Rules for Fratricidal Combat

(copied from the 1998 Markland Annual and updated per
the Teutonic Plague, Vol.28, No.2, February 1999)

 

  1. Officiation of Fighting Events.
  2. The Head Reeve.
  3. Armorer Reeves.
  4. Archery Reeves.
  5. Field Reeves.
  6. The Reeves' Guild.
  7. Combat.
  8. Death.
  9. Penalties for Infractions of these Rules.
  10. Heavy Fighters.
  11. Light Infantry Fighters.
  12. Light Archers.
  13. Shields.
  14. Weaponry.
    1. Butt Spikes.
    2. Spears.
    3. Slashing Weapons.
      1. One-handed Swords.
      2. Two-handed Swords.
      3. Battle Axes.
      4. Slashing Polearms.
    4. Impact weapons.
      1. Morningstar.
      2. Peasant's Flail.
    5. Throwing Weapons.
      1. Javelins.
      2. Axes, Clubs, Rocks, Bricks, etc..
    6. Bows.
    7. Arrows.

    8. Experimental Weapons

 
 
 

Specific Subjects: padding thickness, counterweights, rattan thickness,
heavy armor requirement, light armor requirement, code of conduct.


SECTION I.  OFFICIATION OF FIGHTING EVENTS.

  1. The Markland insurance policy covers only official events.
    1. Insurance is required by most national and state parks and to help protect Markland from lawsuits.
    2. Markland insurance should 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.
  2. In order for any event at which fighting will take place to be official, sponsoring Markland group must provide:
    1. A properly filled out event form, approved by the Witan.
    2. 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.
    3. A first aid kit.  If the group feels they do not have sufficient first aid equipment or experience, they should contact the Reeves' Guild for assistance.
    4. Some means of identifying fighter classes.
      1. Markland owns a large collection of tabards and baldrics, which can be borrowed for wars.  Please keep in mind that they were made and donated by various member groups (hint, hint, hint).  Contact the Shire Reeve to find out how to borrow them.
    5. Suitable safety barrier must be used at Public Events.
    6. 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.
  3. These Frat rules shall be published on an Annual basis (no later than one month after the Winter Althyng) and sent to every paid Markland member.
  4. Reeves shall be recognized as the official referees of the sport of Markland Fratricidal Fighting.
  5. Official Fratricidal Markland events shall require a ratio of at least 1 field reeve to every 15 fighters.  The head reeve may draft reeves from among members, if volunteers are unavailable.  The draftee would be responsible for only one half hour or one scenario, whichever is longer.
SECTION II.  THE HEAD REEVE
  1. Only one person may be designated Head Reeve at any one time; he or she can delegate any responsibility but will still be held accountable for their performance.
  2. The Head Reeve must:
    1. have fought in at least three Markland wars, where his primary activity, in those wars, was combat.
    2. have acted as a Field Reeve in at least three wars, where his primary activity, in those wars, was as a Field Reeve.
    3. 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.
    4. know the Markland Rules of Fratricidal War, and understand the consequences of failing to follow these rules.
    5. show an aptitude for planning and implementing interesting scenarios.
    6. must be approved by the Reeves' Guild.
    7. must be a paid Markland member.
  3. The Head Reeve may suspend or ignore any rule in the interest of safety.
  4. Before the event, the Head Reeve must:
    1. study the current Rules for Fratricidal Combat.
    2. 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.
    3. inspect any nonstandard or special weapons or armor.
    4. select Field Reeves to assist in regulating combat.
    5. decide what types of armor, if any, are "proof" against which missile weapons.
    6. 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.
    7. demonstrate a loud, audible signal which will mean that all combat must STOP (a compress air horn works great).
  5. 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

  1. All Armorer Reeves must:
    1. be carefully selected by the Head Reeve, with the object of choosing the most experienced and knowledgeable fighters available.
    2. know the current Rules governing the construction of Markland Fratricidal weapons and armor.
    3. have fought in at least three wars using weapons of their own construction.
    4. be approved by the Reeves' Guild.
    5. take an active role in promoting safety as outlined in the Rules.
    6. be a paid Markland member.
  2. Armorer Reeves shall inspect all weapons.
    1. No Armorer Reeve may inspect his own weapons.
    2. 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 (although we haven't had a problem - so far).
    3. Any weapon that is not covered by the guidelines included in these rules must be personally approved by the Head Reeve before it may be used on the field.
    4. Unsafe weapons (even those that appear to have been constructed within building guidelines) can be banned by an armorer reeve or field reeve.
  3. Armorer Reeves shall inspect all fighters:
    1. No Armorer Reeve may inspect his own armor.
    2. All fighters must be wearing armor sufficient to qualify them as one of the classes detailed in these rules if they wish to participate in combat.
    3. Armor designated as "arrow-proof" must be sufficiently well constructed to warrant such classification: i.e. if mail is considered "proof" against missiles then it can't be made of soda pop-tops, the same if plate armor is made from 20 gauge metal.
    4. No armor made of plastic may be worn unless for medical reasons, except in the specific case of non-target areas such as the knees, crotch, or as extra protection at wrists, elbows, throat, or back of neck.
    5. Any armor that cannot be evaluated using the rules of appropriate fighter type (soft helmets or whatever) must be personally approved by the Head Reeve before it may be used on the field.
    6. Fighters must be at least 16 years old.
  4. Any fighter may appeal an Armorer Reeve's decision to the Head Reeve at the Head Reeve's convenience.  No one else may override such a decision.
SECTION IV.  ARCHERY REEVES
  1. All Archery Reeves must:
    1. Be carefully selected by the Head Reeve, with the object of choosing the most experienced and knowledgeable archers available.
    2. Be familiar with the current Rules of Fratricidal Combat, especially those concerned with archery, bows, and arrows.
    3. Have fought in at least three wars using arrows of their own construction.
  2. Archery Reeves shall inspect all bows and arrows:
    1. No Archery Reeve may inspect his own weapons.
    2. All bows and arrows 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.
    3. Any bow or arrow that is not covered by the guidelines included in these rules must be personally approved by the Head Reeve before it may be used on the field.
    4. Unsafe bows and arrows (even those that appear to have been constructed and tested within the guidelines) can be banned by an archery or field reeve.
  3. Any fighter may 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
  1. All Field Reeves must:
    1. Have read the current Markland Rules for Fratricidal Combat.
    2. Have fought in at least two wars or been an interested spectator at at least five wars.
  2. Field Reeves must be easily identifiable by:
    1. REEVE'S TABARD.  A Reeve should 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.
    2. REEVE'S STAFF.  Reeves must carry a pole, most preferably of stout wood painted white and banded with red stripes.
    3. WHISTLE.  Reeves should carry these to signal temporary halts to combat (generally for safety reasons).
  3. Field Reeves shall regulate combat:
    1. To ensure the SAFETY of everyone on the field, by ANY method necessary.
    2. By calling any fighter "dead by plague" in the interest of safety or to keep the battle or scenario moving.
    3. And are authorized to enforce their commands with their staff if whistle and voice commands have no effect.
    4. reeves may call kills if:
      1. A safety hazard exists, such as a Light fighter ignoring blows.
      2. A fighter is blatantly breaking or ignoring rules.
      3. There is a disagreement between fighters as to who is dead and who is not.
      4. Fighters are ignoring deliberate blows that get through their guard.
  4. Any fighter may appeal a Field Reeve's decision to the Head Reeve at the Head Reeve's convenience.  NO ONE ELSE may EVER override such a decision.
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

  1. Is composed of those fighters who have met the qualifications of HEAD REEVE, ARMORER REEVE, ARCHERY REEVE, or FIELD REEVE.
  2. Will meet once a year to review and approve new Reeves of all Classes.
  3. The approved list of fighters 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.
  4. Shall be managed by the Shire Reeve.
SECTION VII.  COMBAT
  1. Hits from missiles or thrown weapons:
    1. Any fighter struck anywhere by a missiles weapon must no longer use the part of the body struck (if that is head, chest, or abdomen, obviously the fighter is dead) except in the specific case of a fighter being hit on armor previously declared "proof" by the Head Reeve.
    2. No fighter may throw a weapon unless it was inspected and passed as a throwing weapon by the Armorer Reeves.
    3. Thrown javelins must strike a target with the designated (taped) bladed end to affect the target.  Thrown missile weapons (i.e. axes, maces, 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 (that is other fighters).
  2. Illegal hits with any handheld weapons
    1. No fighter may aim at the groin, throat, base of the neck, knees, or below the knees.
    2. Blows landing on or below the knees are to be ignored, except for hits from missile weapons and the specific instance of a fighter blocking by interposing his feet or legs.
  3. No fighter may forcibly remove another fighter's helmet in any circumstance.
  4. All fighters must visually identify all potential opponents' fighter class prior to engagement so that lights are not bashed.
  5. Heavy versus heavy:
    1. Heavy infantry may hit one another as hard as necessary.
    2. A heavy infantryman's armor counts for what it is.
    3. Fighters wearing only padding must acknowledge all blows, a fighter wearing thick padding and mail or heavy leather can ignore light and glancing blows, and a fighter wearing good steel plate must be bit both solidly and squarely; obviously, a bar grille will provide no protection against thrusting blows.
  6. Light versus light:
    1. Light infantry may engage in full combat with each other.  The Reeves' Guild recommends that blows be kept relatively light and weapons not be of extremely heavy construction.
    2. 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.
  7. Light versus heavy:
    1. Light infantrymen may hit heavies as hard as necessary.
    2. Heavy infantry must strike lights softly, if possible only touching the light.  This is particularly important when killing archers, who can wear NO protection.
    3. 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 choose to accept only strong and square blows upon their shields as killing blows.
    4. All fighters must visually identify all potential opponents' fighter class prior to engagement so that lights are not bashed.
  8. 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
  1. A KILLING BLOW IS ONE DELIVERED ON A VITAL AREA AND NOT DEFLECTED BY A FIGHTER'S GUARD.  All fighters killed in combat must immediately fall down!
  2. Dead fighters may in no way aid or abet their live companions; i.e. passing weapons, yelling warnings or commands, etc.
  3. After falling down:
    1. If you are anywhere near fighting:
      1. Curl up and protect yourself as best you can.
      2. STAY DOWN until the fighting moves off or is over.
    2. If you are well away from all fighting:
      1. Check to be sure you are safe.
      2. 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.
      3. 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
  1. The Head Reeve or any Field Reeve may at any time call any fighter DEAD or require a fighter to sit out the remainder of a battle.
  2. The Head Reeve or any Armorer Reeve may at any time confiscate any weapon which is deemed to be unsafe.  Confiscated weapons may or may not be returned, at the discretion of the Head Reeve, taking into account whether the weapon was deliberately and knowingly used as an unsafe weapon.
  3. The Head Reeve may at any time disallow any fighter from fighting for the remainder of the event (recommended for any fighter who is CONSISTENTLY breaking the rules).
  4. 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, may impose EVEN HARSHER PENALTIES as they see fit.
SECTION X.  HEAVY FIGHTERS
  1. All heavies must know the rules of combat, especially those rules governing combat with light fighters; YELLOW designates lights.
  2. Armor:  All heavy infantry must wear:
    1. 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.
    2. 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.
    3. 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.
    4. 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 a good idea.
    5. hand protection AT LEAST equal to ice hockey or lacrosse gloves.
    6. Crotch cup for men.  Breast protection recommended for women.
    7. 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).
  3. Shields are "proof" against all blows, including arrows and other missiles.
  4. Heavy infantry are permitted to use any legally constructed weapon.
  5. The minimum guage for steel armor to count as plate in Markland Fratricidal combat is 18 guage.
SECTION XI.  LIGHT INFANTRY FIGHTERS
  1. All lights must be familiar with the rules of combat, especially governing combat with heavies!
  2. All lights must be clearly identifiable as light infantry; minimum markings are bands of 1" wide YELLOW 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.
  3. Armor:  All light must wear:
    1. 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.
    2. 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.
    3. Light archers may wear head protection at least equivalent to a three-weapon or saber fencing mask and a padded coif of at least mattress pad thickness that extends to the shoulder and gives throat and back of the neck protection.
    4. Light infantry must wear hand protection at least equal to welders' gloves, while light archers must wear at least leather driving gloves.
    5. Crotch cup for men.
    6. 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.
  1. Shields:
    1. Are "proof" against missiles and blows struck by other lights.
    2. A maximum of 24" diameter round shield for light infantry fighters.  (See Section VII, Para 7, Rule C.)
  2. Permitted weapons:  Light infantry may use:
    1. Any missile or throwing weapon.
    2. Any weapon shorter than 24" total length.
    3. Light infantry with full head protection and ice hockey gloves may use pole weapons.
    4. Light infantry with full head protection may use spears longer than 60" total length.
SECTION XII.  LIGHT ARCHERS
  1. All light archers must be familiar with the rules of combat, especially those governing combat with heavies!
  2. All light archers mus tbe clearly identificable as light; minimum markings are bands of 1" wide tape (of a color that contrasts helmet color) from front to back, side to side, and all the way around at midhelm or above the eyeslit.
  3. Armor:  All light archers must wear:
    1. 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.  (Yes, these are made of plastic and it's OK.  Reeve must give final okay.) and a padded coif of at least mattress pad thickness that extends to the shoulder and gives throat and back of the neck protection.
    2. Hand protection at least equivalent to leather driving gloves except on archer's nock hand.
    3. Body armor is the equivalent of a sturdy tunic covering the torso from shoulder to crotch.
  4. Permitted weapons:  Light archers may use:
    1. Any missile or throwing weapon.
SECTION XIII.  SHIELDS
  1. The basic construction of shields must be of a material AT LEAST as sturdy of 1/2" plywood.  This does not include plastic or aluminum.
  2. Shield edges must be padded to minimize damage to weapons; the minimum acceptable padding is a bicycle tire.
  3. Shields may NOT have ANY PROTRUDING METAL EDGES OR CORNERS!
  4. Shields may NOT incorporate NAILS, SCREWS, or STAPLES; bolts and rivets are acceptable.  All exposed ends must be rendered non-hazardous.
  5. 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.
NOTE:  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.
  1. Shields are "proof" against all blows including arrows and other missiles.
  2. 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 8 inch letters, and discouraging the use of stylistic letters.
  3. Lights are limited to round shields with a maximum of 24" diameter.
  4. Shields may not be worn as body armor.
SECTION XIV.  WEAPONRY
  1. No weapon may be used in combat which has not been inspected and approved by an Armorer Reeve or the Head Reeve because:
    1. All weapons degrade with use and age; a weapon constructed to the MINIMUM standards will often wear out after only one fratricidal war.
    2. Any weapon can be taped too tightly, or repeatedly repaired to the point where it is too rigid for safe use.
  2. 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".
  3. Hafts and blades must be made of some reasonably light-weight, nonsplintering 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.
  4. 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.
  5. International orange should not be used on any weapon's "edges," nor should it be used to signify striking surfaces of a weapon.
  6. 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.
    1. 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.
    2. 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.
    3. 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.
  7. Butt Spikes:
(NOTE:  from the Shire Reeve:  All Armorer Reeves should point out to all combatants with butt spikes on their weapons that they are to be used for THRUSTING only.)
    1. Butt spikes must be constructed the same as spear thrusting tips.
    2. Butt spikes may not be applied to any weapon over 72" long.
    3. Butt spikes must be designated as a striking surface on a weapon.
    4. 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.
  1. Spears:
    1. are polearms used for thrusting only; spears may not have any striking surfaces other than the point.
    2. Spears may be made of any continuous length of approved material that is over an inch and a quarter in diameter.
    3. The haft must be covered in AT LEAST 1/2" sealed cell or equivalent, extending AT LEAST 8" below the head.
    4. The thrusting tip must be 2" long and 2" wide at the base.  It may not taper to less than 1 1/4".  It should be constructed of pipe insulation or upholstery foam (NOT recommended); sealed cell is too hard.
    5. Fiberglass may not be used as poles for spears.
    6. Parrying bars or rondels may not be used on spears.  Spears with parrying bars or rondels are pole weapons and must conform to the rules of those weapons.
  2. Slashing Weapons:
    1. All edge weapons must have contrasting material representing the cutting edge.
    2. Steel or metal basket hilts are not allowed.  Leather is allowed.
    3. One-handed swords (maximum length 36")
      1. Must have 1/2" sealed cell or equivalent on entire blade (including flat).
      2. 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.
      3. If to be used for thrusting, must have a thrusting tip as described for spears.
    4. Two-handed swords (maximum length 78")
      1. Must have 3/4" sealed cell or equivalent on entire blade (including flat).
      2. 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.
      3. If to be used for thrusting, must have a thrusting tip as described for spears.
    5. Battle axes:
      1. Maximum length is 36"; larger axes will be considered slashing polearms.
      2. Must have at least 1/2" sealed cell or equivalent on entire head (including edge, top, back, and sides).
      3. Cutting edges must be obvious.
      4. 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.
    6. Slashing polearms:
      1. Maximum length is 78".
      2. Head must be built up from light-weight, semi-flexible material.
      3. Must have at least 1/2" sealed cell or equivalent on entire head (including edge, top, back, sides).
      4. Cutting edge must be obvious and padded with at least 3/4" sealed cells or equivalent.
      5. 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.
      6. If to be used for thrusting, must have thrusting tip as described for spears.
  3. Impact weapons:
    1. Standards types (morningstar, hammer, mace, lead pipe, etc.)
      1. Maximum total length of 36".
      2. Must not be counterweighted; these weapons are SUPPOSED to be tip heavy, obviously!
      3. Minimum 3/4" sealed cell or equivalent on the entire striking surface.
      4. Maximum length of a morningstar cord is 12".  The Reeves' Guild recommends braided parachute cord or 6000 lb.. test nylon rope; plastic chain usually shatters.
      5. Maximum diameter of a morningstar ball is 6".
      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.
    2. Peasant's flail: polearm originally used for threshing wheat
      1. Maximum length is 78".
      2. Maximum length of impact head is 30".
      3. Maximum length of cord is 10".
      4. Head must have 3/4" pipe insulation; sealed cell is too hard and equivalent upholstery foam is too heavy.
      5. The impact head should 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.
      6. 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.
  4. Throwing weapons:
    1. All throwing weapons must be banded with three 1" wide bands of brightly contrasting tape, preferably red.
    2. Throwing weapons may not incorporate any metal parts.
    3. Javelins (throwing spears, darts, etc.):
      1. Shaft must be between 1/2" and 3/4" in diameter and may be made of green bamboo.
      2. 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.
      3. Both ends must have thrusting tips as described for spears.
    4. Other throwing weapons (axes, clubs, rocks, bricks, etc.):
      1. Must be between 12" and 18" in total length.
      2. All knobs, ends, edges, pommels, corners, protuberances, etc., must be padded with at least 3/4" sealed cell or equivalent.
      3. 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.
      4. The minimum size of a "rock" or "brick" type is 2" (tennis ball diameter), and be made of some lightweight material.
  5. Bows:
    1. Maximum draw anywhere through a pull of 29" is 30 lbs.
    2. No pulleys or modern sights are allowed on the bow.
  6. Arrows:
    1. No arrow may incorporate any metal parts.  NO EXCEPTIONS
    2. 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.
    3. Arrowheads must be firmly affixed to the arrow shaft with glue and strapping tape continuing at least 6" onto the shaft.
    4. Approved method of constructing arrowheads:
      1. Drill an arrow-shaft sized hole halfway through a 1" diameter, 1" long wooden dowel.
      2. 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.
      3. Pad the sides of the plug with 3/8" pipe insulation.
      4. Put 1" compressed upholstery foam or pipe insulation on the tip of the warhead.  Do not use sealed cell foam for this as it is too hard.
      5. Cover padding with duct tape and affix this covering firmly to the shaft by running the strapping tape 6" down the shaft.
      6. Permanently mark the arrow with some means of identifying the owner.  This may 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.
      7. 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.
    5. The Armorer Reeve and/or the Archery Reeve may randomly select an arrow and dismantle it during weapon inspection to remove any doubt about construction methods.
  7. 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.

page last updated September 10, 2003

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