Difference between revisions of "V9: Wounds"

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{{V9}}
 
{{V9}}
<onlyinclude>==Wounds - Inflicting And Receiving==
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<onlyinclude>==Wounds==
[[V9: Combat| Combat]] damage is inflicted to players in the form of Wounds. Wounds are inflicted by striking a [[V9: Hit Locations| Hit Location]] with the [[V9: Strike-Legal| Strike-Legal]] portion of a [[V9: Weapons| Weapon]]. Hit Locations can be Wounded multiple times. When asked, a player must promptly indicate any Wounds they have.
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Combat damage is inflicted to players in the form of Wounds. Wounds are inflicted by [[V9: Striking Your Opponent|striking]] a [[V9: Hit Locations| Hit Location]] with the [[V9: Strike-Legal| Strike-Legal]] portion of a [[V9: Weapons| Weapon]]. The effect of a Wound is different based on the Hit Location wounded. Hit Locations can be wounded multiple times. When asked, a player must promptly indicate any Wounds they have.
  
===Effects of Wounds===
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===<u>Lethal Wounds</u>===
The effect of a Wound is different based on the Hit Location wounded.
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A player dies if they receive:
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*A wound to the '''[[V9: Hit Locations|Torso]]'''.
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*A second wound.
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*A wound to an already-wounded Limb.
  
*A player with a '''Wounded Torso''' is [[V9: Death|dead]].
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===<u>Arm Wounds</u>===
*A player with a '''Wounded Arm''' cannot use that Arm to [[V9: Wielded|wield equipment]], [[V9: PLACEHOLDER|cast]], or carry anything, and it must be kept out of combat as best as possible (typically placed behind the back). If a player is required or otherwise allowed to carry objects in their wounded arm for whatever reason, they must keep those items out of combat and may not derive an in-game advantage from it.
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A player with a Wounded Arm cannot use that Arm to [[V9: Wielded|wield]], [[V9: PLACEHOLDER|cast]], or carry anything, and it must be kept out of combat as best as possible (typically placed behind the back). If a player is required or otherwise allowed to carry an object in their wounded arm for whatever reason (such as due to a special rule or accommodation), they must keep that item out of combat and may not derive an in-game advantage from it.
*A player with a '''Wounded Leg''' must either Kneel or Post. Regardless of their choice, the Wounded Leg may not be Wounded again for 2s after being initially struck, as well as during the initial placement on the ground if the victim chooses to kneel.
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{{V9 Dev Note|text=The 2s immunity is specifically to prevent leg double-taps from forcing a kneel-or-die choice and allow the victim to mentally register the wound and fairly choose their stance.}}
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===<u>Leg Wounds</u>===
** '''Kneel:''' The Wounded player must kneel. They may move around on their knees but must keep at least one knee on the ground at all times. While the Wounded Leg has its knee on the ground, it cannot receive further Wounds.
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A player with a Wounded Leg must either Kneel or Post. Regardless of their choice, the Wounded Leg may not be Wounded again for two (2) seconds after being initially struck, or during the initial placement on the ground if the victim chooses to kneel, whichever is longer.
** Post: The Wounded player can remain standing but can only pivot around the Wounded Leg. While posting, the leg is still vulnerable to Wounds.
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*** '''Hobbling:''' If there are no living enemies within 20’ of a posting player, or the posting player is forced to move by some effect, that player may move at a slow walking pace while pretending to drag the wounded foot on the ground behind them.
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<ol>
** '''Forced Movement Accommodation:''' If a player with a Wounded Leg is forced to move by some effect, they may move normally as though they were not Wounded. During this time they may not attack, cast, or take any other action aside from fulfilling the forced movement at a reasonable pace. Players may still block and dodge so long as they continue fulfilling the forced movement as above. Once the forced movement is complete, the player must return to either Kneeling or Posting.
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<li>
**Players may freely switch between Kneeling, Posting, and the Forced Movement Accommodation (when applicable) by declaring it loudly before taking the new stance. The Wounded Leg does not receive the 2s or placement protection during these switches. Switching stances cannot be done to gain an immediate combat advantage, such as diving towards an opponent while changing from posting to kneeling, or suddenly standing to catch an opponent by surprise.
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====Kneeling====
*A player who receives a '''second Wound''', or a '''Wound to an already-wounded Limb''', is [[V9: Death|dead]].</onlyinclude>
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The Wounded player must kneel. They may move around on their knees but must keep at least one knee on the ground at all times. The Wounded Leg cannot receive further Wounds while its knee is touching the ground.</li>
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<li>
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====Posting====
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The Wounded player can remain standing but can only pivot around the Wounded Leg. While posting, the leg is still vulnerable to further Wounds.  
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*'''''Hobbling''''': If there are no living enemies within 20’ of a posting player, or the posting player is forced to move by some [[V9: Effect|effect]], that player may move at a slow walking pace while pretending to drag the wounded foot on the ground behind them.</li>
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</ol>
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====Forced Movement Accommodation====
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If a player with a Wounded Leg is forced to move by some [[V9: Effect|effect]], they may choose to move normally as though they were not Wounded (instead of moving on their knees or ''Hobbling''). If they choose to move this way, they may not [[V9: Striking Your Opponent|attack]], [[V9: PLACEHOLDER|cast]], or take any other action aside from fulfilling the forced movement at a reasonable pace. Players may still block and dodge so long as they continue to fulfill the forced movement as above. Once the forced movement is complete, the player must immediately return to either Kneeling or Posting.
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====Leg Wound Stance Switching====
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Players may freely switch between Kneeling, Posting, and the Forced Movement Accommodation (when applicable) by declaring it loudly and taking the new stance. The Wounded Leg does not receive any additional protection during these switches. Switching stances cannot be done to gain an immediate combat advantage, such as diving towards an opponent while changing from posting to kneeling, or suddenly standing to catch an opponent by surprise.
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{{V9 Dev Note|text=The limited protection granted to legs upon being Wounded is specifically designed to prevent two quick leg strikes from forcing the victim to kneel-or-die (due to two leg wounds). This protection allows the victim to mentally register the wound and [[V9: Honor System|fairly]] choose their stance.}}
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</onlyinclude>
 
{{V9 Core Combat Rules}}
 
{{V9 Core Combat Rules}}

Revision as of 23:06, 20 January 2023

221202---V9-Rules-Seal-for-Wiki.png
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.




Wounds

Combat damage is inflicted to players in the form of Wounds. Wounds are inflicted by striking a Hit Location with the Strike-Legal portion of a Weapon. The effect of a Wound is different based on the Hit Location wounded. Hit Locations can be wounded multiple times. When asked, a player must promptly indicate any Wounds they have.

Lethal Wounds

A player dies if they receive:

  • A wound to the Torso.
  • A second wound.
  • A wound to an already-wounded Limb.

Arm Wounds

A player with a Wounded Arm cannot use that Arm to wield, cast, or carry anything, and it must be kept out of combat as best as possible (typically placed behind the back). If a player is required or otherwise allowed to carry an object in their wounded arm for whatever reason (such as due to a special rule or accommodation), they must keep that item out of combat and may not derive an in-game advantage from it.

Leg Wounds

A player with a Wounded Leg must either Kneel or Post. Regardless of their choice, the Wounded Leg may not be Wounded again for two (2) seconds after being initially struck, or during the initial placement on the ground if the victim chooses to kneel, whichever is longer.

  1. Kneeling

    The Wounded player must kneel. They may move around on their knees but must keep at least one knee on the ground at all times. The Wounded Leg cannot receive further Wounds while its knee is touching the ground.
  2. Posting

    The Wounded player can remain standing but can only pivot around the Wounded Leg. While posting, the leg is still vulnerable to further Wounds.

    • Hobbling: If there are no living enemies within 20’ of a posting player, or the posting player is forced to move by some effect, that player may move at a slow walking pace while pretending to drag the wounded foot on the ground behind them.

Forced Movement Accommodation

If a player with a Wounded Leg is forced to move by some effect, they may choose to move normally as though they were not Wounded (instead of moving on their knees or Hobbling). If they choose to move this way, they may not attack, cast, or take any other action aside from fulfilling the forced movement at a reasonable pace. Players may still block and dodge so long as they continue to fulfill the forced movement as above. Once the forced movement is complete, the player must immediately return to either Kneeling or Posting.

Leg Wound Stance Switching

Players may freely switch between Kneeling, Posting, and the Forced Movement Accommodation (when applicable) by declaring it loudly and taking the new stance. The Wounded Leg does not receive any additional protection during these switches. Switching stances cannot be done to gain an immediate combat advantage, such as diving towards an opponent while changing from posting to kneeling, or suddenly standing to catch an opponent by surprise.


Developer Note: The limited protection granted to legs upon being Wounded is specifically designed to prevent two quick leg strikes from forcing the victim to kneel-or-die (due to two leg wounds). This protection allows the victim to mentally register the wound and fairly choose their stance.


Core Combat Rules
Acceptable Contact · Hit Locations · Striking Your Opponent · Wounds · Death · Dragging
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary