Device Rütger's SCA Combat Archery Folio Back Arrow


Becoming A MidRealm Combat Archer Prepared by Lord Rütger Meer von Horeburg
V2.1, 30 May 2005

This write-up (originally titled "Becoming a Shire Combat Archer") is aimed at members of the Middle Kingdom who want to be Combat Archers without first authorizing as Heavy Fighters.

Disclaimer: These are personal and unofficial comments regarding combat archery in the Middle Kingdom. Although based on the Middle Kingdom Marshal's Handbook and related Earl Marshal letters in The Pale, this is not a policy statement of the SCA or the Middle Kingdom.


    What you have to do to become a Combat Archer (not necessarily in this order)
  1. Get a bow or crossbow.
  2. Purchase or make arrows or bolts.
  3. Purchase or make armor.
  4. Cover your armor.
  5. Learn the rules for Combat Archery and Heavy Fighting.
  6. Practice under the instruction of a knight or master at arms.
  7. Get authorized.


  1. Get a Bow or Crossbow.
    1. General.
      1. While sharing or borrowing equipment for practice is common, each person will need his or her own bow or crossbow for fighting.
      2. Which to use, bow or crossbow?
        • Availability: A bow will generally be easier to obtain (local archery shop or on the internet). A [SCA legal] crossbow will be much less common, and often must be constructed.
        • Cost: A bow will be cheaper. A 30 pound fiberglass bow should cost less than $50. The prod (bow) for a [SCA legal] crossbow alone may cost more than that.
        • Versatility: A bow is much more versatile on the battle field compared to a crossbow. A crossbow has a fixed level of power, and essentially is a direct fire weapon. A bow is able do anything a crossbow can, plus is can vary the flight of its arrows to hit hidden targets.
        • Learning: A bow will be harder to learn to use well. Fortunately, with a little practice a person can become good enough for beginning combat archery. A crossbow is simple to operate and easy to use.
        • Recommendation: Unless a crossbow is readily available, get a bow. Learn to use the bow and authorize with it. Later, if desired, a crossbow can be obtained and should require only a short time to learn to use effectively.
    2. Bows.
      1. Compound bows are not permitted. Only recurved bows are permitted (i.e., an "old fashioned" bow, without all those pulleys on it).
      2. Light bows have a draw weight of no more than 30 pounds at a draw of 28 inches (the draw weight of a bow may be noted on the bow). Bows which do not draw at least 28 inches are not allowed.
      3. Heavy bows have a draw weight of over 30 pounds and no more than 50 pounts at a draw of 28 inches. Heavy bows must be marked with a 6" long piece of red duct tape around the top of the upper limb of the bow.
      4. Both light and heavy bows are allowed in the Middle Kingdom. If used outside the kingdom (as at Pennsic War), light bows may fire fiberglass shafted arrows (not allowed in the Middle Kingdom). Heavy bows may never fire such arrows.
      5. While the heavier the draw weight the better (up to a point), the draw weight of the bow should be such that you can pull it repeatedly (thirty or more times in a battle) without undue tiring.
    3. Crossbows.
      1. Compound crossbows are not permitted (as with bows, no pulleys).
      2. Light crossbows have a rating of no more than 600 inch-pounds. This is the most common type of crossbow.
      3. Heavy crossbows have a rating of over 600 inch-pounds and no more than 1,000 inch-pounds. Heavy crossbows must be marked with a 6" long piece of red duct tape around a limb of the prod (bow).
      4. The rating of a crossbow is determined by multiplying the length of the power stroke (the distance from the string at rest to the position of the string when cocked) times the pull weight in the cocked position. [Note: While this seems complicated, in practice a crossbow which can be cocked manually by an average person could have a stroke of almost one foot and still be within the limitations for a light crossbow. So this isn't a notable problem.]
      5. Both light and heavy crossbows are allowed in the Middle Kingdom. If used outside the kingdom (as at Pennsic), light crossbows may fire fiberglass shafted arrows (not allowed in the Middle Kingdom). Heavy crossbows may never fire such arrows.


  2. Purchase or Make Arrows or Bolts.
    1. A separate set of instructions for making Siloflex arrows and bolts is available. The process is not difficult, just time consuming.


  3. Purchase or Make Armor.
    1. General.
      As Combat Archers are less likely to be "beat upon" than Heavy Fighters, they will typically wear less armor, although, the armor worn must at least meet the minimum requirements for Heavy Fighters. The following information may help in assembling armor, however the advice of an experienced heavy fighter is always very helpful.
    2. Basic Protection Requirements.
      Groin, knees, elbows, kidneys, hands, neck, head, and feet.
    3. Other Equipment.
      Chest, arm, and leg protection.
    4. Groin Protection.
      Male:
      For men, the groin must be covered by a minimum of a rigid athletic cup (e. g., a hockey, soccer, karate, or baseball cup), worn in a supporter or fighting garment designed to hold the cup in place, or equivalent armor. [SCA Marshal's Handbook, page 10]
      Female:
      For women, groin protection of closed-cell foam or heavy leather or the equivalent is required to cover the pubic bone area. The wearing of a male style athletic cup by female fighters is prohibited. [SCA Marshal's Handbook, page 11]
      This should be available at sports shops. Reports indicate that the female protection is not as easy to find in many areas, and the internet may be helpful in locating what is needed.
    5. Elbow Protection.
      The elbow point and bones at either side of the elbow joint must be covered by a rigid material underlain by at least 1/4 inch (6 mm) of resilient padding or closed-cell foam, by a shield, or by an approved equivalent. This armor shall be attached in such a way that the elbow remains covered during combat. [SCA Marshal's Handbook, page 11]
      Buy elbow sports pads. A good pad will cover the arm at least two to three inches above and below the joint. Don't worry about getting fancy pads with hard plastic over the joint. Attach a metal, plastic, or leather cop to the pads. These can be purchased from armorers at events or made locally from leather, plastic, or metal.
    6. Knee Protection.
      The kneecap and both sides of the knee joints must be covered by rigid material lined by at least 1/4 inch (6 mm) of resilient padding or closed-cell foam or an approved equivalent. This armor shall be attached in such a way that the knee remains covered during combat. [SCA Marshal's Handbook, page 11]
      Buy knee sports pads. Note that knee protection includes a proportionally larger area around the knee than for elbow protection, otherwise refer to Elbow Protection above.
    7. Kidney Protection.
      The kidney area, the short ribs, and the lower spine shall be covered with a minimum of heavy leather worn over 1/ 4 inch (6 mm) of closed cell foam or equivalent padding. [SCA Marshal's Handbook, page 10]
      Buy a weight lifters belt. The six inch wide ones are preferable. Inside, attach closed cell foam (available as camp mattresses, or most Heavy Fighters have plenty laying around).
    8. Hand Protection.
      The outer surfaces of the hand and wrist of both arms must be covered by one or a combination of the following:
      b. A gauntlet made of rigid plates; either lined with padding or closed cell foam, or designed to transfer potentially injurious impact to the surfaces being grasped.
      c. A gauntlet of heavy leather lined with closed cell foam or heavy padding. (Note: A hockey glove is considered to be the equivalent, but looks blatantly modern, and their use is discouraged.)
      e. Street hockey gloves are NOT equivalent. Street hockey gloves may be used in tandem with a demi-gauntlet and basket hilt. Street hockey gloves may also be used behind a shield in tandem with a shield basket.
      [SCA Marshal's Handbook, page 11]
      All missile combatants may wear an archers gauntlet on both hands. Full hand protection is recommended for an archer's bow hand, and whenever conditions place the hand holding a throwing weapon at risk of being struck. [Missile Combat Changes, Updates and Notices, July 4th, 2003]

      The easiest thing you can get use for an "Archer's Gauntlet" is a hockey (but not street hockey) glove with the fingers cut out. Wear a leather work glove inside the hockey glove (this also eliminates the need for finger tabs on the string hand). A much better Archer's Gauntlet would be a standard half gauntlet for the string hand. A full gauntlet is the best protection for the bow hand (although an Archer's Gauntlet is acceptable).
    9. Neck Protection.
      The neck (larynx and cervical vertebrae) must be covered by either the helm, gorget of rigid material, mail or heavy leather camail or aventail, or by a collar of heavy leather lined with foam or other equivalent padding. The neck (larynx and cervical vertebrae) must stay covered during typical combat situations to include turning the head, lifting the chin, etc. [SCA Marshal's Handbook, page 10]
      The best gorget will be made of metal and leather, and purchased from an armorer. For those who want something simpler (and cheaper), make "dog collar" style gorget.
    10. Head Protection.
      The rules for helms are way too long and complicated to quote here.
      Nothing is as important in your armor as a well made helmet. Unfortunately, even cheap "starter" helmets will typically run $100 to $150 from a good armorer. Check with current or past Heavy Fighters. Many have extra helmets which they may be willing to sell. [Personal recommendation: Unless you know exactly what you are doing (unlikely) or have good advise, do not buy a helmet over the internet. There is no substitute for picking up a helmet and trying it on to see if it fits properly and is legal on your head.]
    11. Foot Protection.
      All individuals will wear sturdy footwear while engaged in combat activities. [SCA Marshal's Handbook, page 11]
      While almost any good shoe will pass inspection (along with some which are not-so-good), the best footwear when fighting will be steel toed work boots or army boots. Sooner or later you will get stepped on and need the protection, and these certainly look better than running shoes.
    12. Chest Protection.
      Chest protection in the form of a gambeson is recommended, but not required, as a minimum for all fighters. Separate breast cups are prohibited unless connected by or mounted upon an interconnecting rigid piece, i. e., heavy leather or metal breastplate. [SCA Marshal's Handbook, page 11]
      Chest protection is not required, but is strongly recommended. Male archers may skip this. Female archers will want to have a solid breastplate.
    13. Arm And Leg Protection.
      If your armor does not cover the forearm of the arm holding the bow, you may want to consider adding a bit of light leather as a bracer on that arm. That will protect it from the snap of the bow string. A bit of armor and padding on the upper arm and thigh of your shooting side may save some bruising in the future. [Note that asymmetrical armor is period for archers.]


  4. Cover your Armor.
    1. Pants.
      Given the minimal level of armor described herein for the legs, and the undoubtedly "not too period" look of the knee protection, a strong pair of loose pants is needed.
    2. Tunic.
      This is needed to cover the non-period body protection. Start with something simple. A good look would be a solid color, with at least 3/4 length sleeves, length down to about mid thigh, and a somewhat loose fit.


  5. Learn the Rules for Heavy Fighting and Combat Archery.
    1. Go To A Practice.
      Go to a heavy fighter practice. It will not be enough to practice shooting, even in armor. You need to learn what it is like in melee with people trying to "kill" you.
    2. Learn the Rules of the Lists.
      While primarily aimed at tournament fighting, the Rules of the Lists are the basis for all Heavy Fighting conventions. Everyone involved in Heavy Fighting must know them. A copy is included below.
    3. Inspections.
      All fighters, including combat archers, must be inspected by a marshal before combat at any event. To avoid problems at your authorization, have a marshal inspect your equipment at a fighter practice.
    4. General Safety Awareness.
      Archers are expected to always be aware of where their arrows or bolts may travel. It is the responsibility of each archer not to shoot if a projectile could go into spectators or other unprotected people.
    5. Rules of Engagement.
      The rules of engagement (i.e., the rules determining who may attack you or who you may attack) are different for archers than for other Heavy Fighters. Archers have a 360° arc of engagement. That is, archers may attack someone from any angle, at any distance, and do not require the target of the attack to be aware of the attack (unlike regular heavy fighting). [Note that, unfortunately, some heavy fighters are still not aware of this rule and may not accept an otherwise valid hit from an arrow or bolt.]
    6. Arrow and Bolt Kills.
      All of the valid target areas for thrusting apply to arrows and bolts (note that a hit on a helm other than in the face is not a kill). However, the force required for a kill is significantly less. A hit from an arrow or bolt need only be hard enough to be noticed for it to be treated as a kill. [Ok, that's the rule. Try not to be too disappointed when a fighter ignores a hit because is was "light".]
    7. Holds.
      A "hold" may be called at any time during combat when a problem or safety issue arises. Anyone observing such a problem may call a hold. When a hold is called, stop what you are doing, drop down to one knee, and pay attention to any instructions given by the marshal(s).
    8. Carrying and Using Weapons.
      Combat Archers who are not authorized as Heavy Fighters may never carry or use heavy fighting weapons other than approved archery equipment in combat. Such individuals may not carry a sword, dagger, knife, etc. "to look cool" or "just for appearances". Further, such individuals may not carry weapons for another Heavy Fighter. Also, persons authorized for Heavy Fighting should not carry weapons which their hand protection does not permit them to use (ex. a Heavy Fighter archer wearing only Archer's Gauntlets should not carry a weapon which requires full gauntlets to be used).
    9. Hand Protection.
      Archer's Gauntlets are not considered adequate hand protection for general heavy fighting by Combat Archers. To be used with standard heavy fighting weapons, an Archer's Gauntlet must be inserted into a basket hilt.
    10. Heavy Fighting.
      A Combat Archer who is authorized as a Heavy Fighter may convert to heavy fighting weapons provided; 1) any Archer's Gauntlet is either replaced with proper hand protection or inserted into a basket hilt, and 2) the bow, crossbow, and/or other archery equipment is placed in a position of safety where it is not a hazard to other fighters.
    11. Getting Hit.
      It is going to happen! Be prepared for it. You will be expected to be able to tell the difference between a good blow and a light blow. You will be expected to know the valid hit locations. Come to Fighter Practice and learn.
    12. Dying.
      You need to know how to "die" safely. [Note: "Yielding" in combat is effectively the same as dying.]
      In Melee: If you cannot get out of the press of melee safely, then you must drop where you stand. Fall to the ground. Curl up. Bring you knees as high up as you can, and keep you feet together without crossing your ankles. Tuck you arms in against you chest. If you have a bow, put it on the ground under you where it won't trip someone. If you have a crossbow, hold it over you for protection.
      Out Of Melee: If you are not close pressed and can safely leave the battle area, hold you bow or crossbow horizontally over your head and walk away from the fighting.
      Yielding: Rather than take a blow, you may "yield". To do this shout "yield" repeatedly and drop as described for "In Melee" above. Note that if you are wearing an Archer's Gauntlet, are charged (or even approached) by a Heavy Fighter, and do not have a Heavy Fighter between you and the charging fighter, then you are required to yield for safety when the fighter approaches within 10 feet and calls you dead.
    13. Light and Heavy Bows.
      Bows are defined as being either "Light" or "Heavy" based on their pull weight at 28". A Light Bow has a pull weight of 30 pounds or less. A Heavy Bow has a pull weight of over 30 pounds and up to 50 pounds. Light Bows may be used to fire fiberglass arrows with blunts (although these are not allowed in the Middle Kingdom). Heavy Bows may only be used to fire golf tube or siloflex arrows. Heavy Bows must be marked at the top of the upper limb with six inches of red tape. [Note: In the Middle Kingdom this is pretty much a moot point, although the marking of Heavy Bows is needed for multi-kingdom events, such as Pennsic War.]
      Sometimes a small bow (ex. a "kids" bow) may be found. Effectively this is any bow which has less than a 28" draw. Don't use it. Almost any adult can over pull such a bow (i.e., pull the string beyond the intended draw distance). Over pulling is unsafe for the bow and invalidates its rating (i.e., you don't know what its draw weight becomes).
    14. Light and Heavy Crossbows.
      Crossbows are defined as being either "Light" or "Heavy" based on their power. A Light Crossbow has a maximum power of 600 inch-pounds. A Heavy Crossbow has a power of over 600 inch-pounds and up to 1,000 inch-pounds. The "power" of a crossbow is measured by multiplying the stroke (the distance from the string at rest to the location of the string when cocked) by the pull weight at the cocked position. Light Crossbows may be used to fire fiberglass shafted bolts (although these are not allowed in the Middle Kingdom). Heavy Crossbows may only fire golf tube or Siloflex bolts. [Note: For most purposes this is a moot point in the Middle Kingdom, since only golf tube and siloflex bolts are permitted.] Also note that Heavy Crossbows may require mechanical cocking systems, as their pull weights can be too much for an unaided person. Heavy crossbows must be marked with a 6" long piece of red tape around a limb of the prod (bow).
    15. Unapproved Projectiles.
      Unapproved projectiles may never be fired from a bow or crossbow. In the Middle Kingdom this would be firing anything other than a golf tube or Siloflex arrow or bolt.
    16. Striking with Archery Equipment.
      You may never use a bow or crossbow to strike someone. An arrow or bolt may only be used with a bow or crossbow. It may not be used to "stab" someone.
    17. Defending with Archery Equipment.
      A bow or crossbow may not be used to block blows to prevent being killed in combat. However, you may use a bow or crossbow to protect yourself if you have yielded or died, and are still being struck (and you should be shouting "yield" or "hold" during such a situation).
    18. Gleaning Arrows.
      Archers may usually glean (collect) shot arrows on a battlefield. Golf tube and Siloflex arrows may normally be inspected by the archer when gleaned and reused on the field. Other types of arrows (not approved in the Middle Kingdom) must be reinspected by a marshal before being reused. Some events may put limits on the gleaning of arrows during battle.
    19. Minimum Shot Distance.
      Rules vary on this. The Middle Kingdom Marshal's Handbook says there is no minimum distance for discharging an arrow or bolt. Other sources indicate that the minimum distance is such that the projectile will at least clear the bow or crossbow. Some events will define this in their own rules. For simple safety reasons, clearing the weapon is a good minimum standard to use.


  6. Practice under the instruction of a knight or master at arms.
    1. The Earl Marshal's new rules for individuals who wish to be Combat Archers without first authorizing as Heavy Fighters require them to learn under a member of the Chivalry. This is normally done at a fighter practice.
    2. There is no substitute for practice. This is the only way to learn combat archery (even if you already know target archery), and to learn how to act in combat.
    3. If you don't have armor, at least practice shooting. It will take a while to get used to using combat arrows.


  7. Get Authorized.
    1. No one may participate in Heavy Fighting without first authorizing. You may, however, fight at a scheduled fighter practice without being authorized.
    2. You must be a paid member of the SCA to authorize and participate in Heavy Fighting or Combat Archery at an event.


RULES OF THE LISTS

The basic rules for the SCA combat are contained in the Rules of the Lists. These Rules, however, do not specifically cover non-tourney field activities such as wars, war archery, and period fencing. In practice, the Rules have been extended to cover these activities, with the observance of honor and chivalry being the overriding element, along with the safety of the combatants. The following is intended to bring together the appropriate rules for conducting both tourney field combat and other SCA combat activities.

A. The Rules of the Lists are reprinted from section IX.B. of the Corpora of the SCA

1. Each fighter, recognizing the possibilities of physical injury to him or herself in such combat, shall assume unto him or herself all risk and liability for harm suffered by means of such combat. No fighter shall engage in combat unless and until he or she has inspected the field of combat and satisfied him or herself that it is suitable for combat. Other participants shall likewise recognize the risks involved in their presence on or near the field of combat, and shall assume unto themselves the liabilities thereof.

2. No person shall participate in Combat-Related Activities (including armored combat, period fencing, combat archery, scouting, and banner bearing in combat) outside of formal training sessions unless he or she shall have been properly authorized under Society and Kingdom procedures.

3. All combatants must be presented to, and be acceptable to, the Sovereign or his or her representative.

4. All combatants shall adhere to the appropriate armor and weapons standards of the Society, and to any additional standards of the Kingdom in which the event takes place. The Sovereign may waive the additional Kingdom standards.

5. The Sovereign or the Marshallate may bar any weapon or armor from use upon the field of combat. Should a warranted Marshal bar any weapon or armor, an appeal may be made to the Sovereign to allow the weapon or armor.

6. Combatants shall behave in a knightly and chivalrous manner, and shall fight according to the appropriate Society and Kingdom Conventions of Combat.

7. No one may be required to participate in Combat-Related Activities. Any combatant may, without dishonor or penalty, reject any challenge without specifying a reason. A fight in a tournament lists is not to be considered a challenge, and therefore may not be declined or rejected without forfeiting the bout.

8. Fighting with real weapons, whether fast or slow, is strictly forbidden at any Society event. This rule does not consider approved weaponry which meets the Society and Kingdom standards for traditional Society combat and/ or Society period rapier combat, used in the context of mutual sport, to be real weaponry.

9. No projectile weapons shall be allowed and no weapons shall be thrown within the Lists of a tournament. The use of approved projectile weapons for melee, war, or combat archery shall conform to the appropriate Society and Kingdom Conventions of Combat.

B. Applications of the Rules of the List

Ref Rule 1: "Other participants" include Marshals, and also support personnel whose activities bring them close to fighting in a situation where boundaries are not clearly defined. Heralds, List Pages, and similar officers who leave the field entirely before combat begins are exempt from this requirement, as are Water-Bearers and Chirurgeons who remain in fixed support points outside the tournament field or battle area. Water-Bearers and Chirurgeons who take part in mobile support groups within the overall boundaries of a battle area must receive a basic orientation in field safety, and sign a proper Waiver.

Ref Rule 2: The Crown and/ or Marshallate of each Kingdom shall establish standards and procedures for the authorization of fighters to participate in combat. These procedures shall adhere to the Combat Authorization Procedures in this Handbook. At Kingdom option, these procedures may involve either a general authorization to participate in armored combat, or a set of separate authorization procedures for the use of (or for combat AGAINST) specific weapons or classes of weapons.

The Crown and/ or Marshallate of each Kingdom shall establish standards and procedures for the authorization of combat archers and missile users to participate in combat. Kingdoms may establish such additional limitations on the participation of minors as may be deemed necessary. It is usual for authorizations from other Kingdoms to be accepted, although exceptions may prove necessary in the case of specific individuals.

The Crown may not simply grant an authorization, unless the recipient has successfully completed the authorization process as delineated in Society and Kingdom.

Ref Rule 4: Kingdoms may apply armor and weapons standards that are stricter than the Society standards, should they be deemed necessary, but may not reduce or waive any Society standard.

Ref Rule 5: If a fighter regards an opponent's weapon or armor as unduly dangerous to face, he or she can request the Marshal of the field to re-inspect the item. Either fighter has the option of appealing the decision of the re-inspecting Marshal to the Marshal in Charge and ultimately to the Sovereign.

Ref Rule 6: Engaging in any Society combat activity with the deliberate intent to inflict bodily harm to an opponent is strictly forbidden.

Ref Rule 7: No one is required to engage in SCA combat should he or she prefer not to do so.

Ref Rule 8: Since fighting with real weapons is forbidden at any Society prevent, threatening the use of such weapons is likewise expressly forbidden.

At the discretion of the Sovereign and the Marshal in Charge recognized experts may be permitted to present choreographed demonstrations with real weapons under strictly controlled conditions.

Posing for still photographs with real weapons is permitted. No one may wear any real weapon onto the field while participating in combat or present during combat. At the discretion of the Sovereign and the Marshal in Charge, an exception may be made for marshals or other noncombatants to wear knives bonded with peace straps.

Ref Rule 9: The prohibition on thrown weapons refers to weapons in combat, or thrown in a hostile manner. It does not apply to "tossing" as a gentle, short-range method of transferring or removing a tournament weapon or item from the Lists or area of combat.

The use of archery, firearms, slings, javelins, throwing axes, throwing knives, or any other projectile is forbidden within Tournament Lists, or in any other situation where spectators cannot be separated from the potential line of fire by more than the effective range of the weapons.


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