Difference between revisions of "Combat Notes"

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==Combat Notes==
|Miscellaneous rules necessary for the smooth operation of combat.
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{{rule|<onlyinclude>Miscellaneous rules necessary for the smooth operation of combat.
  
# Shots that only strike [[garb]], [[armor]], or unwielded [[equipment]] do not count as a hit unless:
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# Shots that only strike [[garb]], [[armor]], or carried [[equipment]] do not count as a hit unless:
## Said items blocked a blow that would have struck a combatant (i.e. [[garb]], [[equipment]], sheathed [[weapons]], etc. are not [[shield]]s and do not count as [[armor]])
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## Said items blocked a blow that would have struck a combatant (i.e. [[garb]], carried [[equipment]], etc. are not [[shield]]s and do not count as [[armor]]). Strikes to unwielded equipment are treated as having struck that equipment as well as whatever they would have made contact with were the equipment not there.
## The shot is [[Engulfing]]. Engulfing effects do trigger on garb and equipment hits
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## The shot is [[Engulfing]]. Engulfing effects do trigger on garb and equipment hits.
# If a person is [[wound]]ed in an arm throwing a shot, or [[Death (Combat)|killed]], shots they threw into motion before being struck still count as a hit, if they land within a half second of being struck. In the case of a two-handed weapon, the wielder must remove their wounded hand from the weapon within a half second for the shot to count. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck. If you have any questions, ask your kingdom/group level [[Guildmaster of Reeves]]. A [[reeve]]‘s call is always final in determining if a shot is in time or late.
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# If a person is [[wound]]ed in an arm that is throwing a shot, or is [[Death (Combat)|killed]], shots they threw into motion before being struck still count as a hit if the shot lands within a half second of the throwing arm being struck. In the case of a two-handed weapon, the wielder must remove their wounded hand from the weapon within a half second for the shot to count. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck. If you have any questions, ask your kingdom/group level [[Guildmaster of Reeves]]. A [[reeve]]‘s call is always final in determining if a shot is in time or late.
# A player may hold more than one [[weapon]] in a single hand, but may not wield more than one weapon in a single hand at the same time. A player may fire multiple [[arrows]] simultaneously.
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# Carried [[equipment]] includes both wielded and unwielded equipment in hand, as well as any equipment held or worn on the player's person in any way.
##It must be visually clear at all times which weapons are wielded and which weapons are only held. If this is not the case, all of the player's weapons are considered unwielded. '''''Example:''''' A player may hold a Dagger in one of the two hands wielding a Great Weapon, but could not hold two Short Swords in the same hand and only consider one of them wielded.
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## A player may hold more than one [[weapon]] in a single hand, but may not wield more than one weapon in a single hand at the same time.
##A player may fire multiple arrows simultaneously but may not throw multiple [[Thrown weapons|Thrown Weapons]], [[Javelins]], or [[Magic Balls]] at once from a single hand.  
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## It must be visually clear at all times which weapons are wielded and which weapons are unwielded. If this is not the case, all of the player's weapons are considered unwielded. Example: A player may hold a [[Dagger]] in one of the two hands wielding a [[Great]] weapon, but could not hold two [[Short]]s in the same hand and only consider one of them wielded.
# Unless otherwise noted in the [[battlegame]] description players may always choose to take a [[Death (Combat)|Death]]. Players who take a Death may not return to play except by [[respawn]]ing, may not activate any ‘on death’ [[Magic and Abilities]] such as [[Fight After Death]], have all [[Enchantment]]s removed (including [[Persistent]] ones), and do not benefit from any Magic or Abilities that prevent Death such as [[Undead Minion]].
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##A player may fire multiple non-[[Specialty Arrow (Type)|Specialty arrow]]s simultaneously, but may not throw multiple [[Thrown Weapons|thrown weapons]], [[Javelins]], or [[Magic Balls]] at once from a single hand.  
##Unless otherwise noted by the game designer, intentionally causing your own death is the same as taking a death. Examples include striking yourself with a [[weapon]], casting [[Finger of Death]] on yourself, and jumping into lava or off a bridge  
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# Players may always choose to take a [[Death (Combat)|death]]. Players who take a death may not return to play except by [[respawn]]ing, may not cast any ‘on death’ [[abilities]] such as [[True Grit]], have all [[Enchantment]]s removed (including [[Persistent]] ones), and do not benefit from any abilities that prevent death such as [[Phoenix Tears]].
 
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## Intentionally causing your own death is the same as taking a death. Examples include striking yourself with a [[weapon]], casting [[Finger of Death]] on yourself, and jumping into lava or off a bridge.
==Combat Etiquette==
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</onlyinclude>|{{CurrentRulebookNumber}}}}
Combat is fast-paced and highly competitive. In order to minimize misunderstandings and confusion on the field it is important to observe the following rules.
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{{Combat Rules}}
 
 
===Handling Equipment===
 
# Never handle anyone's personal property without first having their permission.
 
 
 
===Calling Your Shots===
 
# When you are Dead announce it immediately and clearly. A player who does not indicate their [[Death (Combat)|Death]] promptly will likely be struck again.
 
# Communicate early and often with your opponents. If you made a close block or feel your opponent’s shot was invalid, communicate it immediately.
 
# If you are unsure if your opponent’s shot was good enough, it was. Only shots which are clearly invalid should be treated as such. If you have to think about it, take it.
 
# If an opponent hits you with a shot you think is late, ask them if they think it was in time. If they believe it was in time or are unsure if it was in time, take the shot.
 
# When Dead, immediately move yourself the minimum distance necessary to avoid interfering with ongoing combat.
 
# If asked you must promptly indicate your current Wounded status.
 
 
 
===Delivering Shots===
 
# Do not call shots on other players unless you are [[Reeve|reeving]] or the player in question asks your opinion.
 
# If you have an issue with a player not taking a shot you believe connected, ask them about it politely and directly in the form of a question. If you are not satisfied with their response then bring the issue to a reeve.
 
# If an opponent takes a [[Wound]] from you which you do not believe was from a valid shot, tell them not to take it. If they insist, let it go.
 
# If you hit an opponent with a shot that was late, immediately let them know not to take it.
 
# If you strike an opponent in the head or neck and derive a combat advantage from it, stop fighting and allow them to recover. If necessary back up to the point of the shot and resume the fight.
 
 
 
===Safety===
 
# If you become upset or angry go take a break. Come back when you’re ready to continue.
 
# If you believe a [[weapon]] on the field is unsafe, or being used in an unsafe manner, then immediately address it politely with the wielder. If the issue persists then address it with the [[Champion]], [[reeve]], or a [[Monarchy|park official]].
 
# If you become injured on the field immediately inform any player engaged with you and remove yourself from the field of play. If you need assistance in removing yourself from play notify a nearby player or reeve.
 
# If a player becomes injured in your immediate vicinity move yourself a short distance away and continue play. If the injured player appears unable to leave the field or otherwise requires assistance then remove yourself from play to offer assistance. Under no circumstances should a player attempt to stop the field of play because one person has become injured unless it is necessary to provide for the safety of the injured player.
 
# If it is necessary to notify nearby players of a safety situation which requires them to stop play, then the player recognizing the situation should announce loudly '''“safety”''' to get the attention of nearby players and direct them away from the situation. If it is necessary to stop play for the entire field a player should announce loudly '''“emergency”'''. All players must avoid safety incidents while continuing play. All players must immediately stop play and cease moving until an emergency incident has been resolved.
 
|8.6.3}}
 
 
 
[[Category:Rulebook Terms]]
 
[[Category:Amtgard Terms]]
 
[[Category:Combat Rules]]
 
 
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Latest revision as of 01:41, 26 February 2025

Combat Notes

Miscellaneous rules necessary for the smooth operation of combat.
  1. Shots that only strike garb, armor, or carried equipment do not count as a hit unless:
    1. Said items blocked a blow that would have struck a combatant (i.e. garb, carried equipment, etc. are not shields and do not count as armor). Strikes to unwielded equipment are treated as having struck that equipment as well as whatever they would have made contact with were the equipment not there.
    2. The shot is Engulfing. Engulfing effects do trigger on garb and equipment hits.
  2. If a person is wounded in an arm that is throwing a shot, or is killed, shots they threw into motion before being struck still count as a hit if the shot lands within a half second of the throwing arm being struck. In the case of a two-handed weapon, the wielder must remove their wounded hand from the weapon within a half second for the shot to count. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck. If you have any questions, ask your kingdom/group level Guildmaster of Reeves. A reeve‘s call is always final in determining if a shot is in time or late.
  3. Carried equipment includes both wielded and unwielded equipment in hand, as well as any equipment held or worn on the player's person in any way.
    1. A player may hold more than one weapon in a single hand, but may not wield more than one weapon in a single hand at the same time.
    2. It must be visually clear at all times which weapons are wielded and which weapons are unwielded. If this is not the case, all of the player's weapons are considered unwielded. Example: A player may hold a Dagger in one of the two hands wielding a Great weapon, but could not hold two Shorts in the same hand and only consider one of them wielded.
    3. A player may fire multiple non-Specialty arrows simultaneously, but may not throw multiple thrown weapons, Javelins, or Magic Balls at once from a single hand.
  4. Players may always choose to take a death. Players who take a death may not return to play except by respawning, may not cast any ‘on death’ abilities such as True Grit, have all Enchantments removed (including Persistent ones), and do not benefit from any abilities that prevent death such as Phoenix Tears.
    1. Intentionally causing your own death is the same as taking a death. Examples include striking yourself with a weapon, casting Finger of Death on yourself, and jumping into lava or off a bridge.
Combat Rules
Hit Location · Combat Contact · Inflicting Wounds · Deaths · Combat Notes · Combat Etiquette
V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure