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SCP Book of Combat:
Version 2.0 (Final Draft) March 2005 (compiled by Psi-Lance)
Download the MS Word version here:
1.0 General
1.1 This book lays out the combat rules for SCP fighting.
1.2 The goal of the SCP is to have fun, safe combat for all participants.
2.0 Code of conduct
2.1 All participants are to follow the rules of their field and the SCP. Participants are to listen to and obey the leadership of their field and the SCP such as lords and war marshals.
2.2 Fighting gear must be legal. No hazardous clothing or gear that could injure you or anyone else (such as spikes). Also, clothing must not prevent a combatant from feeling blows that are dealt to them (such as trench coats, armor, sheathes, etc.)
2.3 Players may not switch from one clan or house to another mid battle. Players must be part of a recognized fighting unit of the field in order to participate in combat.
2.4 Combatants must be on the field at the start of battle to be in that battle. If a combatant leaves the battlefield they are considered to have retreated and cannot reenter the battle. The exception to this is if they are replacing a broken weapon or something else quick on their lands.
2.5 Emotions and tempers must be kept in check. Combatants who are out of control will be sent to their lands, repeated actions and excessive acts by a combatant will result in the combatant being sent home for the day. If the problem still persists the combatant can be suspended from the field by the lords temporarily or permanently.
2.6 Weapons or shields may be pinned to the ground or to a person by other weapons or shields. If a shield or part of a shield is on the ground you may step on it to pin it there. Shield bashing or ramming into another person is not allowed and anyone shield bashing will be removed for the remainder of the battle. Things may get a bit physical, but combatants are never to intentionally injure another participant. Keep the combat to boffing only.
2.7 There will be no hand-to-hand or non-weapon combat. Fighting will not be tolerated. Anyone trying to get into a fight or actually fighting on the field will be sent home for the day and possibly suspended from the field by the leadership for an amount of time that they decide on based on the severity of the situation.
2.8 The honor system is in effect, participants are to call the shots they receive, not the ones they think they are giving. If someone is not taking their shots (aka Rhinohiding) ask a war marshal or lord to watch them or call the shots on them.
2.9 Arguments about shots must be solved in 10 seconds or both combatants are considered dead.
2.10 Combatants must be honest about their status on the field (dead or not, missing limbs, used spells, spells cast on you, etc). If you are asked about your status you must respond honestly about it.
2.11 Holds - When a hold is called all participants are to stop right where they are at and drop to a knee. No one is to move besides those in the situation and those responding to the situation. Anyone caught taking tactical advantage of a hold will be removed from the battle.
2.12 Dead - Once dead, you signify this by dropping to the ground with your weapons on the ground or by raising your weapons above your head/putting your weapons on top of your head. Once dead you may return to your lands with your weapons on your head showing that you are dead. If you do not clearly show that you are dead, plan on someone killing you again, this is your own fault. Once a dead combatant moves from where they died, they are no longer able to be raised from the dead in any fashion and are now out of the rest of the battle.
2.13 The dead cannot warn live combatants. If a dead person warns a live combatant the dead combatant is removed from that battle and not allowed to participate in the following battle. Non-combatants also cannot warn live combatants. Repeated offenses can lead to someone being removed from the field by the lords.
2.14 Live combatants may use any weapon that is on the field that is legal. However it is then that person's responsibility to return that weapon to the rightful owner at the end of the battle.
2.15 Live combatants may not use the dead or non-combatants as cover in battle.
2.16 The only weapons allowed on the field are boffing weapons. No live metal or any other kind of real weapons are permitted on the field.
2.17 Dragging - Live combatants may move other combatants who are missing one or more legs by grabbing them and dragging them. This also can be used on the dead to get them out of harms way of an active battle.
3.0 Target Areas
3.1 Arm - The arm is considered to be from the wrist to the top of the shoulder socket.
3.1.1 If you are struck in the arm you lose use of arm for all combat purposes. The arm is then considered to no longer be there so a second shot to a dead arm would carry through to whatever is on the other side of it. So for example if the dead arm is against the combatant's body and someone swings in and strikes it, the blow would cut through to the body, while if the arm was back and away from the body the second blow would cut into the air.
3.2 Leg - Ankle to hip socket.
3.2.1 One leg - Affected leg is damaged and cannot be used. The fighter must drag the wounded leg or hop on the good leg, and the combatant cannot run or move fast.
3.2.2 Both legs - Fighter must fight on knees with weapons up to signify they are alive. Once on their knees they are allowed to move around and fight from there as long as they stay on their knees. If the battle has moved away from them they are allowed to stand and move towards the battle by slowly stepping heel to toe until they are with in 15 feet of a live combatant at which point they must drop back to their knees.
3.3 Hip - Hip and buttocks shots have the same effect as losing both legs at the same time.
3.4 Lethal - Any shot to the neck, shoulders, torso, bladder, or groin.
3.5 Non-target areas - head, hands, and feet.
3.5.1 Head shot - You may not intentionally strike someone in the head. If you have a head-shot dealt or deal one yourself, all combatants directly involved are dead. If the head-shot is strong enough to "rock" or significantly move the opponents head, there is no choice both are dead. If the head-shot is slight or glances off another weapon, the recipient has the option to not call the shot and both combatants continue in the battle.
3.5.2 Hands and feet - No damaged received.
4.0 Legal attack requirements
4.1 A combatant must be able to see your target opponent, no "spinning blind shots.”
4.2 Attack with a legal weapon.
4.3 Strike a valid target area.
4.4 Impact with the weapons striking surface.
4.5 Deliver a solid blow.
4.5.1 Blows delivered on an unsuspecting combatant from behind may be lightened to prevent injury, but still should be clearly felt by the recipient.
5.0 Illegal attacks
5.1 Unarmed combat.
5.2 Throwing equipment or weapon at someone.
5.3 Using a disabled arm to swing or block with a weapon or shield.
5.4 Shield bashing or ramming into opponents.
5.5 Attacking with the intent of injuring an opponent.
5.6 Running over an opponent.
6.0 Illegal defenses
6.1 Block with non-target area.
6.2 Blocking with dead limbs.
6.3 Leaving the game area.
6.4 Faking injury or death.
6.5 Using a non-combatant or dead combatant as cover.
7.0 Archers & Missile Combat
7.1 Equipment - One padded 20lb. (or less) bow and as many arrows as archer can carry.
7.2 One shot rule - An arrow may only be used once per battle, afterwards it is considered broken and unusable.
7.3 Arrow must be padded larger than an eye socket. The tip of the shaft must be secured inside the padding by something like a penny or a cork to insure that the shaft doesn't go thru the padding. The bow must be padded with 3/4 inch foam.
7.4 When an archer is dead, another combatant may break all the arrows in a quiver by announcing this and signifying the breaking with his weapon.
8.0 Weapon Regulations
8.1 All weapons and shields are to be covered with fabric tape (duct tape).
8.2 All core shafts will be made of PVC piping, minimum schedule 40.
8.3 Pole arms are to be made of 1 inch PVC piping.
8.4 Weapons may only contain a single piece of core PVC. No joints in weapons but you can have them in shields.
8.5 Minimum 1 1/2 inch of padding on all striking surfaces, and more padding on the tips.
8.6 Minimum 1/2 inch padding on all non-striking surfaces, this included things like pommels and shields. Handles however do not need to be padded.
8.7 Weapons may not be attached to a combatant's arms for safety reasons.
8.8 Shields and bucklers may not be attached to the upper arm of a combatant, only the forearm. Shields and bucklers cannot be used to strike with and must be padded 3/4 inch.
8.9 A combatant is allowed a maximum of two bucklers, or a buckler and a shield.
8.10 Shields may be made from PVC or softer plastics, cardboard, foam, etc. They just must have at least 3/4 padding to protect combatants.
8.11 Counterweights may be used in weapons as long as they are secured in place and are on the inside of the PVC. If a counter weight is sliding around in a weapon, the weapon is DQ'd until fixed.
8.12 There is no armor in the SCP.
8.13 Weapons may be deemed unsafe and DQ'd by any veteran on the field and may not come back into play until approved by a lord. All weapons on the field may be inspected at any time for safety reasons.
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