Difference between revisions of "V9: Shot in Motion"
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Revision as of 05:34, 19 January 2023
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.
Shot In Motion
If a player is wounded, killed, or otherwise prevented from attacking while they are in the middle of completing a striking motion, the attack is not interrupted and the motion can be completed before they suffer the negative effect. This should be a clear case of finishing an already-thrown shot, meaning that it requires no change of direction and the last motion required to finish the strike has already been started prior to being struck.
- Melee strikes must land within a half-second of the user being struck.
- Projectiles must be airborne within a half-second of the user being struck, but once launched there is no time limit for it to make contact.
- Shot in Motion only applies if the attacker is affected mid-strike. It does not apply if the defender becomes immune prior to contact, such as via an ability like Shadowstep.
Developer Note: This rule will be revisited and updated as we release new rules and effects that interact with it.
Striking Your Opponent Invalid Obstructions · Friendly Fire · Multiple Points of Contact · Shot in Motion · Battlefield Etiquette
Core Combat Rules Acceptable Contact · Hit Locations · Striking Your Opponent · Wounds · Death · Dragging