Table
Of Contents
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conventions
for the East Kingdom |
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Introduction
From the beginning of recorded military history, kings and generals have
relied upon scouts to gather and relay information. Originally, light cavalrymen, scouts would ride far afield, searching for
signs of the enemy, or carrying messages between the separate elements of a
command. Their strength lay, not in skill at arms, but in speed, stealth, and
cunning. From such proud examples as J.E.B. Stuart, Subodai, Robert Rogers, and
the modern Recon/Rangers, we draw our skills, our techniques, and our
traditions.
Scouting in
the SCA has changed over the years. It used to be that scouts merely found where
the opponent was and told a passing unit. Now scouts are much more then just the
eyes and ears of the army they are also supply carriers and messengers. Scouts
now can supply Archers and thrown weapons fighters with more ammunition. Scouts
are now expected to report timely, accurate information to unit commanders, to
report messages between commanders, and to make a real contribution to the
success of an army. Without well-trained, reliable scouts, an army becomes
nothing more than an armed mob, wandering around from place to place, looking
for something to kill. Remember: Scouts tell fighters where to go, and smart
fighters listen.
Scouting
Rules
A)
Rules of the List for Scouts
The
Rules of the List apply somewhat differently to scouts as they do to fighters,
owing to the different natures of their respective tasks. Below are the Rules of
the List as they apply to scouts:
1. All scouts must be 18 years of age or older
2. Scouts must have gear inspected.
3.
All scouts must have a waiver on file before entering the battle.
4.
All scouts must meet the minimum standard for protective equipment, as detailed
in the Society Marshal’s handbook for a heavy
weapon fighter. (Go to Section C for Society minimum armor
standards)
5.
All Scouts must have a minimum of 3 (2” x 3”) white diamonds on their helm
displayed so as to be seen from front back and both sides. It is advised that
scouts wear tunics or tabards displaying a large white diamond on front and
back.
6.
Scouts SHALL NOT carry a weapon. Scouts shall not carry a back-up weapon for the
fighters in their units. Including Shields, Weapons, Crossbows, Bows, or
Javelins. Scouts may carry an extra supply of Arrows and bolts or thrown weapons
for their unit (excluding javelins), as long as they are carried in a bag.
7.
Scouts may glean arrows, rocks, and thrown weapons (NOT Javelins) from missile
battles where gleaning is allowed. All thrown weapons need to be immediately
placed in a bag to keep the scouts from being mistaken as fighters. Javelins may
not be gleaned due to the higher probability of being mistaken for a fighter.
8.
Holds apply to scouts as well as fighters. When a hold is called, stop, drop to
one knee, and remain where you are until a lay-on is called. There is to be no
talking or moving during a hold. If the hold is local (affecting only a small
area) and the scout is not directly involved, he/she need not observe the hold,
so long as he/she will not violate any list, battle, or safety rules.
9.
In order to kill a Scout a fighter must enter weapon’s range and declare,
“Scout, you are dead.” Weapon’s range is defined as 10 ft. Scouts SHALL
NOT be intentionally struck or touched by a fighter. REGARDLESS OF THE
CIRCUMSTANCES! Scouts may not run away once a Kill is initiated, they are dead
if the enemy fighter is within 10’ for any portion of the call “Scout you
are dead”. When a scout is killed, his/her information is lost until
resurrection.
10. A scout that is inadvertently struck on any legal target area of their body by a missile weapon is dead and must leave the field. This rule applies even if there is a friendly fighter between the scout and the origin of the missile weapon. Archers may not touch/strike scouts with their bows or crossbows.
For
a list of legal target areas please go to Section C at... http://www.sca.org/officers/marshal/combat/armored/rules_of_the_list.pdf
11. A Scout may not be (vocally) declared dead if he/she has a friendly fighter between themselves and the enemy fighter, even if the enemy fighter is within 10’ of the scout. Fighters lacking proper identification (kingdom tape, inspection stickers, etc), not wearing their helmets, have their visors open, or not carrying a weapon MAY NOT kill scouts. Striking a scout will result in that fighter being removed from that battle. Further disciplinary action may be taken against the fighter.
12.
Scouts shall not act as a living "Pavise" -- A Human Wall that archers
can hide behind.
13. Scouts cannot kill anybody. Not even other scouts.
If you
are killed during a battle, you must acknowledge that you are dead quickly and
clearly:
·
In situations when the fighter calls you dead, yell
“DEAD!” and place your hands on your helmet.
Walk off the field or to your resurrection point with your hands over
your head. Always be aware of your surroundings and act accordingly.
·
If you are actually struck by a fighter by a weapon other
than a missle, fall down and
cover up. Yell “HOLD!” MARSHAL! SCOUT DOWN!” as loud as you can. Try to
get a good look at the fighter who hit you. Get his/her description, device,
unit insignia, whatever you can. Fighters who hit scouts intentionally will be
reprimanded, ejected from the battle, and may find their authorization revoked.
Scouts should avoid going fetal (into a defensive
posture) unless absolutely necessary as they are too lightly armored to
withstand being walked upon or fought over.
If any marshal catches a scout ignoring kills or making
reports while dead, in effect CHEATING, he or she will be ejected from the
battle, and possibly barred from scouting for 13 months.
Such behavior is un-chivalrous and will not be tolerated.
A second offense, or scouting while still under
disbarment will result in that individual being permanently banned from
scouting. Refusing to acknowledge kills is dishonorable, and unsafe.
It is tantamount to a fighter refusing to accept blows, and will be dealt
with in like manner. Making a report on the way to resurrection is Cheating and
is not allowed at Pennsic.
Always give your opponent the benefit of the doubt.
Remember, victory should be a very distant second to safety whether you
are a fighter or a scout.
http://www.sca.org/officers/marshal/combat/armored/armor_standards.pdf
To construct light weight legal hard knees and elbows, purchas a set of roller hockey knees and elbows. then attach plastic or like ridged material on the insides (if necessary) and outsides of the knee/elbow joint. Remember you must cover the joint. The joint consists of more then the points/knee cap.
Footgear:
All
scouts will wear hiking/combat/work type boots which extend above the ankle.
High-top tennis shoes are acceptable, but not ideal.
Moccasins of any kind are forbidden.
The most common injury to scouts is a twisted, sprained, or broken ankle.
Moccasins and low shoes do not provide adequate support to minimize the
risk of such injuries.
Hand protection: To be a minimum of hockey gloves. Gauntlets are absolutely acceptable. 1/2 gauntlets or archers gauntlets are not.
Visible Armor: Excluding the Helm and Gorget, all extra armor worn Should be covered by a minimum of a Tabard.
1.
An Olive Drab, or like muted color, tabard/tunic with a large (1’ x
8”min) white diamond on chest and back.
2.
If you wear glasses, use a head strap, or invest in a pair of sports
goggles or contact lenses.
3. Duct Tape, Zip strips and cording to assist with fighters making armor repairs. You may not bring any blade on to the battle fields. This is strictly prohibited.
4. Basic kit for First Aid. Tape, Gauze, Band Aids, and the like.
5.
A canteen or water skin of at least 1-quart capacity. You may water
fighters during battle, when appropriate and when it can be done safely.
A Camelbak or other “hydration pack” is an excellent option.
6.
Stopwatch (preferably one that counts down).
7.
Map of area. The Kingdom Scout Commander will have copies before the
woods battle and at woods walks
8.
If you require medications such as Inhalers or Epi Pens (for bee stings)
etc, make certain to have these things with you.
As noted
before, you may not carry a weapon of any kind, not even a folding knife.
Even walking sticks are forbidden for safety’s sake. No steel.
Camouflage clothing (modern woodland, tiger stripe, Rhodesian, etc.) is strictly forbidden. It doesn’t work that well anyway, if you know what to look for.
Avoid bright colors, loose, flowing garments, kilts, dresses, shiny jewelry, etc.; anything that might catch on something, or give away your position. Instead, wear close (but not tight) fitting tunic and pants of lightweight, breathable cloth (cotton, poly/cotton, linen, etc.) Colors should be subdued tones of green, brown, tan, gray, and black. The cloth should have a flat finish rather than a glossy or shiny one. Avoid bright metal buttons, belt buckles or colorful favors and unit insignia. Leave the glitz to the fighters.
Your primary job, as a scout, is to gather and relay information. This means go out, look around, and report on what you’ve seen. You may also be called upon to carry messages from one unit to another.
Scouts are required
to follow the rules listed in Section A.
1.
Know all safety requirements applicable to himself/herself
and his/her opponent.
2.
What conditions are required for him/her to be
considered "dead" (how he/she can be "killed").
3.
The candidate shall demonstrate under combat
conditions how to "die" safely
It is also
highly advisable that Scouts know the following.
1. Know how to give a SALUTE report. (See Section I for a full description)
2. The Scout must know not to walk/run directly in front of fighters.
3. Know that once the scout has been killed they may not give the information they were carrying, until after resurrecting. At Pennsic it is often the rule that when the scout dies all information is lost. Even after resurrecting.
Moving
quietly and unseen through the woods is no great trick, even in combat boots.
All it takes is a little training and a little practice.
The first rule is STAY OFF THE TRAILS!
Walking blithely along a trail or road is an invitation to disaster.
You’re bound to run into something big, armed, and decidedly
unfriendly. Instead, walk parallel
to the trail 5 to 10 meters away. This
way, you’ve got a better chance of spotting an armed unit, while remaining
hidden yourself.
As you walk, move as smoothly as possible.
Quick, jerky movements tend to attract attention.
Walking with your knees bent allows you to take up some of the shock with
your legs, making for a more even gait. If
you are not absolutely certain of the terrain or the footing, keep your weight
on your trailing foot until the leading foot (the one you are moving) is firmly
planted. This minimizes the risk of
falls or stumbles due to bad footing. Likewise,
you should avoid stepping on logs, fallen branches, piles of dead leaves, loose
gravel, and rocks. Any one of these
could shift under your weight, causing a fall that would betray your position,
or even injure you. Soft loose earth, wet, muddy ground and high grass should be
traversed with care, for such conditions hold the trace of your passage long
after you’ve moved on. Additionally,
high grass can hide obstacles which can cause injuries.
Disturb as little as possible while you are moving; matted grass, broken
twigs, and displaced underbrush will tell the enemy where you went.
The cracking or swish of broken and bent branches, as well as their
movement will also alert them to your presence.
Go under or around brambles and low hanging branches, rather than pushing
them aside.
The critical area
for observation is sort of like a strike zone in baseball.
The average human being tends to look at whatever is directly in front of
their eyes. Thus, we generally only
notice objects that are 2’ to 7’ above the ground.
In order to minimize your chances of being spotted, you should try to get
out of this critical area, either above or below.
It is not recommended that you climb trees, especially while you are
wearing a helmet and carrying extra gear. Such
an enterprise is foolish and dangerous.
Instead, get low. Hide
behind the base of a tree, under low hanging branches or bushes.
Kneel down in ditches, behind stream banks or deadfall.
Try to blend your outline with that of your cover.
When
traversing ridgelines or hills, move parallel to the crest, at least as far
below the crest as you are tall. If
you have to cross over the Crestline, get as low as possible. No matter what you are wearing, no matter how stealthy you
are, anybody with eyes can spot someone silhouetted against the sky.
If you are above a trail or road, looking down, it is still necessary to
get as close to the ground as you can, especially if there is little to no
masking terrain behind you.
Once you are under cover, stay as still as possible.
Move only your head and eyes. Listen
carefully for sounds of the enemy’s passage (covered under Section G)
Observation.) Kneel on one knee,
and be ready to move quickly if you are spotted.
Do not sit or lie prone unless you are absolutely certain of your cover,
or unless you can get to your feet very quickly.
Once in position, don’t move any more than necessary to prevent
cramping, or putting your leg to sleep. STAY
ALERT!
As you make your patrol sweep, stop occasionally to look and listen. After all, it is your job to find the enemy.
Look for telltale signs of the enemy or their passage.
Patterns of light and shadow, movement, contrasting colors (tunics,
favors, shields, armor) shine/glare (uncovered skin, armor-particularly helmets,
knight’s chains, weapons, eyeglasses), Outline (men, armor, shields, weapons)
are all things to look for. The
sounds of men talking, footfalls, armor and weapons clattering and underbrush
rustling or breaking can often be heard before the men making the noise can be
seen.
Also, look for traces of the enemy’s passage, particularly early in the
battle, before the signs get too confused.
Broken or flattened vegetation, footprints, dropped/lost armor or
equipment, fall marks, snagged cloth or threads all indicate that someone has
passed that way. (Note:
Tracking is a highly developed and specialized skill, which takes long,
hard practice to acquire. It is
also of limited use in an SCA battle.)
H) Escape and Evasion
Once you’ve completed your observations, you’ve got to get away, and make
your report.
·
Back
away slowly and carefully until the enemy is out of sight, or if he is moving,
let him pass you by. Then, get
smoothly, and carefully to your feet, and get back to your unit.
·
Remember,
intelligence has a very short expiration time, roughly 2 to 5 minutes.
You’ve got to get your information back to your unit commander within
that time limit if it’s going to be any good at all.
·
Move as
quickly as practical without attracting attention, and take the most direct
route possible back to your unit. Avoid
contact with enemy units or scouts along the way.
·
If you are
spotted and pursued, you could very quickly end up in a world of trouble.
The
first rule here is: KEEP CALM!
If you panic, you’ll do something wrong and get identified or killed,
or worse yet, you could blunder into some hazard, and injure yourself.
When you are forced to run, remember your escape routes.
They should be picked out for terrain that is easy for you to cross, but
difficult for fighters. Run
downhill if possible. It is much
more difficult for a fighter, who has 30-60 lbs of extra weight to carry, to
maintain his balance while going downhill.
Cross bogs, swamps, or open water which most fighters are reluctant to
enter. Restricted terrain like
close standing trees or thick brambles will slow up a fighter.
(It’ll slow you up too, so be careful picking your escape routes.)
Don’t lead the enemy back to your unit, pick another direction. And
remember fighters have armor that will protect them from much of the terrain
that you may not be.
In sunny conditions, strong patterns of light and shadow can be used to
help you escape. Run in a straight line for a short way, and then veer off to
follow an area of shadow. Such
actions will temporarily confuse your pursuer’s eye, and give you a couple of
extra seconds to escape.
If you can evade pursuit long enough to take cover, do so, but be
prepared to jump and run if necessary.
Note here that some scout killers call out to their quarry, even if they
have lost them, hoping to make the scout nervous enough to give him/herself
away. When you’re under cover,
STAY PUT, until you are certain that you can escape unseen, or you are forced to
run.
Once you’ve evaded pursuit, get back to the job at hand.
Take a slightly circuitous route back to where you were jumped, and get
on with what you were doing.
Reports
should be given in a clear, concise, accurate manner, and should be free from
embellishments or exaggeration. Your
unit, and the whole army is depending on you.
The most practical report format is known by the acronym SALUTE.
Size:
How many men in the enemy unit, estimated in increments of 5.
Activity: What are they doing? Moving
in column/mass, setting up a defensive position, guarding the banner.
Location:
Where
are they? Use a map, if available.
If not, describe their position as accurately as possible.
Unit:
Who are they? Which Kingdom?
Which Barony or Shire? Which
Household? Are there any knights, kings, etc. with them?
If you don’t know specifics, describe unit insignia.
Time:
How long ago did you see them? Remember
the time limit on intelligence.
Equipment: How are they armed and armored? Were
they a heavy shield wall with spears and polearms, or were they a light
skirmisher team with katana and two-sword?
All these points are important to your commander in determining his
response to the enemy presence.
EXAMPLE:
“Sir, fifteen men
are moving up the causeway. Mid-realm,
but I don’t know what unit. There
is one knight with them. I saw them
about three minutes ago. It’s a
mixed unit of shields and poles, mostly light armor.”
This report conveys all of the necessary information clearly and takes
less than fifteen seconds to give.
Give your report to your unit commander without having to drag it out of
you. Do not report to the shield wall, skirmishers, or reserves.
Report directly to your commander, and make your report quietly.
Step up to your commander, and speak clearly, in a low, soft voice. Remember, the enemy has scouts out too, and they don’t need
to know what you know.
In
order of precedence, your report should be given to:
1.
The King
2.
The Prince or Warlord
3.
Your unit commander
4.
Any Duke/Count/Knight or the chief of scouts
5.
A polearm, spear, or greatsword man.
If you are called
upon to carry a message from one unit to another, do not refuse.
For one reason or another your commander needs to communicate with
another, and radios aren’t period. When
given a message to carry, repeat it back word-for-word to whoever gave it to
you. This will minimize the risk of
a garbled message. Use caution in
writing messages down. Papers can
be lost all too easily, and should they fall into enemy hands, the result could
be disastrous (written instructions lost by the Confederate Army which fell into
Union hands nearly caused a debacle for the South at Antietam.)
Move as quickly as safely possible, and take the most direct route to
your destination. Like
intelligence, messages have a very short expiration time, and must be delivered
without delay. As with scout
report, deliver your message to the highest ranking person present in the
recipient unit, not to the first person you see.
Make sure you state who originated the report.
Before the battle it is important you get a visual on those you are most likely to have to report to. This means the Unit commanders. If you do not know who they are ask. This is critical. It does no good to have a report if you cannot recognize someone in armor. You should always know who the Scout Commander is and what they look like. Even if you are reporting solely for your unit. This person can help direct you if you are having difficulties delivering your message.
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1. I Understand
|
6. Drop & Take Cover When the person in front of you goes to ground, you also go slowly to
ground to avoid detection. |
11. Wedge Formation
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2. I Don't Understand
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7. I Hear Something Cup your ear with your left hand; point in the direction of the sound
with your right hand. |
12. Move Out
Right side
move out Left side move out |
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3. Rally Point
Point with
right hand, circle finger |
8. I See Something Point left hand to eyes; Point right at whatever it is you see. |
13. Enemy
Hand
holding the throat |
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4. Halt & Listen
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9. Close Up
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14. Banner is Sighted
Right hand
spread and fingers Shaking to
imitate a banner |
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5. Circle Up
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10. Spread Out
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* Some of you may have different signals (or even a more complex
silent language) but if every-one knows these signals, everyone can
communicate in the field. |
NOTE:
BEFORE BEGINNING ANY EXERCISE PROGRAM, YOU SHOULD CONSULT A
PHYSICIAN.
Physical
training for scouting should begin immediately. A good regimen of stretching and flexibility exercises should
be undertaken and maintained. Low-impact
aerobics, swimming, cycling and similar programs are ideal for this purpose,
besides building muscle tone and endurance.
Some state, county, or city parks have erected jogging courses. Particularly
those designed by Wells-Fargo are excellent training grounds for scouts.
Practice “broken field” running, quick direction changes, running over
uneven ground, up and down slopes, and around trees or other obstacles. Find a
hill that you cannot simply sprint up and work on making it to the top. This
will help prepare you for entering the woods battle. (There is always a HILL to
go up.) If you cannot find Hills then use stairs. Lots of them.
Mental
Learn
how to use cover and natural camouflage. Practice
observation skills. If an armorial
is available, learn what the badges/devices of the enemy commanders and units
look like, or consult your local Herald. If necessary, make up a “war book” illustrating the
devices/badges of prominent enemy units, and add it to your kit.
If maps are available, study the terrain in which you will be working.
Don’t rely too heavily on maps, though, very often they are wrong.
Work with partners when possible, especially if you plan on working together at
the war. Practice giving reports,
and taking messages. Learn to
compliment your partner’s strengths, or compensate for their weaknesses.
It
is recommended that you and your partner(s) go on at least 2 woods walks, in
order to refresh your memory of the terrain.
While you are out there make notes as to possible observation points,
troop assembly or placement areas, impediments to troop movements, escape
routes, and so on. Also, be alert
to hazardous conditions that may have developed over the winter.
Report these to chirurgeons, the marshallate, and to Scout Command.
1. Check
their armor per the scout regulations. Inspect for the appropriate markings
(white diamonds), and safety equipment (aka a working chinstrap) See above
rules.
2. Their Pennsic badge number, and blue
tape on their helms, front and back. Not in the diamond
Get
inspected as early as possible. East Kingdom Rattan Marshals are able to Inspect
East Kingdom Scouts.
If you want to help out with such things as running woods walks, making or updating maps, clearing hazards, etc., check in with Scout Command. All such help is appreciated.
The
night before the Battle, it’s a very good idea to limit you consumption of
alcoholic beverages (if any). Not
only is it no fun to scout with a hangover, the alcohol produced toxins
accumulate in you muscles, reducing their strength, endurance, and efficiency.
If you smoke, try to limit yourself before battle.
As an adult of consenting age, use your discretion.
The
day of the battle: Be up and about early enough to muster with your unit.
Be warmed-up, suited-up, and ready to go before you get into the battle.
Have everything you need on hand before you move out. Know what you’re supposed to do and be prepared to do it.
An entire army is depending on you to do your job to the best of your
abilities. They expect nothing
more, and you should do nothing less.
Know
what the rules, conditions, and boundaries of the battles are, and follow them.
Violating the rules or going out-of-bounds is unchivalrous and
dishonorable, and a victory gained by cheating is a hollow thing.
Know
who your Scout Commander is and if they have any plans that you will need to
keep in mind as you Scout for your unit. Often unit scouts need to be in sync
with the Scout Commander and other Scouts on the field. This does not mean that
the directive and orders given to you by your unit commander do not stand. There
may be more going on that you need to know about.
Before
each battle the Scout Commander, who is in direct communication with the Battle
Commander, will muster ALL scouts for a briefing of that battles objectives. All
scouts should attend this. While you are on the field waiting for the cannon to
go off keep your ears open. This meeting usually takes place 30 minutes before
the battle. Unit commanders are also welcome at this meeting.
Your
part in the battle is every bit as important as that of any fighter.
No scout ever won a battle, but it would be a lot harder on the fighters
without scouts around.
Keep
track of your main objective that was given to you before the battle started.
That may be your unit commander, a specific opposing unit, command point and or
the banners/hay bails, just to list a few. When given a message to carry out
remember to say whom the message came from when making your report. Often,
fighters and commanders will not take action unless they know the source.
In
battles with projectiles such as arrows and thrown weapons stay alert. Though
you can’t be killed by them, you can be hurt by stray fire. Within these
battles scouts need to be on the alert for arrows coming in that may hit them by
accident. Arrows are also known for bouncing off the ground and hitting low.
Yes,
scouts may be in a combat missile weapons environment. Their duties will
include, but not be limited to: gleaning, carrying arrows, running messages and
acting as spotters. It is very important for the scout to be very familiar with
the rules involving scouts and combat missile weapons. The scout should also
have read ALL the rules for Combat Archery and Thrown Weapons to have a better
understanding as to what is going on and why.
Remember that if you will be gleaning arrows, bolts or thrown weapons,
you’ll need a bag to drop them into (so that you are not targeted by enemy
missile troops).
A
scouts duties for a battle with
missile weapons are as stated above but also include spotting enemy archers and
thrown weapons fighters for your unit. You are the eyes and ears, so if you hear
something called on the opposing side check into it to make sure it is not a
decoy and inform the archers and or fighters of what you have heard. One such
instance may be that you over hear a commander saying “Archers take a couple
shields and work your way off to their left side and take out their spears.”
This is a prime example. The ways you can check into this are by watching to see
who and how many take action. Once action is confirmed you can notify the unit
commander of the opponent’s objective. State clearly and calmly that there is
an attack planned for off to the Left side to take out the Spears with archers.
What is to happen then is now up to the commander.
Scouts DO NOT run in front of the fighters. This is extremely hazardous. You will also greatly upset those fighters in the ranks who are trying to find gaps in the opposing side. Since most projectile battles are resurrection battles you need to make sure you are out of the way of those fighters coming back from resurrection point. The fighters should not be moving out of your way, but you out of theirs. If you live by this rule you will be safer and most likely gain more cooperation from the fighters.