[Ansteorra] Siege Class at War of Ages

Lrdwayland lrdwayland at aol.com
Mon Nov 7 16:34:26 PST 2011


Greetings,
 I will be holding a authorization class at War of Ages for those intested in helping crew a weapon. You do not need to have your armor to take the class.
We will conduct this on the field after the days battles are done.
At Gulf War, we will be also need non- fighters who are willing to marshal so if you're interested,get a hold of me. After the crew class we can start the marshal process. Then at BAM, we'll cover the marshalling aspects more thoroughly. Persons interested in serving as siege crews or marshalling Siege please go over the following rules. . . . . . . <which I'm including in this letter so you don't even have to search the web>

Centurion Wayland
Kingdom Siege Marshal
Missile Commander for the Ansteorran Army
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<There are a few changes on the construction of ballista bolts, which I'll explain in the class. This will help give you an idea though of the rules>

VIII. Siege Appendix
A. Marshalling and Authorization
1. Each Kingdom shall report its activities involving siege to the Society Earl Marshal’s
Deputy for Siege on a quarterly basis. Any injury resulting from siege activities and
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requiring professional medical attention will be reported to the Society Earl Marshal
immediately after the event where it occurred. It is recommended that each
Kingdom Earl Marshal appoint a deputy to fulfill these duties and to oversee the
Kingdom Siege Program.
2. Siege Engineer Authorization
a. Each Kingdom will have a separate authorization procedure for any person
wishing to operate or crew a siege engine. This authorization at a minimum
shall include:
i. Demonstration of knowledge of the rules for melee combat
ii. Demonstration of understanding the rules for siege
iii. Demonstration of ability to safely operate an engine
iv. Demonstration of ability to inspect engine for safety
v. Demonstration of ability to render engine safe, should the need
arise
vi. Understanding of how engines/engineers are killed by opponents
vii.It is RECOMMENDED that engineers be observed for at least 1 battle
before authorizations are made final.
3. Marshalling Siege Combat
a. Marshals trained in siege activities will oversee the inspection of engines
and operators and will be present on any field where siege engines are in
use. During combat there will be a minimum of 1 Siege Marshal for each end
of the field that has a siege engine. It is recommended that there be 1 Siege
Marshal for every 3 engines in use.
b. All Siege Marshals shall:
i. Be members of the Society for Creative Anachronism
ii. Be authorized in siege combat, or have gone through a siege
marshal training program within their Kingdom
iii. Have a basic understanding of all major engine types
(Ballista/Arbalest, Catapult/Onager, Trebuchet [both counterweight
and man-powered])
iv. Know how to inspect engines and ammunition
v. Know the current siege engine regulation
c. In addition to these requirements, Siege Marshals on the field shall:
i. Have at least 1 year or 4 events of experience as an engineer, or
have completed an appropriate training program within their
Kingdom
ii. Know the basics of armored combat marshaling (see Marshal’s
Handbook) and conduct themselves safely on the field. (Being a
warranted armored combat marshal is recommended but not
required.)
d. Marshals on the field within the range of siege combat are required to wear
eye protection which is sufficient to protect against the missiles in use, such
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as industrial or sports safety glasses or goggles. Note that SCA legal helms
are considered sufficient protection.
B. SCA Siege Engines and Structures
1. There are two types of siege devices: active siege engines and passive siege
structures. For the purposes of this document, and to avoid confusion, siege engines
shall be defined as those designed to deliver missiles larger than the already
established small arms ammunition. Siege structures will be defined as devices,
such as towers or ramps, used to support personnel but not fitted with active
weaponry.
2. General Siege Engine Regulations
a. All engines shall have a maximum range of 80 yards. This is especially
important in direct-fire weapons, where range greater than this often
results in safety concerns involving extreme minimum-range impact.
b. Engines and their projectiles shall be inspected by a warranted Siege
Marshal before being used at that event and after any modifications are
made to the engine during the course of an event.
c. Direct-fire engines shall not be discharged against personnel within a range
of 30 feet.
d. No engine will be discharged while any non-crew person is within 5 feet of
the travel path of moving parts (e.g., a trebuchet will not be discharged
while a fighter is standing anywhere in the path of the arm, front or back).
e. Engines must be equipped with a safety device sufficient to prevent
accidental firing if they are to be relocated while cocked. Any engine
without such a device shall only be relocated while un-cocked.
f. Except for man-powered trebuchets, all siege engines will be fitted with an
appropriate mechanical trigger mechanism that shall be used for every shot.
g. Cannons or any replica of cannons are not allowed in SCA combat. Engines
may not use compressed or ignited gasses or liquids or combusting materials
of any kind to power projectiles.
h. Builders should attempt to visually and functionally recreate period siege
engines. Engines shall be powered in a manner functionally consistent with
their period counterparts. When period power methods are unsafe or not
feasible, alternative sources of power may be used.
i. Any material approved for use in devices on the battlefield may be used in
the construction of engines, provided that the materials are sufficient to
ensure the safety of the engine. For safety, the following materials have
special requirements:
i. Turnbuckles and eye bolts. When used in or attached to the source
of power for an engine, these items shall be rated to withstand
150% of the forces produced (e.g., if the cable attached to a
turnbuckle will support 100 pounds of tension, the turnbuckle will
be rated at 150 pounds static load). Hardware store and home
center hardware is often of low quality and rating, while aircraft or
marine hardware is generally more appropriate.
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ii. Steel cable. While steel cable is useful for such functions as safetying
a throwing arm, it will not be used as a bowstring for any type
of siege engine.
iii. All softwoods and non-laminated hardwoods. When used as the
throwing arm for a catapult, trebuchet, or the bow arms of a torsion
ballista, they shall be secured against breakage with a minimum of
glue-soaked sisal or jute cord wrapping (2-inch wraps every 6
inches) over a section of rope glued along the full length of the arm.
This will keep the arm from leaving the engine should it break. It is
strongly recommended that all arms be wrapped in this manner,
regardless of material used.
j. Engines shall be durable enough to survive the rigors of combat and, while
they should not be struck with hand weapons, should withstand either being
struck with a full-force blow or being run into by a combatant.
k. All engines must be free-standing and may not use an operator as part of
their support structure. Operators will not be included in measuring the
footprint of an engine.
l. All engines and ammunition will be labeled with the name of owner, group,
and kingdom, for the purpose of identification.
3. Siege engines are broken down into two categories. Type A engines shall be
designed to deliver large ammunition to a range between 40 and 80 yards. Type A
engines can use all approved ammunition classes. Type B engines shall be designed
to deliver small siege munitions to a range between 40 and 80 yards. Type B engines
may not use anything larger than small siege ammunition. For the purposes of
administration, any device not designed to deliver these types of ammunition will
not be considered a siege engine and unless acceptable for use as combat archery,
shall not be usable.
4. Man-powered trebuchets will be considered Type B engines and must meet the
requirements stated, with the exception that they shall not be required to have a
mechanical release or cocking device. These engines may fire up to 2 small siege
projectiles, or 2–8 small arms projectiles, per shot.
5. Type A engines shall:
a. Have a minimum footprint of 18 square feet.
b. Be able to deliver a large siege missile at least 40 yards.
c. Have a mechanical cocking device, such as a winch or windlass and trigger
and may not be cocked by hand.
d. Have a minimum crew of 3 people. Should crew size fall below minimum,
the engine will not be operated.
e. Be able to fire 1 large siege projectile, or up to 5 small siege projectiles, or
2-20 small arms projectiles, per shot.
6. Type B engines shall:
a. Have a minimum footprint of 12 square feet.
b. Be able to deliver a small siege missile at least 40 yards.
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c. Have a mechanical cocking device, such as a winch or windlass and trigger
and may not be cocked by hand. Man powered trebuchets are exempt from
this requirement.
d. Have a minimum crew of 2 people. Should crew size fall below minimum,
the engine will not be operated.
e. Be able to fire 1 small siege projectile, or 2-4 small arms projectiles, per
shot.
7. Siege structures shall:
a. Be able to support 300 pounds for every 4 square feet of platform area.
b. Be equipped with railings or walls at least 36 inches tall and able to support
100 pounds per foot of railing length if the platform is more than 3 feet
from the ground.
c. Be structurally stable (e.g., a wheeled siege tower should have a base big
enough and wheels large enough to safely carry crew over the terrain of the
field). Battering rams and battering structures are permitted, but should be
durable enough to withstand repeated impacts and light enough to be safe
when carried or if dropped.
C. Siege Ammunition
1. No siege engine ammunition may exceed 1 pound in weight.
2. Siege Class Munitions (1-pound foam-filled rocks, 4-tennis-ball rocks, and 48-inch
ballista bolts) must be colored with yellow tape in the following manners to denote
them as Siege Class Munitions. Rocks, both 1-pound foam and 4-tennis-ball, must
have at least 50% of their surfaces covered with yellow tape. Ballista bolts made
with Siloflex that is not yellow in color must have their shafts and striking surfaces
covered completely with yellow tape. These munitions may not be fired from small
arms or thrown by hand.
3. Ammunition shall be constructed of the following materials:
a. Open-cell or closed-cell foam.
b. Tennis balls. Tennis balls may be punctured with a hole, not to exceed
1/16th of an inch in diameter, to relieve internal pressure. When used as the
striking surface of a ballista bolt, tennis balls must be compressible by hand
with no less than . inch of compression and no more than 1 inch of
compression.
c. Golf tubes or Siloflex. Siloflex must meet the following standards: for pipe
that is black in color, it must be manufactured to ASTM D2239 or D2737; be
made from PE3408; be sized 1"ID if D2239 or 1."OD if D2737; and have a SIDR
rating of 15 or lower or have a SODR rating of 17 or lower. For pipe that is
yellow in color, it must be manufactured to ASTM D2513; made from PE
2406; be 1"IPS; and have an SDR of 11. (Please note that shafts made from
yellow Siloflex may not be covered with tape, and the markings must be
visible)
d. Cord.
e. Duct and filament tape.
f. Film canisters.
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g. PVC reinforcement rings. Rings may not exceed 2 inches in length. Missile
shafts may not be made from PVC.
h. Leather.
i. Lightweight fabric such as broadcloth, trigger, or similar material.
4. Large siege ammunition is intended to simulate large, heavy projectiles normally
used as anti-structure missiles (e.g., 250-pound sandstone rocks used in the largest
of engines). These missiles are simulated with 1-pound “rocks.” 1-pound rocks shall:
a. Be constructed of fabric spheres filled with light-density foam and taped
with filament and duct tape for protection.
b. Be a minimum of 6. inches in diameter.
5. Small siege ammunition is intended to simulate smaller, lighter projectiles used as
light anti-structure and antipersonnel missiles (e.g., ballista javelins and 10-pound
stones as used in Perriers). Permissible small siege projectiles include:
a. 4-tennis-ball clusters secured with filament tape and duct tape (punctured
and tied with cord also acceptable).
b. Spliced golf tube javelins. Splices must be secured with cord and/or
filament tape. Striking tips may be either a single tennis ball, tied on and
taped with filament and duct tape, or a thrusting tip with a minimum of 3
inches of foam between the striking surface and the end of the javelin and a
minimum diameter of 2. inches. It must have at least 1 inch of progressive
give and cannot bottom on the tube. Additionally, the end of the tube must
be capped with a minimum of 1/8-inch heavy leather or a 35mm film
container securely held in place with filament tape. The tubes may be
reinforced with medium-density foam, such as pipe insulation, in order to
prevent crush damage. Film canisters, PVC rings (no more than 2 inches
long), and similar non-brittle, nonmetallic, lightweight reinforcements
(securely attached) may be used at the butt end of the javelin. Non-rigid
fletching may be used. Javelins will be at least 48 inches and clearly marked
with yellow tape for the length of the shaft.
c. Other javelins. Materials such as Siloflex or similar semi-rigid, shatterresistant
tubing can be used, as long as the minimum diameter is equivalent
to a golf tube and the rest of the construction meets the standards for
spliced tube construction.
6. Specialty siege ammunition is intended to simulate specialty ammunition (e.g.,
flaming oil pots or flaming javelins) or effect weapons (e.g., diseased animal
corpses or the heads of decapitated messengers). Specialty missiles will have
damage determined in the scenario rules. Most effect weapons will have little or no
damage potential, and therefore should be used sparingly. Specialty siege
ammunition may be used as long as it does not exceed the weight or construction
limitations of the approved ammunitions.
D. Engine and Structure Inspection
1. Siege engines shall be inspected before combat use. Engine inspection procedures
shall include at least the following:
a. Any event allowing siege engines must have an equipment inspection
station. This inspection station shall, at minimum, consist of a field with a
firing line and range markers at 40 and 80 yards from the firing position.
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b. Preliminary inspection of the engine shall be made before any shots are
fired. The marshal will check for structural integrity of the components of
the engine.
c. The operational demonstration phase of the inspection shall, at minimum,
consist of 4 shots from the engine configured for the maximum power it will
use on the field at that event. These 4 shots shall deliver the ammunition
between 40 and 80 yards at a firing angle of between 40 to 45 degrees
elevation without mechanical failure and shall consistently deliver the
ammunition downrange.
d. Static inspection for stability of the engine and mechanical observation of
the framework and the mechanism shall be made after the firing.
2. Siege structures shall be inspected before being allowed to participate in an event.
Inspection should include, at minimum, structural integrity, stability, condition of
hardware, and condition of any safety devices (barriers, walls, etc.). Ideally, a
maximum load of armored combatants should be on board the siege structure during
inspection. Inspection will include a demonstration of mobility if the structure is
designed to be mobile.
E. Siege Engine Operation
1. Anyone operating a siege engine in combat will be armored to the SCA minimum
Heavy Weapons Armor requirements. (Archers’ gauntlets may be used instead of
full gauntlets for hand protection.)
2. Siege engine crews shall be made up of members who are authorized in siege and
are familiar with the engine that they are operating.
3. Siege engine crews shall inspect their engine for wear, stress, and fatigue before
each battle and, if possible, during holds.
4. During holds, siege engine crews may not cock, load, move, or in any other way
make their engine ready.
5. Siege engine crews shall immediately secure their engine should it become unsafe.
They will remove the engine from the field at their earliest opportunity.
6. Siege engine crews are responsible for the safe operation of their engine during
combat. They are to make sure that crew members are clear of moving parts and
that non-crew personnel are not directly in front of the engine and not within 5 feet
of the travel path of moving parts before discharging their weapon.
7. Siege engine crews are responsible for the safety and condition of their ammunition,
and shall visually inspect each round for damage before it is fired. (Ammunition that
has been inspected prior to the battle does not need to be re-inspected before it is
fired, but any ammunition that has been retrieved from the field must be reinspected.
Engines will not fire ammunition that is not designed for their weapon.
8. It is recommended that siege engine crews give verbal commands for each phase of
engine operation.
F. Siege Ammunition Damage
1. Blows from siege-class ammunition (1-pound rocks, 4-tennis-ball clusters, and 48-
inch ballista javelins, all colored yellow as outlined in item 2 of Siege Ammunition
Standards) will be judged fatal or completely disabling upon striking any legal target
area and will be capable of killing through shields, provided that the scenario rules
permit this. Hand weapons hit by siege-class munitions will be judged destroyed;
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anyone intentionally blocking or deflecting a siege-class munition will be considered
as having been struck by the munition.
2. Siege Munitions are considered spent upon striking a target, the ground, or a
battlefield structure. Siege class munitions which strike a tree will not be
considered spent until striking a target, the ground, or a battlefield structure.
3. Small Arms Munitions (single tennis balls and tube-shafted combat archery arrows
and bolts) fired from a siege engine will be treated as combat archery projectiles.
4. Small Siege Ammunition, in addition to the above, will also be capable of damaging
or destroying light structures such as other siege engines, pavices, siege towers,
etc., provided that scenario rules permit this.
5. Large Siege Ammunition, in addition to all of the above, will also be capable of
damaging or destroying any type of structure such as castle walls, towers, redoubts,
etc., provided that scenario rules permit this.
6. Recommendations for Damage to Structures from Siege Engines
a. Since some structures are not easily modifiable during the course of
combat, these recommendations should only be applied in situations where
they would be practicable. It is also recommended that any of the numbers
given below be modified based on the number of engines participating in
any given scenario.
b. Breaching walls, destroying towers, and other permanent structures: It is
recommended that this be accomplished by hitting the structure 5 times
with large siege munitions, and that these structures are immune from
damage by small siege projectiles.
c. Gates: It is recommended that these be destroyed upon 3 hits from large
siege munitions, and that they are immune to small siege munitions.
d. Temporary siege structures and siege engines should be considered
destroyed by 1 hit from a large siege munitions and by 3 hits from small
siege munitions.
e. If a manned tower or siege structure is destroyed, it is recommended that
all occupants of the structure be considered killed as well. If a siege engine
is destroyed, it is recommended that any crew in physical contact with the
engine be considered killed as well.
f. Maximum rates of fire: While it would be preferable to not have to impose
any arbitrary maximum rate of fire, if there are a large number of siege
engines at an event, it may be necessary for reasons of fair game play. If so,
the following is recommended: Type A engines should be allowed to fire no
more than 1 time per minute, and Type B engines should be allowed to fire
no more than 2–3 times per minute.
G. Destroying Siege Engines and Structures
1. As siege engines can pose many risks to attacking fighters, it is strongly
recommended that great caution be exercised when approaching them. Be sure to
stay clear of moving parts and try to approach them from the side. When engaging
engines or structures, DO NOT STRIKE THEM WITH A HANDHELD WEAPON. While
these items should be constructed to withstand blows, it is dangerous to do so, as
an accidental discharge of the weapon may result. Anyone found intentionally
striking a siege engine or structure should be removed from the field and possibly
face further action, such as a marshal’s court.
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2. The proper way to destroy these weapons is to safely approach the engine or
structure, lay your weapon on it, and declare “this weapon is destroyed” (as with a
declared kill from behind). This shall be done in a safe and deliberate manner, not
in a rush while engaged with another opponent. Siege engine crews are required to
wear SCA minimum armor and should be treated as any other fighter on the field. If
they are authorized for armored combat and have a secondary weapon, they may
use it. If not, they may be killed as an unarmed or helpless opponent; if they yield,
do not strike them. Fighting should never take place over or around an active siege
engine. If this situation arises, a hold should be called and the engine declared
destroyed. Siege engines and structures may also be destroyed by siege class
munitions fired from a siege engine.
H. Miscellaneous
1. New and experimental weapons types and ammunition shall be required to undergo
the same approval process as any other battlefield object. Current information on
new weapons approval procedures is delineated in the Marshal's Handbook.
I. Appendix A: Siege Glossary
Arbalest A tension-powered ballista (giant crossbow)
Ballista A two-armed, torsion- or tension-powered, arrow- or rock-throwing, direct-fire
siege engine
Ballista bolt A spear-like projectile shot from a ballista
Catapult A single-armed, torsion- or tension-powered, rock-throwing, indirect-fire siege
engine.
Closed-cell foam Stiff, resilient foam similar to sleeping pads
Direct fire Delivery of a missile in a straight, flat trajectory directly into the target
Effect weapons Novelty missiles, such as simulated animal parts, usually with no real
damaging ability
Eyebolts Hardware resembling a bolt formed into a circle on the non-threaded end
Footprint Ground area covered by an engine as viewed from directly above, measured as
length times width for engines with a square base and length times half the width for
engines with a triangular or diamond-shaped footprint
Indirect fire Delivery of a missile in a high, arcing trajectory ending at the target
Light-density foam Foam weighing up to . pound per cubic foot
Mangonel A man-powered trebuchet
Man Powered – An engine in which the mechanical energy to launch the projectile or
munition is supplied directly by people, pulling on ropes for example, rather than being
stored mechanically (i.e. by a spring or raised counterweight) for later release.
Mechanical trigger device A device used to hold the engine in a braced or cocked state
and to activate (shoot) the weapon
Medium-density foam Foam weighing between . and 4 pounds per cubic foot
Onager See catapult
Open-cell foam Light, sponge-like foam, such as upholstery or pillow foam
Perrier A man-powered trebuchet
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Siege engines Missile-launching devices designed to deliver missiles larger than already
established small arms ammunition
Siege structures Devices such as towers or ramps that are used to support personnel, but
are not fitted with active weaponry
Specialty ammunition Special-purpose ammunition, such as simulated flaming missiles
Trebuchet A gravity- or man-powered, sling-type, rock-throwing, indirect-fire siege engine
Turnbuckle Hardware consisting of 2 eyebolts fitted to a threaded barrel, used for
adjusting the length of cables
Winch A winding device, usually geared and equipped with a ratchet
Windlass A winding device, usually consisting of a spool with double crank handles, a set
of pulleys, and hooks, but not normally equipped with a ratcheting device.



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