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.