards
inside the wall and no more than 10 yards beyond it. The Target area will be 20 feet
square and marked with Tape on Stakes. You may bring no more than 15 arrows to the
line. While the Spotters are returning the Siege Ranging Shots you will be allowed to
enter the Castle/Fort spot and recover your shot. This shot DOES NOT COUNT for
Score. You will have 5 minutes for this process. You may not speak with ANY of the
Siege Competitors either in or out of the Castle/Fort. Doing so will mean immediate
disqualification.
         When you return to the Firing Line you commence firing at the same time as the
Siege Engines. You will have up to 15 minutes to fire 15 shots toward the target. Time
will be signaled to close the Range. All shots that end up in the Target or that any part of
is in the Target counts as a hit and score 3 points. Only recovered rounds count. You
must show your recovered rounds to the MIC. Be sure they are labeled as yours even if
borrowed. There will be up to 450 arrows in the target area. Bring in someone else’s
round and you loose 5 points for each, and they will not like you effecting their score,
either. Shoot offs will be as above for Siege.
         Score counts for this event and total toward the Final Event.


Break and Reset: 1530 to 1630
       Any wishing to stay will be needed only for a few minutes if we have many
hands. We need to move Hay Bales and mark out the areas for the Sniper and Siege
Duels. If you are gong to eat, bring it back to the Siege Tent because the next shoot
needs to start right on schedule.


Bowling Pin Shoot for CA and Siege (Simultaneous): 1630 to 1730

       Siege and CA will be in their same relative positions at the Castle/Fort and same
distances away. Each group will have 3 shooting lanes each lined up with a Crenel and
one shooter at a time a total of 3 shooters at one time. Engines and Bowmen will have 6
shoots at the pins. CA will be timed at 3 minutes, Siege at 5 Minutes. You may start
Loaded. Timing will stop for each Competitor either when all 5 pins are down or time
runs out.
        Scoring is 1 point for each hit pin, 2 for each knocked down, should all pins be
cleared a bonus of 5 points will be given for each 10 seconds not used. Recovery of
Missiles will be after all competitors have shot. Points count toward event and total
Score for final CA event entry.
        A short break will be taken to check scores, Auths, and assign Entry for the
Sniper Duel.

Sniper Duel for CA: 1730 to 1830

        North-South prepared Aisles in front of the Castle/Fort. Archers for this event
are limited. The first 8 will be chosen from the highest total CA scores for the day who
have both Auths and Armor, and Serviceable passed weapons, the remaining 8 will come
from pre-registered qualified combatants on a first come first serve basis. The original 8
must pass on the opening they were filling (You can’t be entered twice.) The 8 with the
High scores will be paired with the Open Entries First in the Eliminations.
        The combat Arena will be 60 yards long and 30 Yards wide with a 5 yard staging
area at each end with in the main area, and a 10 yard No-Man’s-Land in the center.
There will be 10 hay bales, randomly placed, singly or doubly on each side of the Area
inward from the Staging areas and outside the No-Man’s-Land. These may be used for
cover but, may not be moved. Highest Points chooses his starting side.
        All Legal CA Combat Weapons are allowed. You will bring ONLY 6 missiles to
the Arena. When you run out you may not glean. You will be allowed to load before the
Lay On command is given. You may start from any point in the Staging area. You will
have only 3 minutes to accomplish a Kill. Any Hit is a Kill. You may not cross the No-
Man’s-Land until you have fired at least 3 Missiles. You may Yield when out of
Missiles. Off the Bow applies. On near simultaneous hits the Observing Marshal has the
Call. A Broken Weapon is an instant Yield. NO HAND TO HAND COMBAT! A tie
will be decided by an Audience Voice Consensus judged by the observing Marshal.
(Don’t think you can win by just ducking.) The winner advances to the next round.
        A Pennsic CA Banner will be awarded to the final survivor. There is no Second
Place, You are Dead! We ask that the Banner be returned at the next Pennsic and fought
for once again. You may subtly put your Mark on the tail and the Year.


Siege Dual: 1830 to 1930

        North-South Aisles in front of the Castle/Fort. Engines are limited for this
challenge. Only the first 8 placed with Highest Total Score, AND Full Armored and
Authed Crew, and have been reinspected and passed have the opportunity to enter. This
would be a good time to have Friends. Crews will be limited to 6 per Engine. Crews
directly running Engines my not carry Weapons. (Remember, the required Crew for your
Engine.) Crew members moving to replace On Engine crew members must drop their
personal Weapons. You will be allowed to add Combat Archers to your Team limit.
Rules for the Archers will be detailed below. Why CA? This will both better simulate
real combat and give an honest Equalizer to limited or non-mobile Engines. Archers will
be required to stay outside the 10 foot circle but, may not pass the front of the Frame of
their Engine (see exception below).
                You will start 60 yards apart. Mobile Engines will be required to move 5
  yards forward after each Shot and may use limited Weaving ( remaining at least 20 feet
from the boundary lines) with each advance. Archers will have an unlimited Fire Rate.
Though they may not damage an Engine, Archer’s projectiles with be fully effective on
opposing Crews. Any Crew dropping below minimum, without replacements, will be
considered “Out” along with their Engine. Battlefield rules will apply with a slight
variance. 1 250# hit is a kill, and 2 10# or 2 Bolt hits also kill. There is no limit on Fire
Rate but, if neither Engine has been hit with Siege Munitions when the machines are 30
yards apart both will be eliminated. Hopefully, you can make up to 4 Lanes in operation
and the eliminations should go quickly. A Banner will be awarded to the winning team
to be retained and embroidered with the Engine name until the next year. Engine names
will continue to be part of the Banner for its existence. SCA Minimum Armor for their
respective Martial Art will be Required by all competitors. Marshals should wear at
least Helmets, Cups, and Eye Protection.
                Rules of the Competition:

       1. All competing Engines, Combatants, and Missiles must have passed
       Inspection.
       2. All Engines will start from their Base Line. You will have
       APPROXIMATELY 5 minutes to set up your Engine.
       3. Engines that can reasonably be moved will be expected to. “Lack of Wheels”
       is not an excuse for Class B Engines, except Mangonels.
       4. No weapons may be brought within 8 feet of the Engine and No combat
       activity other than Loading and Firing of the Engine will be allowed within 10
       feet of the Engine. You will be allowed only 1 warning.
       5. Pavises and Shields will block CA and small arms munitions. Pavises are
       destroyed by any Siege Munitions.
       6. Should there not be sufficient Combat Archers to fill all spaces on Crews,
       Archers may volunteer as Crew under the following conditions.
                i) If more than one Engine they are attached to is scheduled for combat at
                the same time they must choose only one Engine to crew.
                ii) If Archers are simultaneously assigned to 2 or more Engines they may
                individually choose which Engine they will man.
                iii) Archers may not defect during confrontations!
       7. Proper Safety Procedure be must be employed at all times.
       8. The Engine must be registered for the Competition and crewed to SCA
       standards.
                A) Registration must include:
                         i) Kingdom
                         ii) Barony, Shire, et al
                         iii) Owner
                         iv) Type
                         v) Crew amount and number of armed Crew
       B) Registration Sheet must be presented to the Head Score Keeper before
       the setting up.
9. Engines may “Yield” at anytime by the Crew stepping away from the Engine
and laying down.
10. Courtesy is to be shown to all opponents at all times.
11. Decisions by the Marshal in Charge are Final.
12. Targets
       A) Your Targets are all involved persons and equipment of the opposing
       Engine, including the Engine itself.
       B) Relative materials may be destroyed and will effect Engine operation.
       In Example, if their munitions stock is hit it is considered destroyed and
       may not be replaced. This may only be done by an incoming Siege
       Missile.
       C) While Pavises my block CA and Small Arms Munitions they are
       destroyed by Siege Munitions. If a Shield is hit by Siege Munitions, both
       Shield and carrier are removed. If a Pavise is hit by Siege Munitions, it
       deflected the impact in its destruction and the soldier survived.
       D) All crew members are viable targets to Combat Archers.
       E) A 250# Rock kills an Engine with a Direct Hit, no bounces. All Crew,
       including Archers, are considered Killed with the Engine.
       F) 2 10# Rocks or 2 Siege Bolts, cumulative, kill an Engine with the same
       results as “12E”.
       G) Should Immobile Engines confront each other, and both cannot reach
       their adversary with Siege Munitions; their support Archers may advance
       in their place in 5 yard increments per shot. The first to kill the others
       support Archers or Crew will win for the Engine. A tie removes both
       Engines from the competition.
       H) Losing Engines must be removed from the Field as rapidly as possible.
       I) Winning engines advance to the next round. Winning Class B engines
       may remain in place for the next round unless the next Engine they will
       face is also Class B. In these conditions the MIC will decide which
       Engine will be moved. Current non-combatants may assist in this move.
       J) Same Kingdom Engines may not defer combat without disqualification.
       This is One on One.
13. Shooting
       A) You will need no more than 12 rounds of Ammunition on the Field for
       your Engine including 2 extras for inadvertently damaged Rounds.
       B) Engine Firing Rates are limited only by the speed of your advance.
       Only one shot may be made with each 5 yard advance. Immobile Engines
       may fire at their maximum safe firing rate and must launch at least 1
       Missile for every 2 advances of their opposition if reasonable. Hoarding
       Ammo will disqualify you.
       C) Intentional firing by anyone, into a different combat lane will cause
       immediate disqualification of the whole Team and Engine.
       D) Though there is no time limit on each pass, you will be expected to
       expedite the confrontation to the best of you and your Crew’s abilities.
E) There is no Second Place. Second Place is “Dead”. Only your best is
good enough. The winner will represent the best Siege Team from all
involved Units/Groups/Kingdoms.
F) There will be no tie. If the decision is by a near simultaneous impact
then the final decision will be made by the pertinent Marshal.
8. Handicaps
A) There will be no Handicaps.
B) Smalls Arms Ammo can not destroy Engines.
9. Scores and Prizes/Awards
A) A Prize/Banner will be presented as the Event Schedules. You may
keep the Banner to defend the next year at Pennsic and you and you crew
may subtly mark the Tail and note the Year.

				
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