Difference between revisions of "V9: Flail"
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<u>'''Flail Handle'''</u> | <u>'''Flail Handle'''</u> | ||
*50% of the flail [[V9: Handle|handle]] must be [[V9: Padding|padded]] and the top 1/3” closest to the chain must also be [[V9: Strike-Legal| Strike-Legal]]. | *50% of the flail [[V9: Handle|handle]] must be [[V9: Padding|padded]] and the top 1/3” closest to the chain must also be [[V9: Strike-Legal| Strike-Legal]]. | ||
− | '''Note:''' Even though the handle segment has strike-legal padding, only the head of the flail can be used to inflict [[V9: Striking Your Opponent|valid strikes]]. This strike-legal padding is intended to allow a player to strike the handle safely against other [[V9: Equipment|equipment]] so the flail can wrap around without damaging the struck equipment.</onlyinclude><br><br> | + | '''Note:''' Even though the handle segment has strike-legal padding, only the head of the flail can be used to inflict [[V9: Striking Your Opponent|valid strikes]]. This strike-legal padding is intended to allow a player to strike the handle safely against other [[V9: Equipment|equipment]] so the flail can wrap around without damaging the struck equipment. |
+ | </onlyinclude><br><br> | ||
---- | ---- | ||
<gallery mode="slideshow" showthumbnails caption="Image Gallery"> | <gallery mode="slideshow" showthumbnails caption="Image Gallery"> |
Revision as of 06:02, 4 February 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.
Flail
- Is a Melee Weapon.
- Must meet the Universal Equipment Requirements.
- Is composed of a handle with a single chain and articulating head. It cannot be multi-ended.
- Only the head of a flail can inflict valid strikes.
- The total length of all three components cannot exceed 36” when gently pulled taut.
- The ‘handle’ portion must be at least 12”.
- The combined rope-and-head portion may not exceed 18” in length when gently pulled taut.
Articulating Flail Head
- Must be equal or larger than a 2.5” sphere.
- Must be entirely Strike-Legal.
- Cannot contain a rigid core.
Flail Chain
- Must be constructed using soft, durable, non-abrasive materials, such as a cotton rope. Actual chains are prohibited. A rope-like core is not required as long as this section behaves like a chain and is not at risk of tearing apart under the stress of the flailing motion.
- Must be completely covered with small foam rings (or equivalent design) spaced no further than 0.5" apart to reduce the risk of injury due to incidental contact as well as reducing the risk of wrapping around a weapon or limb.
Flail Handle
- 50% of the flail handle must be padded and the top 1/3” closest to the chain must also be Strike-Legal.
Note: Even though the handle segment has strike-legal padding, only the head of the flail can be used to inflict valid strikes. This strike-legal padding is intended to allow a player to strike the handle safely against other equipment so the flail can wrap around without damaging the struck equipment.
Melee Weapons General Rules · Dagger · Short · Long · Great · Reach · Pike · Flail · Madu · Javelin · Magic Staff
Weapons General Rules · Weapon Construction Terms · Melee Weapons · Projectile Weapons · Siege Weapons
Equipment Equipment Basics · Equipment Use Terms · Weapons · Shields · Armor · Color Code · Visual Indicators