ARCH - Fw: Missile ref chart SRs (b) (fwd)

Bob Dewart gilli at seacove.net
Wed Jun 14 15:04:19 PDT 2000


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Date: Friday, June 09, 2000 1:51 PM
Subject: Missile ref chart SRs (b) (fwd)


>
>
> SIEGE MISSILE REFERENCE CHART
> SUPPLEMENTARY RECOMMENDATIONS
>
>
>  I.  INTRODUCTION
>
>This section of the combat rules combines all missiles used in SCA
>combat into one consistent set of guidelines and specifications regardless
>of intended use. This will allow the free exchange of missiles by those
>devices designed to use them, whether it is a bow, crossbow, siege engine,
>or hand thrown weapons.
>
>
>  The following concepts will keep the combat balanced and playable by all
>  parties equally:
>
>  1. The missile determines the damage delivered regardless of source of
>     launch.
>
>  2. The minimum and maximum ranges listed for each missile has been
>     determined based on the acceptable non damaging impact for a minimum
>     armored combatant at 21 feet or 10% of the allowed maximum range.
>     Exceeding these maximum ranges significantly, may create an
>     unacceptable risk to participants and the early failure of the
missiles.
>
>  3. Any missile not found to be the equivalent of those listed in this
>     chart may be tested and evaluated by the process defined in testing
>     new missile designs. Such missiles may be added to this Chart after
>     testing in accordance with the Rules update process.
>
> II. MISSILE REFERENCE CHART
>
>     This chart is a guide to aid marshals and engineers in the valid use
and
>     selection of suitable missiles and what may use them.
>
>  1. Damage is recommended as the default value. Kingdom conventions are to
>     select the acceptable missiles allowed and the damage accorded to
them.
>
>  2. It is not always possible to control the exact weight and release of
>     every missile to land exactly at range. This safety margin is already
>     built into the maximum listed range.
>
>  3. A siege engine may qualify to use more than one type of missile, so
long
>     as the engines power is not modified, and the maximum ranges are met
for
>     each missile used.
>
>  4. Missile Weapon Classes:
>      A = hand thrown
>      B = bow, sling, staff slings
>      C = crossbow, muskets
>      D = direct fire engines ( ballista, cannon, springalds )
>      E = indirect fire engines ( catapults, trebuchet, mortars )
>
>                                yd Range    Recommended       may be used
by
>     Missile            weight   min  max      damage          A  B  C  D
E
>   -------------------+--------+----+----+-------------------+--+--+--+--+-
--
>   Shafted Missiles:
>    fiberglass arrow   <=3.5oz   7    xx  blocked by shield      x  x  x  x
>    Golf tube arrow    <=3oz     7    xx  blocked by shield      x  x  x  x
>    GT bolt 40"   +     9oz    7/10%  80  blocked by shield            x  x
>    PVC Dart  3/4"   +  1 lb   7/10%  75  blocked by shield   x        x  x
>    PVC Javelin 3/4" +  1.5 lb 7/10%  60  blocked by shield   x        x  x
>    throwing axes       1.5 lb   7    45  blocked by shield   x
>    PVC Javelin 1"      2 lb     7    40  blocked by shield   x
>
>   Non Shafted Missiles:
>    Single tennisball   2 oz   7/10% 100  blocked by shield      x  x  x  x
>    Modified tennisball 3 oz   7/10%  90  blocked by shield      x  x  x  x
>    4 tennisball rock   9 oz   7/10%  80  brks shield/pavise           x  x
>    large rock  *       1 lb   7/10%  80  walls take damage            x  x
>    Siege tower rocks   5 lb    dropped   crushes bodies      x
>
>  5. Special notes:
>      (arrows and crossbow bolts are in the same class and differ only by
>      length.)
>
>   +  may be color coded to distinguish from arrows or hand thrown weapons
>      when conflicts may occur. If color coding is used, damage may be
>      increased to blocked by walls. It may be better played as it only
>      kills the shield.
>
>   *  This missile is restricted to heavy class engines meeting the
>      construction requirements for size, weight and a minimum qualifying
>      range of 40 yards. If used in a direct fire engine, maximum range
>      may be limited to 60 yards.
>
>   xx does not apply, as is limited by the bow poundage. Siege engine use
may
>      not exceed ranges achieved with a bow. Damage is always counted as an
>      arrow. Siege engines may not shoot arrows singly. A minimum of 3,
>      3oz arrows or whatever combination that adds up to at least 8oz of
>      combined missile weight. 7/10% means 7 yards or 10% of maximum
>      range, whichever is greater, when shot at 45 degrees up on a level
>      field.
>
>  6. Definitions of damage:
>
>     Blocked by shield - The missile may be blocked by a shield or pavise,
>     but will do killing damage when delivering a sufficient force impact
to
>     legal target areas.
>
>     Breaks shield/pavise - The missile will break a shield or pavise but
not
>     kill the fighter on initial impact, any direct blow to legal targets
>     will count as per mass weapon.
>
>     Blocked by walls  - The missile is blocked by a wall or other
obstructions
>     greater than a shield or pavise. This missile will kill anything less
>     than a wall on first impact.
>
>     Walls take damage - Walls will take damage based on a number of direct
>     hits. Missile will crush anything else hit on first impact only.
>
>     Crushes walls  - This could be considered worth several hits of the
>     Walls take damage level. This represents the largest thrown missile
>     in history.
>
>     Crushes bodies  - A variation of kill through shield. Applies to
>     dropped tower rocks in the defense of a structure.
>
>     Fire damage can be considered for 'flaming' missiles at twice the
rated
>     damage, unless a counter agent such as 'water' is applied to that
>     missile.
>
>  7. Recommendations and variants:
>
>     Minimum range is for siege engines and Non Contact Missile Combat.
>     Minimum range use may be lowered to just 21 feet where all
>     participants meet minimum Full Contact Combat armor standards.
>
>     The greater power available to the siege engines over hand thrown
>     missiles should be sufficient to allow the fighters to correctly
>     judge the impact the same as for any other valid blow.
>
>     Attributes to missiles such as "fire" may be done with the approval
>     of the Marshal in Charge and/or the Kingdom Earl Marshal.
>
>
>III. NON SHAFTED MISSILE SPECIFICATIONS
>
>     All round shot over 1/2 pound in weight must have at least 1.5
>     inches of progressive give from any angle.
>
>     A. Single Tennisball
>       a) Unmodified Tennisball, used as is without any modification.
>       b) Modified Tennisball, May be taped with electrical tape, drilled
on
>          three 90 degree axis, and one ounce of weighting added that
cannot
>          be dislodged, or rattle loose inside.
>
>     B. 4 Tennisball Rocks
>        May only be constructed of unmodified tennisballs, and have a
maximum
>        finished weight of 9 ounces.
>
>     C. Large Siege Rock
>        Minimum diameter of 7", maximum finished weight of one pound. Must
>        have progressive give of at least 2 inches from any point on its
>        surface.
>
>     D. Tower Rock
>        Minimum diameter of 24 inches. Maximum finished weight of 5 pounds.
>        Must have at least 6 inches of progressive give from any point on
its
>        surface.
>
>
>
>
>
>
>

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