Rules
for Fratricidal Combat
Updated by MB (Dame Ceridwen Einara Holstein) as per
Special Council Meeting, 3/1/2008.
Motions that were passed appear in bold and are underlined.
SECTION I. OFFICIATION OF FIGHTING
EVENTS.
- The Markland insurance
policy covers only official events.
- Insurance is required by
most national and state parks and to help protect Markland from lawsuits.
- Markland insurance shall
not be confused with personal accident insurance! Personal accident
insurance is available to Markland members at group rates; it is
inexpensive and provides excellent coverage (contact the Bailiff for more
details). The Reeves' Guild highly recommends this insurance for all
fighters.
- In order for any event at
which fighting will take place to be official, sponsoring Markland group
must provide:
- A properly filled out event
form approved by the Witan.
- A qualified Head Reeve, as
recommended by the Reeves' Guild, who will be present at the event. This
person does not have to be a member of the sponsoring group, but must be
a member of the Reeves' Guild.
- A first aid kit. If the
group feels they do not have sufficient first aid equipment or
experience, they will contact the Reeves' Guild for assistance.
- Some means of identifying
fighter classes. [previous letter “e” deleted]
- Suitable safety barrier
must be used at Public Events.
- Some means of measuring the
draw weight of bows. NOTE: fishing scales capable of measuring 30 lb. are
both cheap and effective. Several Markland groups already own them.
Again, if a group has trouble obtaining one of these, they can ask the
Shire Reeve to help them find one to buy or borrow.
- These Frat rules will be
published on an Annual basis (no later than one month after the Winter
Althyng) and sent to every paid Markland member.
- Reeves will be recognized as
the official referees of the sport of Markland Fratricidal Fighting.
- Official Fratricidal
Markland events shall require a ratio of at least 1 field reeve to every
15 fighters. The head reeve may, at their discretion, draft reeves from
among members if volunteers are unavailable. The draftee will be
responsible for only one half hour or one scenario, whichever is longer.
SECTION
II. THE HEAD REEVE
- Only one person will be
designated Head Reeve at any one time; he may delegate any responsibility
at his discretion but will still be held accountable for their
performance.
- The Head Reeve must:
- Have fought in at least
three Markland wars, where his primary activity, in those wars, was
combat.
- Have acted as a Field Reeve
in at least three wars, where his primary activity, in those wars, was as
a Field Reeve.
- Have acted as a Head Reeve,
under the guidance of an official Head Reeve, in the running of at least
three scenarios at a war.
- Know the Markland Rules of
Fratricidal War, and understand the consequences of failing to follow
these rules.
- Show an aptitude for
planning and implementing interesting scenarios.
- Must be approved by the
Reeves' Guild.
- Must be a paid Markland
member.
- The Head Reeve may, at his
discretion, suspend or ignore any rule in the interest of safety.
- Before the event, the Head
Reeve must:
- Study the current Rules for
Fratricidal Combat.
- Select Armorer Reeves who
will inspect all weapons and armor for safety and conformance to the
guidelines for construction that are included in these rules. They
should be carefully selected by the Head Reeve, with the object of
choosing the most experienced and knowledgeable fighters available.
- Inspect any nonstandard, experimental or special
weapons or armor.
- Select Field Reeves to
assist in regulating combat.
- Decide what types of armor,
if any, are "proof" against which missile weapons.
- Give a brief speech to the
assembled reeves and fighters, explaining the rules and regulations
governing Markland fratricidal combat (including any special rules
announced previously in the Plague) and stressing safety and fun for all.
- Call forward and announce
the presence of lightly armored combatants.
- Demonstrate a loud, audible
signal which will mean that all combat must STOP (a whistle or compressed
air horn works great).
- After the event, the Head
Reeve must submit a report of any problems or injuries to the Shire Reeve.
NOTE:
that the job of Head Reeve is one of the most arduous tasks in all of Markland;
the Reeves' guild recommends that anyone who does a good job be rewarded by the
sponsoring group so they'll do it again!
SECTION
III: ARMORER REEVES
- All Armorer Reeves must:
- Be carefully selected by
the Head Reeve, with the object of choosing the most experienced and
knowledgeable fighters available.
- Know the current Rules
governing the construction of Markland Fratricidal weapons and armor.
- Have fought in at least
three wars using weapons of their own construction.
- Be approved by the Reeves'
Guild.
- Take an active role in
promoting safety as outlined in the Rules.
- Be a paid Markland member.
- Armorer Reeves must inspect
all weapons.
- No Armorer Reeve will
inspect his own weapons.
- All weapons approved as
safe for use shall be marked in some fashion. The Reeves' Guild recommends
using marking tape or stickers that are difficult to duplicate.
- [Text
deleted]
The Head Reeve must personally approve any weapon that is not covered by
the guidelines included in these rules before it will be used on the
field.
- Unsafe
bows and arrows (even those that appear to have been constructed and
tested within the guidelines) can be banned by any reeve for the event.
- Armorer Reeves must inspect
all fighters:
- No Armorer Reeve will
inspect his own armor.
- All fighters must be
wearing armor sufficient to qualify them as one of the classes as
detailed in these rules if they wish to participate in combat (i.e. Heavy
or Light).
- Armor designated as
"proof" to missile and thrown weapons, must be sufficiently
well constructed to warrant such classification. (i.e. if mail is
considered "proof" against missiles then it can not be made of
soda pop-tops, the same if plate armor is made from 20 gauge metal).
- Armor may not be made of
plastic. Plastic may only be worn on non-target areas such as the knees,
crotch, throat, back of neck, or as extra protection at the wrists and
elbows, or for medical reasons.
- The Head Reeve must
personally approve any armor that cannot be evaluated using the rules of
appropriate fighter type (soft helmets or whatever) before it is to be
used on the field.
- Fighters must be at least
16 years old.
- Any fighter may at his or
her own discretion, appeal an Armorer Reeve's decision to the Head Reeve
at the Head Reeve's convenience. No one else has the ability to override
such a decision.
SECTION
IV. ARCHERY REEVES
- All Archery Reeves must:
- Be carefully selected by
the Head Reeve, with the object of choosing the most experienced and
knowledgeable archers available.
- Be familiar with the
current Rules of Fratricidal Combat, especially those concerned with
archery, bows, and arrows.
- Have fought in at least
three wars using arrows of their own construction.
- Archery Reeves shall inspect
all bows and arrows:
- No Archery Reeve will
inspect his own weapons.
- All bows and arrows that
are approved as safe for use must be marked in some fashion. The Reeves'
Guild recommends using marking tape or stickers that are difficult to
duplicate.
- [Text
deleted] The Head Reeve must personally approve
any bow or arrow that is not covered by the Frat rules before it may be
permitted on to or be used on the field.
- Unsafe bows and arrows,
even those that appear to have been constructed and tested within the
guidelines, may at the discretion of the archery or field reeve, be
marked as unusable at said event.
- Any fighter may at his or
her own discretion, appeal an Archery Reeve's decision to the Head Reeve
at the Head Reeve's convenience. No one else may override such a decision.
SECTION
V. FIELD REEVES
- All Field Reeves must:
- Have read the current Markland
Rules for Fratricidal Combat.
- Have fought in at least two
wars or been an interested spectator at least five wars.
- Field Reeves must be easily
identifiable by:
- REEVE'S TABARD. A Reeve
will wear a white tabard trimmed in red. However, it is more important
that there be reeves present than they are garbed properly. If there are
not enough tabards to go around, wear something bright.
- REEVE'S STAFF. Reeves must
carry a pole, most preferably of stout wood painted white and banded with
red stripes.
- WHISTLE. It is recommended
that reeves carry these to signal temporary halts to combat (generally
for safety reasons).
- Field Reeves will regulate
combat:
- To ensure the SAFETY of
everyone on the field, by ANY method necessary.
- By calling any fighter
"Dead By Plague" in the interest of safety, or to keep the
battle/scenario moving smoothly. Field Reeves have authority to “Call
Kills” if:
- A safety hazard exists,
such as a Light fighter ignoring blows.
- A fighter is blatantly
breaking or ignoring rules.
- There is a disagreement
between fighters as to who is dead and who is not, in which case both
fighters will be “Called Dead”.
- Fighters are ignoring
deliberate blows that get through their guard or are killed from behind.
- And are authorized to
enforce their commands with their staff if whistle and voice commands
have no effect.
- Any fighter may at his or
her own discretion, appeal a Field Reeve's decision to the Head Reeve at
the Head Reeve's convenience. [Text
deleted]
NOTE:
The Reeves' Guild HIGHLY RECOMMENDS that ANY fighter throwing tantrums be
IMMEDIATELY DECLARED DEAD! Angry fighters are a hazard to themselves and those
around them; get them off the field and let them cool down.
SECTION
VI. THE REEVES' GUILD
- Is composed of those
fighters who have met the qualifications of HEAD REEVE, ARMORER REEVE,
ARCHERY REEVE, or FIELD REEVE.
- Will meet at the first and
last war of every year to discuss current trends, and rule changes.
- Will meet at least once a
year to review and approve new Reeves of all Classes.
- The approved list of Reeves
will be submitted to the Bailiff to be included in the Markland database
and to verify the status of those individuals who must be paid up to
qualify for that position.
- Shall be managed by the Head
of the Reeves Guild.
SECTION VII.
COMBAT
- Combat holds:
- When a hold in combat is
signaled, all combatants must cease fighting, stop moving, and drop to
one knee. A hold may be called at any point during combat. A hold may be
called by any reeve or fighter in the case of safety emergency. Reeves
may call holds to signify the end of combat or for reasons peculiar to
the scenario in use. All 'dead' combatants are allowed to move out of the
way of combat or to a resurrection point when indicated by the reeves. A
hold may be indicated by loudly shouting the word "Hold!" or by
use of a device such as a whistle or air horn. If a device is to be used,
the reeves shall announce this prior to the commencement of combat.
- Striking unaware combatants
(“Dead From Behind”):
- To 'kill' an opponent that
is unaware (e.g. being attack from the rear) the attacker but land a
light but solid blow and call out the words "Dead from behind."
It is important to note that it is the words "Dead from
behind." that actually do the killing, not the blow. The call must
be made for each individual so struck (i.e. you may not 'picket-fence' a
string of opponents and only make one call for the group). Obviously, the
blow should be landed in a safe manner.
- Hits from missiles or thrown
weapons:
- [Text
deleted]
Missile weapons must not and can not be used as hand weapons. Thrown
weapons may be used as hand weapons at the discretion of the Head Reeve.
- Any fighter struck by a
missile weapon may no longer use the part of the body that was struck.
Unless the struck area is the head, chest, or abdomen in which case the
fighter is dead, except in the specific case of a fighter being hit on
armor previously declared "proof" by the Head Reeve. [Text deleted]
- Unless a weapon is
inspected and passed as a throwing weapon by the Armorer Reeves, weapons
are not permitted to be thrown.
- Thrown javelins must strike
a target with the designated (taped) bladed end to affect the target.
Thrown missile weapons (i.e. axes, maces, and daggers) may hit with any
part of the weapon to affect the target. Arrows must strike head first to
affect the target.
- Ricocheted missile weapons
do not affect the secondary targets, or other fighters.
- Illegal hits with any
handheld weapons
- No fighter is permitted to
aim at the groin, throat, base of the neck, knees, or below the knees.
- Blows landing on or below
the knees are to be ignored, except specific instance of a fighter
blocking by interposing his feet or legs.
- No fighter is permitted to
forcibly remove another fighter's safety equipment (such as a helmet)
under any circumstance.
- All fighters must visually
identify all potential opponents' fighter class prior to engagement so
that lights are not stuck with excessive force. Lights are also required
to be aware of those around them, and are encouraged to die safely prior
to any contact being required by a foe.
- Heavy versus heavy:
- Heavy infantry will hit one
another as hard as necessary. However, any overseeing [text deleted] reeve may
pull a fighter displaying unsportsmanlike
conduct from the field.
- A heavy infantryman's armor
counts for what it is.
- A fighter wearing only
padding, i.e. a gambison, must acknowledge all blows. Plastic is not
considered armor and so all blows taken to valid target areas protected
by plastic must be taken, regardless if they are felt or not.
- A fighter wearing thick
padding and mail, or heavy leather may, at their discretion, ignore
light and glancing blows.
- A fighter wearing steel
plate of 18 gauge mild or better, must be hit both solidly and squarely
on the plate for the blow to count. The fighter is asked to acknowledge
the blow, and announce the blow as “light” if the blow is not solid or
square.
- Helmet bar-grills count
for nothing, as they did not exist and exist now for the safety of the
fighter.
- Light versus heavy:
- Light infantrymen shall hit
heavies as hard as they deem is necessary. However, any overseeing [text deleted] reeve may
pull a fighter displaying unsportsmanlike
conduct from the field.
- A light infantryman’s armor
must equivalent or greater than the minimum requirements for a light.
- Heavy infantry must strike
lights softly, if possible only touching the light. This is particularly
important when contact is made with an archer [text deleted].
- Lights must die if
contacted anywhere (except weapons) by a deliberate blow of a heavy's
weapons or body. The only exception to this is a shield which is clearly
marked "LIGHT" using any immediately recognizable alphabet,
spelling, or symbol as approved by the Head Reeve. Light infantrymen
carrying such shields may, at their own discretion, choose to accept only
strong and square blows upon their shields as killing blows.
- All fighters must visually
identify all potential opponents' fighter class prior to engagement so
that lights are not bashed.
- Light versus light:
- Light infantry may, at
their discretion, engage in full combat with each other. The Reeves'
Guild recommends that blows are kept relatively light, and weapons are
not of extremely heavy construction.
- Fighters taking advantage
of any special rules for archers must die if any fighter (except other
archers) deliberately touches any part of the archer's body or equipment
with any part of their weapons or body.
- Code of
Conduct:
|
All fighters are bound by a
code of conduct while participating in Markland Fratricidal Activity.
This will include the acknowledgment of fairly struck blows, maintaining of
temperament, and conduct proper and conductive to the enjoyment of all
participants at the event. The deliberate and repeated ignoring of
blows is both unsafe and unsporting and will not be tolerated at an event.
|
SECTION
VIII. DEATH
- A KILLING BLOW IS ONE
DELIVERED SQUARELY (the killing part of the weapon lands firmly) AND
SOILIDLY (delivered with significant enough force to best ones armor) ON A
VITAL AREA. All fighters killed in combat must immediately fall down!
- Dead fighters will in no way
aid or abet their live companions; i.e. passing weapons, yelling warnings
or commands, etc.
- After falling down:
- If you are anywhere near
fighting:
- Curl up and protect
yourself as best you can.
- STAY DOWN until the
fighting moves off or is over.
- If you are well away from
all fighting:
- Check to be sure you are
safe.
- Get up and move to a
neutral area as soon as possible. Carry your weapons in a non-aggressive
manner and do not interact with live fighters.
- If the scenario calls for
resurrection, report to your assigned dead pile and stay there until
resurrected. Otherwise, get off the battlefield.
SECTION
IX. PENALTIES FOR INFRACTIONS OF THESE RULES
- The Head Reeve or any Field
Reeve may, at their own discretion, call any fighter DEAD or require a
fighter to sit out the remainder of a battle.
- The Head Reeve or any
Armorer Reeve may at their own discretion and at any time, confiscate any
weapon which is deemed to be unsafe. Confiscated weapons may or may not be
returned, taking into account whether the weapon was deliberately and
knowingly used as an unsafe weapon.
- The Head Reeve at any time
has the ability to disallow any fighter from fighting for the remainder of
the event (recommended for any fighter who is CONSISTENTLY breaking the
rules).
- The Head Reeve, in
consultation with his appointed Field Reeves and Armorer Reeves, may make
a recommendation to the Markland Council that a fighter be barred from
fighting, or barred from attending any fighting events, for a period of
not more than one year and one day. This penalty is reserved for the most
awful of transgressions; and not that the Council, upon hearing the facts,
has the authority to impose EVEN HARSHER PENALTIES as they see fit.
SECTION
X. HEAVY FIGHTERS
- All heavies must know the
rules of combat, especially those rules governing combat with light
fighters; INTERNATIONAL ORANGE designates lights.
- All heavy infantry must wear
the following minimum protection:
- Kidney protection at least
equal to an 8 oz leather belt worn over 1/2" of mover's pad. Kidney
belts must cover the area of the back between pelvis and ribs.
- A helmet that covers the
entire head to below the jaw. No helmet openings can be large enough to
pass a 1 1/4" stick. No sharp edges or protrusions are allowed, and
all parts (including visors, bars, and grilles) must be at least as
strong as an unmodified Freon can. Freon cans do not count as armor in
regards to protection from blows.
- Frontal throat protection
(if not provided by the helm even when the head is tipped back) must be
at least equivalent to 8 oz leather over 3/8" pipe insulation.
- Joint protection covering
both knees and elbows must be equivalent to at least basketball type
pads. Although the knees are not a legal target, more armor there is
strongly recommended.
- Hand protection AT LEAST
equal to ice hockey or lacrosse gloves.
- Crotch cup for men. (Breast
protection strongly recommended for women.)
- Body armor AT LEAST
equivalent to three sweatshirts, covering the torso from shoulder to
crotch. ALL PLASTIC BODY ARMOR IS FORBIDDEN WITHOUT EXPRESS APPROVAL FROM
THE HEAD REEVE! Note that some events require significantly more than the
minimum body armor (read the event announcement, or contact the
organizing Markland chapter).
- Shields are
"proof" against all blows, including arrows and other missiles.
- Heavy infantry are permitted
to use any legally constructed weapon.
- The minimum gauge for steel
armor to count as plate in Markland Fratricidal combat is 18 gauge.
SECTION
XI. LIGHT INFANTRY FIGHTERS
- All lights must be familiar
with the rules of combat, especially governing combat with heavies!
- All lights must be clearly
identifiable as light infantry; minimum markings are bands of 1" wide
INTERNATIONAL ORANGE tape (of a color that contrasts with overall helmet
color) from front to back, side to side, and all the way around at
mid-helm or above the eye slit.
- Armor: All light infantry
must wear:
- A helmet that covers the
entire head to below the jaw. No helmet openings can be large enough to
pass a 1 1/4" stick. No sharp edges or protrusions are allowed, and
all parts of the helmet (including visors, bars, and grilles) must be at
least as strong as an unmodified freon can. Freon cans do not count as
armor in regards to protection from blows.
- Frontal throat protection
(if not provided by the helm even when the head is tipped back) must be
at least equivalent to 8 oz. leather over 3/8" pipe insulation.
- Light infantry must wear
hand protection at least equal to welders' gloves, while light archers
must wear at least leather driving gloves.
- Crotch cup for men.
- Lights are required to wear
the same kidney protection as heavy infantry.
|
NOTE: these rules assume the
fighter is in excellent physical condition and perfect health. The Reeves'
Guild recommends all fighters wear more than the minimum armor; fighters who
do not regularly work out or who suffer from medical problems would be
extremely stupid to attempt to fight with minimum armor.
|
- Shields:
- Are "proof"
against missiles and blows struck by other lights.
- A maximum of 24"
diameter round shield for light infantry fighters.
- Permitted weapons: Light
infantry are permitted to use:
a. Any missile or
throwing weapon.
b. Light infantry with full head protection
may use any weapon shorter than 24” total length.
c.
Light infantry
with full head protection and hand protection equivalent to heavy infantry may
use pole weapons.
d. Light infantry with full head protection
may use spears longer than 60” total length.
SECTION XII. LIGHT ARCHERS (Ultra Lights)
All
light archers must be familiar with the rules of combat, especially those
governing combat with heavies.
- All light archers must be
clearly identifiable as light; minimum markings are bands of 1" wide
INTERNATIONAL ORANGE tape from front to back, side to side, and all the
way around at mid-helm or above the eye-slit or the helmet.
- Armor: All light archers
must wear:
- Head protection at least
equivalent to three-weapon or saber fencing mask or street hockey goalie
mask providing back of the head protection is allowed. A padded coif of
at least mattress pad thickness that extends to the shoulder and gives
throat and back of the neck protection is also required.
- Hand protection at least
equivalent to leather driving gloves except on archer's nock hand.
- Body armor is the
equivalent of a sturdy tunic covering the torso from shoulder to crotch.
- Permitted weapons: Light
archers are permitted to use:
- Any missile or throwing
weapons.
- A bow.
- Under no circumstances may a
light archer (Ultra-Light) carry or hold a shield.
SECTION
XIII. SHIELDS
- The basic construction of
shields must be of a material AT LEAST as sturdy of 1/2" plywood and
painted. Aluminum Shields must be constructed of at least T6 grade
aluminum. They must be covered with cloth or canvas, and be painted. They
must follow all other rules that pertain to basic shield construction.
Plastic shields are not allowed.
- Shield edges must be padded
to minimize damage to weapons; the minimum acceptable padding is a garden
hose.
- Shields must not have
protruding metal or sharp edges and/or corners.
- Shields must not incorporate
NAILS, SCREWS, or STAPLES; bolts and rivets are acceptable. All exposed
ends must be rendered non-hazardous.
- Shields may not be used as
OFFENSIVE WEAPONS (i.e. to kill light infantry) unless specifically
constructed, inspected, and approved by the Armorer Reeves as such.
- Shields are
"proof" against all blows including arrows and other missiles.
Shields are not "proof" to siege weapons. It is possible for the
Head Reeve to declare that certain weapons (perhaps poleaxes, crossbow
bolt, or throwing spears) can penetrate shields. If so, this must be
published in the Plague prior to the event; read the event announcement or
call the sponsoring group to find out if there are any special rules.
- Shields used by light
infantry must be clearly marked with the ENGLISH word "light" in
large, ALPHABETICAL LETTERS on the upper front of the shield using a color
strongly contrasting to the background color of the shield. Use at least
eight-inch letters, and discouraging the use of stylistic letters.
- Lights Infantry combatants
are limited to round shields of a maximum diameter of 24".
- Shields may not be worn as
body armor.
SECTION
XIV. WEAPONRY
- No weapon will be used in
combat which has not been inspected and approved by an Armorer Reeve or
the Head Reeve because:
- All weapons degrade with
use and age; a weapon constructed to the MINIMUM standards will often
wear out after only one fratricidal war.
- Any weapon could be taped
too tightly, or repeatedly repaired to the point where it is too rigid
for safe use.
- All weapons
and weapon parts, such as shafts, crossguards, false quillons, etc., MUST
be greater than 1 1/4" thick so that they cannot enter eyeslits of
helmets. Exceptions to this rule are bows, arrow shafts, bowstrings, flail
cords, hand grips, and other equipment the reeves may designate as being
unreasonable to require a width of 1 1/4".
- Hafts and blades must be
made of some reasonably lightweight, non-splintering substance; rattan is
the ONLY material that is currently recognized as consistently safe. If
you choose to use some substance other than rattan, bring some samples of
the material for the reeves to test break or your weapon will not pass
inspection.
- Counterweights
must be recognizably NOT thrusting caps; any counterweights must be marked
in CONTRASTING COLOR to single them out as something you DO NOT use as a
weapon.
- INTERNATIONAL ORANGE will
not be used on any weapon's "edges," nor will it be used to
signify striking surfaces of a weapon.
- Padding:
- For the purposes of weapon
construction, 3" of upholstery foam is equivalent to 1/2" of
sealed cell, which is equivalent to 3/8" of pipe insulation.
- PIPE INSULATION is often
sold under brand names such as "Armaflex"; it is available from
plumbing and hardware sores. It is black, pipe shaped, and feels rubbery.
BE CAREFUL WHEN BUYING! Some brands inferior and unsuitable for padding
weapons! As a test, pinch one wall of the pipe flat; if it springs back
with NO DENTS or MARKS where you pinched it, it is good stuff. If it
springs back slowly or not at all, or if there is a dent or thumbprint on
it, DO NOT USE IT! Also be aware that pipe insulation degrades with long
storage, especially if it is folded in storage.
- SEALED CELL FOAM is dense,
bubbly, usually white or pale green, and gives slightly when pressed.
Don't use the super rigid stuff that doesn't give at all. Sealed cell can
be sculpted into aesthetically pleasing weapons.
- UPHOLSTERY FOAM is the
yellow, soft foam commonly found in your sofa. It is generally available
at sewing outlets. When using upholstery foam, you must compress the foam
to half its original thickness when you tape the weapon: i.e. to make a
2" layer, you must tape 4" of foam down to 2" thick. Thus,
it is difficult to work with, and tends to make bulky, slow, funny
looking weapons.
- Butt
Spikes:
|
(NOTE: from the Shire Reeve:
All Armorer Reeves will point out to all combatants with butt spikes on their
weapons that they are to be used for THRUSTING only.)
|
- Butt spikes must be
constructed the same as spear thrusting tips.
- Butt spikes will not be
applied to any weapon over 72" long.
- Butt spikes must be
designated as a striking surface on a weapon.
- Any weapon with padding
that might be mistaken for a butt spike must be marked with INTERNATIONAL
ORANGE to remove any doubt that the reverse end of the weapon is or isn't
a weapon.
- Spears:
- Must be used for thrusting
only and must not have any striking surfaces or markings similar to
striking surfaces other than on the point.
- Spears shall be made of any
continuous length of approved material that is over an inch and a quarter
in diameter.
- The haft must be covered in
AT LEAST 1/2" sealed cell or equivalent, extending AT LEAST 8"
below the head.
- The thrusting tip must be
2" long and 2" wide at the base. The tip must not taper too
less than 1 1/4". It is ideal that the tip be constructed of pipe
insulation, as sealed cell is too hard.
- Fiberglass is not be used
as poles for spears.
- Parrying bars or roundels
will not be used on spears. Spears with parrying bars or roundels are
pole weapons and must conform to the rules of those weapons.
- Slashing
Weapons:
- All edge weapons must have
contrasting material representing the cutting edge.
- Steel or metal basket hilts
are not allowed. Leather is allowed.
- One-handed swords (maximum length 36")
- Must have
1/2" sealed cell or equivalent on entire blade (including flat).
- Cutting
edge must be obvious; the Reeves' guild recommends an additional
1/2" of sealed cell with a strip of contrasting tape running down
it.
- If to be
used for thrusting, must have a thrusting tip as described for spears.
- Two-handed swords (maximum length 78")
- Must have
3/4" sealed cell or equivalent on entire blade (including flat).
- Cutting
edge must be obvious; the Reeves' Guild recommends an additional
1/2" strip of sealed cell with a strip of contrasting tape running
down it.
- If to be
used for thrusting, must have a thrusting tip as described for spears.
- Battle
axes:
- Maximum
length is 36"; larger axes will be considered slashing polearms.
- Must have
at least 1/2" sealed cell or equivalent on entire head (including
edge, top, back, and sides).
- Cutting
edges must be obvious.
- Haft must
be covered in at least 1/2" sealed cell or equivalent extending
below the head at least 1/3 the total length of the weapon. [Following picture re-added]





- Slashing polearms:
- Maximum
length is 78".
- Head must
be built up from lightweight, semi-flexible material.
- Must have
at least 1/2" sealed cell or equivalent on entire head (including
edge, top, back, and sides).
- Cutting
edge must be obvious and padded with at least 3/4" sealed cells or
equivalent.
- Haft must
be covered in at least 1/2" sealed cell or equivalent extending at
least 12" below the lowest part of the cutting edge. [Following picture re-added]



12”
- If to be
used for thrusting, must have thrusting tip as described for spears.
- Impact
weapons:
- Standards types (morning
star, hammer, mace, lead pipe, etc.)
- Maximum
total length of 36".
- Must not
be counterweighted; these weapons are SUPPOSED to be tip heavy,
obviously!
- Minimum
3/4" sealed cell or equivalent on the entire striking surface.
- Maximum
length of a morning star cord is 12". The Reeves' Guild recommends
braided parachute cord or 6000lb-test nylon rope; plastic chain usually
shatters.
- Maximum
diameter of a morning star ball is 6".
- Any shaft over 24" in length
must be padded with 1/2" sealed cell or equivalent extending
9" from the lowest part of the striking surface. [Following picture re-added]



1/4
- Peasant's flail: polearm originally used for
threshing wheat
- Maximum
length is 78".
- Maximum
length of impact head is 30".
- Maximum
length of cord is 10".
- Head must
have 3/4" pipe insulation; sealed cell is too hard and equivalent
upholstery foam is too heavy.
- The
impact head will be constructed of a flexible material (i.e. heavy rope,
braided rope, multiple layers of foam, etc.) This is then attached to
the cord. Solid impact heads are not allowed for the flail.
- The main
shaft must be padded with 1/2" sealed cell or equivalent for at
least 1/4 of its length extending form the corded end of the shaft.
- Throwing weapons:
- All throwing weapons must
be banded with three 1" wide bands of brightly contrasting tape,
preferably red.
- Throwing weapons will not
incorporate any metal parts.
- Javelins
(throwing spears, darts, etc.):
- Shaft
must be lightweight and between 1/2" and 3/4" in diameter. and
is permitted to be made of green bamboo.
- Both ends
must have a wooden plug at least 1" in diameter firmly affixed as
described for fratricidal arrows. Additionally, the Reeves' Guild
recommends that the shaft of the javelin be reinforced with a length of
strapping tape for safety.
- Both ends
must have thrusting tips as described for spears.
- Other throwing weapons
(axes, clubs, rocks, bricks, etc.):
- Must be
between 12" and 18" in total length.
- All
knobs, ends, edges, pommels, corners, protuberances, etc. must be padded
with at least 3/4" sealed cell or equivalent.
- All parts
of the weapon, including any type of handle, grip or shaft, must be at
least 1 1/4" in diameter to avoid entering the eyeslits of helmets.
- The
minimum size of a "rock" or "brick" type is 2"
(tennis ball diameter), and be made of some lightweight material.
- Bows:
- Maximum draw anywhere
through a pull of 29" is 30 lbs.
- No pulleys or modern sights
are allowed on the bow.
- Arrows:
- No arrow will incorporate any
metal parts. NO EXCEPTIONS
- All arrows must be
constructed with a maximum possible draw length of 29". This is
because the draw weight of Markland bows is only tested over a 29"
draw; thus if your arrow could be drawn a greater distance, anyone who
picked them up could be firing them with greater force than is allowed
without knowing it.
- Arrowheads must be firmly
affixed to the arrow shaft with glue and strapping tape continuing at
least 6" onto the shaft.
- Approved method of
constructing arrowheads:
- Drill an
arrow-shaft-sized hole halfway through a 1" diameter, 1" long
wooden dowel.
- Cut the
metal and wooden points off the arrow and solidly affix, with glue or
nylon strapping tape, the cutoff end of the shaft into the hold drilled
in step 1.
- Pad the sides
of the plug with 3/8" pipe insulation.
- Put
1" compressed upholstery foam or pipe insulation on the tip of the
warhead. Do not use sealed cell foam for padding, as it is too hard.
- Cover
padding with duct tape and affix this covering firmly to the shaft by
running the strapping tape 6" down the shaft.
- Permanently
mark the arrow with some means of identifying the owner. This could be
the owner's name or a banding pattern painted on the shaft. If a banding
pattern is used, the owner must give the Head Reeve a 3x5 card with the
banding pattern and their name.
- The
shafts of all wooden fratricidal arrows must be completely wrapped with
strapping tape from the forward end of the fletching (feathers) to the
head of the arrow.
- The Armorer Reeve and/or
the Archery Reeve may, at their discretion randomly select an arrow and
dismantle it during weapon inspection to remove any doubt about
construction methods
- Experimental Weapons
|
All experimental weapons (and
their ammo) must be approved by the Shire Reeve or designated representative prior to inspection by a Head Reeve.
|