Difference between revisions of "V9: Hit Locations"

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*'''Illegal - Head and Neck''': The head and neck are illegal targets for all Amtgard combat. Strikes to these locations will never count as a valid hit, nor will they be able to inflict any damage or effects. Players are not allowed to intentionally use their head or neck to block incoming attacks. If a player strikes an opponent in the head or neck and gains a combat advantage from it, they should stop fighting and allow their opponent to recover. If necessary, rewind to the point of the illegal strike and resume the fight if/when they are able.
 
*'''Illegal - Head and Neck''': The head and neck are illegal targets for all Amtgard combat. Strikes to these locations will never count as a valid hit, nor will they be able to inflict any damage or effects. Players are not allowed to intentionally use their head or neck to block incoming attacks. If a player strikes an opponent in the head or neck and gains a combat advantage from it, they should stop fighting and allow their opponent to recover. If necessary, rewind to the point of the illegal strike and resume the fight if/when they are able.
  
 
<big>'''<u>Additional Rules</u>'''</big>
 
 
{{:V9: Torso Priority}}
 
{{:V9: Torso Priority}}
 
{{:V9: Handle Protection}}
 
{{:V9: Handle Protection}}

Revision as of 00:40, 19 January 2023

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Hit Locations

Replace this diagram with a better one!

In Amtgard combat, a player's body is divided into five (5) ‘Hit Locations’ which may be struck to inflict damage or effects in combat: Left Arm, Right Arm, Left Leg, Right Leg, and Torso.

  • Arms (left/right): From the tips of the fingers to the shoulder socket.
  • Legs (left/right): From the tips of the toes to bottom of the buttocks in the back; the crease between the hip and each leg in the front; and just below the hip bone on either side.
  • Torso: Everything that isn’t an arm or a leg, including the groin, up to the vertical rise of the neck.
  • Illegal - Head and Neck: The head and neck are illegal targets for all Amtgard combat. Strikes to these locations will never count as a valid hit, nor will they be able to inflict any damage or effects. Players are not allowed to intentionally use their head or neck to block incoming attacks. If a player strikes an opponent in the head or neck and gains a combat advantage from it, they should stop fighting and allow their opponent to recover. If necessary, rewind to the point of the illegal strike and resume the fight if/when they are able.

Hit Locations

Replace this diagram with a better one!

In Amtgard combat, a player's body is divided into five (5) ‘Hit Locations’ which may be struck to inflict damage or effects in combat: Left Arm, Right Arm, Left Leg, Right Leg, and Torso.

  • Arms (left/right): From the tips of the fingers to the shoulder socket.
  • Legs (left/right): From the tips of the toes to bottom of the buttocks in the back; the crease between the hip and each leg in the front; and just below the hip bone on either side.
  • Torso: Everything that isn’t an arm or a leg, including the groin, up to the vertical rise of the neck.
  • Illegal - Head and Neck: The head and neck are illegal targets for all Amtgard combat. Strikes to these locations will never count as a valid hit, nor will they be able to inflict any damage or effects. Players are not allowed to intentionally use their head or neck to block incoming attacks. If a player strikes an opponent in the head or neck and gains a combat advantage from it, they should stop fighting and allow their opponent to recover. If necessary, rewind to the point of the illegal strike and resume the fight if/when they are able.

Template loop detected: V9: Torso Priority

Hand Protection (aka ‘Hand on Weapon’)

If a strike hits a hand below the wrist that is wielding a weapon or shield, the strike counts as hitting that piece of equipment instead of the hand. Equipment that cannot be used to block, such as bows and projectiles, will not protect the hand this way.

Foot on Ground

A foot touching the ground is unaffected by strikes below the ankle. All attempts to strike it are considered invalid. No effects can be imparted through this contact. A foot that is completely in the air is fair game and can be struck as normal.


Hand Protection (aka ‘Hand on Weapon’)

If a strike hits a hand below the wrist that is wielding a weapon or shield, the strike counts as hitting that piece of equipment instead of the hand. Equipment that cannot be used to block, such as bows and projectiles, will not protect the hand this way.

Foot on Ground

A foot touching the ground is unaffected by strikes below the ankle. All attempts to strike it are considered invalid. No effects can be imparted through this contact. A foot that is completely in the air is fair game and can be struck as normal.


Template:V9 Combat