Projectiles (V7)

From AmtWiki

A type of Weapon (V7)

From the Rulebook.

Except for javelins, projectiles may not be used to parry, block, or melee. There is no limit to the number that can be carried. Weapons not listed here and that do not fall into these categories may not be thrown (i.e. you may not throw your sword). Non-javelin projectiles that are not bearing enchantments or class abilities are indestructible. Projectiles that are affected by enchantments or class abilities (not to be confused with class traits) may only be destroyed by spells or magic balls.

  • Note: Magic components thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projectiles’ for other purposes.*

I. Projectile Weapons

All these weapons do one point of damage to armor and may be blocked by weapons without penalty. Rocks (V7) hurled two-handed will deal two points of damage to armor, but otherwise behave the same.

II. Ammunition (V7)

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

Things to note

The Enchantment Protection from Projectiles (V7) will protect a player from all projectiles, but is not protection from magic balls.

Projectile Construction

A blow by any part of a throwing weapon, boulder or Rocks counts as a hit; so all parts of these weapons need to be strike-legal. Javelin must strike point first to count as a hit and cannot be used to slash. A javelin must be legal for melee and have padding along the entire shaft. The tips of all projectile weapons must not be able to fit through a 2.25 inch ring. Projectiles, with the exception of javelins, may not have solid cores. Materials you may use for projectile cores include foam, sweatshirt material, and other soft, non-granular and non-rigid materials. Pennies, batteries, sand, and the like may never be used as cores.