Siege Engine / Structure Inspection Schedule
Siege practice and inspections will take place at the Fort. A final inspection will take place prior to the Missile Competition.
Please reference the Battlefield Schedule for dates and times. Get your engines and structures out early, so if you have a
problem, you will have time to get it fixed and back for a re-inspection. Inspections will not be conducted the morning of a
battle.
Please be aware that the time prior to the Missile Competition is a special inspection time only. A secondary inspection of
all Engines participating in the Competition will take place and I will allow engines that had issues or that were not on site
for the other times to be inspected this day.
Ammunition inspections will take place at inspection point for a couple hours each day. These will be times in addition to
the engine inspection and post battle inspections. Check postings at inspection point for specific times.
What to Expect During Inspection
At the time of inspection, proof of siege authorization will be required by
all who will crew the engine.
Please bring your medallion, proof of siege authorization and photo identification with you.
Engines
- Preliminary inspection of the engine shall be made before any shots are fired.
This inspection should be to check for structural integrity of the components of the engine.
Siege Engines shall not have any bolts, or other projections (which may reasonably be expected to contact persons
should they fall on the engine) extend more than 1/2" (1.3cm) into a legal face grill.
Any items such as this must be covered with sufficient rigid material, a Tennis Ball, or a suitable rubber stopper,
to prevent them from entering a legal face grill more than 1/2" (1.3cm). Triggers, release hooks, or other firing
mechanism components, that would not normally be in a position that could cause injury should someone
accidentally fall on the engine, are exempt from this.
- 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 (36.6 to 73.2 meters) at a firing angle of between 40 and 45 degrees elevation without
mechanical failure, and shall consistently deliver the ammunition in a reasonably straight and stable path downrange
(curving due to cross wind is acceptable).
- Static inspection for stability of the engine, mechanical observation of the framework and the mechanism shall be
made after the firing.
- The crews of direct fire engines should be willing to receive a shot from their engine at minimum range, while in
armor, should it be requested.
Structure Inspections
- Inspection will include at a minimum; structural integrity, stability, condition of hardware, condition of any safety devices
(barriers, walls, etc.). Inspection will ideally be made with a maximum load of armored combatants on board the siege
structure. Inspection will include a demonstration of mobility if the structure is designed to be mobile. (Please refer to
Society Siege rules for approved Structure Construction)
- If you are planning to bring a siege structure, make sure that the Siege MIC has a clue about it, so you do not bring
it miles and miles and then find out it will not be allowed. I really don’t wish to cause hard feelings. Thank you!
Ammunition Inspection
Reminder: As of January 1, 2008, Tennis ball-tipped bolts are no longer legal for use.
- All Siege Ammunition Inspections will take place by Marshals Point. The only occasion when Ammo will be inspected
by the Fort is during Engine Inspection times. All missiles must be inspected for that day's use, and be so marked with the
color of the day.
- It is strongly encouraged to get your ammunition inspected the day before a battle since showing up prior to the day's
activities may result in insufficient time to have equipment inspected.
- All Siege Ammunition must be labeled with the owner's name, group and kingdom in English on the shaft/surface. If a
group owns ammunition, then you may use the group's name and Kingdom.
- After each battle that uses Siege Ammunition, the bolts, rocks, and other approved siege projectiles will be re-inspected
for the next day’s battle and marked with that color of that day, please help glean the field and bring all of them to a
designated spot (to be named there) to be re-inspected, and we can sort all of them there. After the Battle of Rome
on Monday we will be inspecting for Wednesday's Town Battle.
- Inspections will cease 45 minutes prior to the posted start time of any battle.
Siege Weapons Rules
Society Siege Rules will govern all Siege activity at Pennsic 37. A copy of these rules is available to be read at
Inspection Point and during engine/structure inspections.
When a Hold is Called
An engine may not be loaded during a Hold and any missile must be removed from the engine until "Lay On!"
is called. If a ballista is cranking the string back it must be safely returned to a non-cocked state. For engines that
can stop the cranking at any point (such as with use of a ratchet) they are to stop once Hold is called and not resume
until "Lay On" has been called. The crew of an engine shall not fire its ammunition once a Hold has been called.
Violation will result in both the engine and crews removal from the battle.
Engagement
- Direct fire engines shall not be discharged against personnel within a range of thirty (30) feet or, in such a manner as
to willfully allow the projectile to leave the Battle Area Proper or designated Unsafe Zones.
- No engine will be discharged while any non-crew person is within a 5 foot range of moving parts; (i.e., a trebuchet
will not be discharged while a fighter is standing anywhere in the path of the arm, front or back). Markers will be set up
to identify areas of potential injury if the range of the moving parts is not easily identifiable (i.e., an area in front of a
trebuchet with very long arm should be clearly marked as dangerous to avoid injury caused by the arm or sling as it
pivots forward of vertical).
- Engines must be equipped with a safety device sufficient to prevent accidental firing if they are to be relocated
while braced. Any engine without such a device shall only be relocated while unbraced.
- Except for man-powered trebuchets, all siege engines will be fitted with an appropriate mechanical trigger
mechanism which shall be used for every shot.
- Engines may not use compressed or ignited gasses or liquids, or combusting materials of any kind, to power
projectiles.
- In placing siege engines on the field, they are to be 10 feet apart in battle in order to maintain a safety area
around each of them
- Cannon or Firearm styles of any type are not allowed in combat.
Destroying Siege Engines and Structure
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 to 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. Active combat should not take place within 5 feet (1.52 meters) of 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. See the Battle Scenarios
for more specifics.
Crew Requirements
- Siege crews are classified as full contact combatants and therefore should be armored and prepared to take a
reasonable hit and yield safely as per the SCA Marshal’s Handbook. Siege personnel may choose to leave the engine
and fight if they wish.
Remember, if the number of crew members at the engine goes below minimum numbers required for that
class machine, then it cannot be operated until the crew is repopulated.
- Crew members wishing to defend an engine may do so as long as all action takes place over 5 feet from the engine(s).
- Anyone crewing an engine in combat situations must be authorized in Siege.
Siege Items
- Castle Rocks
DEVICE:
- The "Rock" is equivalent to a 50# Stone.
- The shape must be irregular and be at least 12 inches x 12 inches x 18 inches. This is to avoid any confusion with Cast Stones from Engines.
- The construction must be of open or closed cell Foam and be wrapped entirely in Gray/Silver Tape and may not exceed 32 ounces in weight.
- Rocks may be dropped by any fighter in at least SCA minimum Armor
- The Rock may NOT be thrown. It must be Dropped and may not be used unless the Wall averages approximately 8 feet in actual height to the exterior ground level.
- The Rock is a SINGLE HIT, SINGLE KILL device.
- Rocks may not be Gleaned, but may be recovered between Battles.
- Expended Rocks have no further effect and are considered non-interactive debris for the duration of the Battle.
- There is no limit on stockpiling Rocks.
- Battering Ram
DEVICE:
- The "Ram" is equivalent to a 300 pound log with rope handles for carrying.
- The Ram should be made of 4 to 7, 3+ inch diameter closed cell foam "Pool Noodles" at least 4 but no more than 8 feet in length, as the Pool Noodle's individual color is not important.
- It must be wrapped at both ends with Duct Tape and every 2 feet down its length.
- Rope handles should be placed at appropriate intervals for carrying and use. These handles should be long enough for easy gripping with armored hands, but short enough to reduce the risk of entanglement.
- The Ram must be manned by at least 4 soldiers and no more than 8. These soldiers may not carry weapons or Shields, but may be accompanied by others to both shield them and fight.
- Should the crew be reduced to less than 4 the Ram may not strike until the necessary substitutions can be made.
- The Ram must be backed off 3 feet between strikes.
- 8 strikes with a 4 foot Ram forces the door. The same with only 4 Strikes for an 8 foot Ram.
- Rams are not damaged by any weapons or missiles.
- Strikes are cumulative and the count continues if the Ram is re-crewed.
- Battering Rams may only be used against approved Siege Structures and may never be used against People for any reason.
- Caltrops
DEVICE:
- A Caltrop is a Area Denial Weapon made with 1-1/4 inch pipe insulation or other closed cell foam Assembled with Tape to make a Trapezoidal assembly no more than 12 inches tall with no reinforcements.
- The profile for a Caltrop must be at least 6 inches tall. Tips must be Yellow Taped and designed not to penetrate Grills.
- Caltrops may be dispersed during set up by a Crewman or may be dispersed via Class "A" Engine or Crewman during Battle.
- Caltrops inflict a debilitating injury and a fighter stepping on one must "take a Leg" if stepping on one.
- A Fighter may avoid or remove a Caltrop with an unencumbered Hand. Caltrops are NOT Thrown Weapons.
- Caltrops may not be repositioned by the dispersing side.
- They may not be employed inside the 5 foot safety radius of an Engine and constitute a block to its movement.
- There is no limit to the number of Caltrops a crew may disperse.
- Villes
DEVICE:
- Villes represent spear type Pickets carried by Soldiers that may assembled as improvised battlements.
- Villes are made of 2 to 4 inch diameter Pool Noodles tipped with Yellow Tape representing thrusting tips with the body wrapped in tape, preferably Brown, for stiffness. They must be at least 5 feet long.
- Villes may be assembled into a wall individually a Pickets damage effect as Spears sticking from the wall.
- They may be assembled with Tape to make "Jacks" as individual obstacles.
- They may be assembled as a Picketed Fence by joining a series to make a fence.
- Villes obstacles must be placed BEFORE a Battle as agreed per Scenario.
- Villes may be removed by a Sapper with one free Hand. The Sapper may only remove the Obstacle and may not fight during its removal.
- A removed Obstacle is removed from Combat.
- Seeded Obstacles may not be moved by the seeding side.
- Villes may not be used for any other purpose and are not Hand Held Weapons or Throwing Weapons.
- Villes may not be mounted on a mobile Siege Tower.
- Boiling/Flaming Oil
DEVICE:
- The Oil is represented by a mass of open or closed cell foam in irregular chunks dispersed from a Bucket or Barrel.
- The shape must be irregular and be at least 2 inches x 2 inches x 2 inches. This is to avoid any confusion with Cast Stones from Engines and Castle Rocks.
- The construction must be of open or closed cell Foam and be wrapped entirely in Red or Orange Tape and may not exceed 4 ounces in weight each.
- The dispersing container may be of 1 to 35 Gallon Size but, may not be dropped with the “Oil”.
- Oil may be dropped by any fighter in SCA minimum Armor, but containers over 5 Gallon size must be manned by 2 individuals.
- The Oil may be thrown. But, loss of the container causes the Thrower(s) to become immediate casualties without chance of resurrection during the Battle and Marshal review as to further combat. Oil may not be used unless the Wall averages approximately 8 feet in ACTUAL height to the Exterior Ground Level.
- The Oil is a SINGLE HIT, SINGLE KILL device.
- Oil may not be Gleaned, but may be recovered during Battles.
- Expended Oil has no further effect and are considered non-interactive debris for the duration of the Battle.
- There is no limit on stockpiling Oil.
- Oil may not be transported without a container.
- Oil blown back on a pourer is fatal.
- Oil is temporary for the duration of its flight. It does not remain an active weapon after landing.
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