Projectiles

From AmtWiki

Projectiles

This category includes thrown weapons (axes, rocks, daggers), javelins, Magic Balls, and arrows Unless otherwise noted projectiles may not be used to parry, block, or melee, are indestructible, and affect all targets struck while in motion. Unless otherwise noted projectiles may be carried in any number. Only projectiles may be thrown (i.e. you may not throw your sword). Unless otherwise noted projectiles may not have rigid or granular cores such as solid rubber balls, wrapped balls of rubberbands, tennis balls, etc. Suggested acceptable materials are sweatshirt material, loose rubber bands, etc. Unless otherwise noted any protrusions or tips on a projectile must meet the requirements for stabbing tips.

Light Thrown

These weapons represent throwing daggers and the like.

  1. Between 2.5” and 6” in total length.
  2. All parts must be Strike-Legal.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • Duct tape may not be used as a cover.
  4. Will score a hit from any portion of the weapon.
  5. May not be of a color and shape which may reasonably be confused with a Magic Ball.

Heavy Thrown

These weapons represent throwing axes and the like.

  1. Between 9” and 18” in total length.
  2. All parts must be Strike-Legal.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • Duct tape may not be used as a cover.
  4. Will score a hit from any portion of the weapon.

Rocks

  1. Must be at least 10” in each dimension.
  2. All parts must be Strike-Legal.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • Ducttape may not be used as a cover.
  4. Will score a hit from any portion of the weapon.
  5. Hits from Rocks are Armor Breaking and Shield Crushing.
  6. Items that meet the criteria to be classified as a Rock may not also be classified as Heavy Thrown.

Javelins

Javelins are a hybrid throwing/melee weapon. They are considered a melee weapon when wielded, but are considered a projectile otherwise. Javelins are only available to those classes explicitly granted Javelins.

  1. Between 36” and 72” long.
  2. Must have between 6” and 12” of Strike-Legal.
  3. Must be padded along their entire length.
  4. May be thrown and used in melee (including blocking and parrying).
  5. Stab only for both melee and throwing.
  6. Hits from Javelins when thrown are Armor Breaking and Shield Crushing.
  7. Must strike point-first to score a hit.
  8. Must have a rigid core.
  9. Pommel is not required to meet the requirements for a stabbing tip.
  10. May be Double-Ended.

Magic Balls

These projectiles are thrown to represent various magical attacks and are not considered weapons. They represent magical energy, motes of elemental force, alchemical mixtures, and the like. These are thrown to represent various magical attacks and are not projectile weapons but follow the same construction requirements except as noted below.

  1. Must be a spherical object at least 2.5” in diameter.
  2. Must have a streamer between 1” and 6” long.
  3. All parts must be Strike-Legal.
    • These projectiles are exempt from a minimum foam depth for Strike-Legal.
  4. May be covered in non-abrasive cloth tape instead of cloth.
    • Duct tape may not be used as a cover.
  5. Will score a hit from any portion of the object.Magic Balls which are thrown and strike a player or object can have various effects.

Unless otherwise noted:

  1. Players may only bring a number of Magic Balls on to the battlefield equal to the maximum uses allowed to them. Likewise, players may also only carry up to that amount at any given time.
    • Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner’s base. They may also grant other players permission to use their Magic Balls if the other person has the ability to do so.
  2. A Magic Ball must be held in the caster's hand by the end of the Incantation.
  3. Once a Magic Ball’s Incantation has been said, it is considered active until it hits a Player, Wielded Equipment, or Terrain. It will also become inactive if the caster begins an incantation or the material component stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a weapon or shield in a hand that is also holding an active Magic Ball.
  4. A player may only have one Magic Ball active at a time.
  5. Magic Balls of the Subdual School have no effect on equipment that is not being carried.
    • Example: You may not Iceball a player’s shield if it is not being wielded or carried by them.
  6. Magic Balls discharge and attempt to affect the first Player, Wielded Equipment, or Terrain they hit; Magic Balls are not engulfing unless noted.
  7. Barring any Enchantments or magical effects, garb strikes count as hitting the player if the Magic Ball would have continued on to hit the player.
  8. Magic Balls do not damage armor unless otherwise noted.
  9. Magic Balls are not stopped by Protection from Projectiles and other similar magic and abilities.

Ammunition

Not explicitly granted to anybody, ammunition is a class of projectiles used in conjunction with other types of weapons.

Arrows

Includes bolts and any other similar items.
NOTE: Improperly constructed or maintained arrows can pose a serious safety hazard. Before building your fist arrows take the time to study an online construction tutorial or practice with an experienced player.

General

  1. May not be drawn beyond 28”.
  2. Fletching and nocks, if present, must be in good repair.
  3. Must be clearly labeled with their owner’s name.
    • Arrows without labels will never be allowed on the field.
    • Using arrows without labels can result in immediate suspension from the field.
  4. Broken or poorly mended arrows are not to be used.
  5. Like any other equipment arrows may only be used by their owner unless the owner grants specific permission for another player to use their arrows.
    • The owner of an arrow is responsible for the safety of the arrow even if fired by another player.
    • Special arrows may never be shared.
  6. Swinging at an arrow in flight is illegal.
    • Arrows may only be passively blocked by placing an object in the flight path.

Shafts

  1. May be fiberglass, aluminum, plastic, or graphite.
  2. Wood shaft are only allowed if covered in a minimum of 4 mils of plastic tape or equivalent.
  3. Shafts must have any real arrow head or tip removed.
  4. The tip of shafts must be built up to at least 1” in diameter in a solid manner such as:
    • Wrapping in fiberglass strapping tape and capping with a 1" diameter galvanized steel disc.
    • Affixing a 1" diameter washer into the shaft with a solidly-attached screw.
    • Other similar methods. Replacing the washer or disc with a U.S. penny is not considered 'similar' to those construction methods. Acceptable construction methods include, but are not limited to, building the arrowhead onto a base which is removable but firmly attached (commonly referred to as "modular" construction) and/or shaft buildups made using fused deposition modeling ("3D Printing"). Please consult experienced arrowhead builders before attempting new designs.
  5. Shafts longer than 28” must have a draw stop (generally a ring of tape or similar) placed around the shaft no more than 28" from the inside of the arrow's nock where the string rests.

Heads

  1. Must be 2.5” in diameter.
  2. Front and side must be Strike-Legal.
  3. Must include a minimum of 2” of foam in front of the shaft of the arrow.
    • The 0.5” of foam immediately after the end of the shaft must be closed-cell.
    • Foam must be firm but compressible, and not able to deform around the arrow shaft on impact.
    • Very soft foams such as couch cushion do not count towards the required 2” minimum of foam.
  4. Heads should be checked regularly for degrading foam.
  5. Must have a cloth cover on the head.
    • Properly colored strips may be used in lieu of colored head covers to denote special arrow status.
    • Normal arrows may not be covered in any of the colors reserved for special arrows.
    • Reserved colors are: yellow, red, green, purple, and grey.
  6. Must strike point first to score a hit.
  7. Affects all targets struck while in motion.
  8. Hits from arrows are Armor Breaking.
  9. Hits from arrows are Weapon Destroying.

Siege Projectiles

See Siege Weapons for more information.

See Also: