Difference between revisions of "V9: Transition Guide"

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==Read Me First==
 
==Read Me First==
  
'''<big<When to Use this Guide</big>'''<br>
+
'''<big>When to Use this Guide</big>'''<br>
 
This guide is intended to help Amtgard V8 players orient themselves to the [[V9:_Full_Rulebook|Amtgard V9 ruleset.]]
 
This guide is intended to help Amtgard V8 players orient themselves to the [[V9:_Full_Rulebook|Amtgard V9 ruleset.]]
  
'''<big<This Guide is presented in RAS (Rules-as-Spoken)</big<'''<br>
+
'''<big>This Guide is presented in RAS (Rules-as-Spoken)</big>'''<br>
 
In an effort to help everyone more easily digest the contents of the new ruleset, the V9 Team has created this page to try to explain the changes as if they were being told to you by word-of-mouth. We call this “Rules as Spoken” or RAS. This page will not cover the details of every specific change but it should give you a general overview and basic understanding so you can keep them in mind as you read through the actual V9 rules.
 
In an effort to help everyone more easily digest the contents of the new ruleset, the V9 Team has created this page to try to explain the changes as if they were being told to you by word-of-mouth. We call this “Rules as Spoken” or RAS. This page will not cover the details of every specific change but it should give you a general overview and basic understanding so you can keep them in mind as you read through the actual V9 rules.
  
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==Non-Gameplay Stuff==
 
==Non-Gameplay Stuff==
*Only Militia rules have been released so far. No class stuff yet.<br><br>
+
*Only Militia rules have been released so far (as of Feb 2023 update). No class stuff yet.<br><br>
  
*V9 has a new logo.<br><br>
+
*There’s a new, detailed [[V9: Introduction| Introduction]] and [[V9: Getting Started| Getting Started]] section to help new players get oriented.<br><br>
  
*There’s a new, detailed description of Amtgard in the introduction.<br><br>
+
*A lot of rules pulled from V8 had their text updated to be clearer.<br><br>
  
*A lot of existing rules had their wordings updated to be clearer.<br><br>
+
*The Official Amtgard Rules Clarification facebook page has no bearing on V9. All the non-ROP clarifications and ‘tribal/communal knowledge’ have been given proper sections and definitions. There's even a [[V9: Glossary| Glossary]] now!
  
*Many rules that existed only in clarifications or by ‘tribal/communal knowledge’ have been given proper sections and definitions.<br><br>
+
==NEW - [[V9: Garb|Garb Section]]==
 +
*Garb has its own section with more details about what garments are preferred and what folks should try to avoid.<br><br>
  
*There will be a glossary, although it is not finished at the time of writing.<br><br>
+
*Pink sashes are now reserved for [[V9: Non-Melee Participation|Non-Melee Participants]].
  
==New Garb Section==
+
==NEW - [[V9: Honor System|Honor System Section]]==
*Garb has its own section with more details about what garments are preferred and what folks should try to avoid.<br><br>
+
*This is the 'Don't be a Dick' section. It's a whole section talking about the Honor System and how it is integral to making Amtgard work.<br><br>
  
*Pink sashes are now reserved for players who “Prefer Not To Be Hit”. The rules also have notes about how to use this symbol properly as an accommodation for those who need it.
+
*It has a list of responsibilities that everyone is expected to uphold for the sake of the game.
==New Honor System Section==
 
There’s a whole section talking about the honor system and how it is integral to making LARPs work. It lists some responsibilities that everyone should share for the sake of the game.
 
  
==New Safety Section==
+
==NEW - [[V9: Safety|Safety Section]]==
 
*All the safety bits from V8 have been compiled into their own section and expanded upon.<br><br>
 
*All the safety bits from V8 have been compiled into their own section and expanded upon.<br><br>
  
*The “HOLD!” call is back from previous editions as the command to ‘stop everything’.<br><br>
+
*The “HOLD!” call is back from previous editions. It replaces 'Emergency' as the ‘Stop Everything!’ command.<br><br>
  
*The “SAFETY!” call remains the same as in V8.
+
*The “SAFETY!” call remains the same as in V8.<br><br>
  
===Acceptable/Unacceptable Contact===
+
*There's some extra safety tips for handling various situations as well as suggestions for safety equipment.
 +
 
 +
===[[V9: Acceptable Contact|Acceptable/Unacceptable Contact]]===
 
*There are new forms of unacceptable contact.
 
*There are new forms of unacceptable contact.
 
**You can’t use your garb to intentionally block shots.
 
**You can’t use your garb to intentionally block shots.
**You can’t attack with weapons using a punching motion.
+
**You can't attack in a way that makes people think they are getting punched. They want the combat experience to stay firmly in the realm of fantasy swordplay, not MMA.
 
 
==Basic Combat Mechanics==
 
*Projectiles need to stop/deflect to count. No more grazing.<br><br>
 
 
 
*‘Illegal Obstruction’ is now a keyword. It’s what happens when an attack is physically blocked by something that isn’t allowed to block.<br><br>
 
 
 
*“Light Contact” is now actually described as a type of invalid contact.<br><br>
 
 
 
*Shot in Motion applies to everything, not just melee.<br><br>
 
 
 
*Foot on Ground is now completely invulnerable, not just immune to wounds.<br><br>
 
  
*The new ‘Torso Priority’ rule clearly defines that strikes ‘on the line’ between two locations will count against the torso.<br><br>
+
==[[V9: Combat| Core Combat Rules]]==
 +
*[[V9: Hit Locations#Foot on Ground|Foot on Ground]] is now completely invulnerable, not just immune to wounds.<br><br>
  
*There’s a section explaining how to handle weapons with multiple points striking someone at the same time (like a trident).<br><br>
+
*[[V9: Shot in Motion| Shot in Motion]] applies to launching projectiles too, not just melee.<br><br>
  
*There’s a section explaining how Friendly Fire is handled.
+
*The new ‘[[V9: Hit Locations#Torso Priority|Torso Priority]]’ rule clearly defines that strikes ‘on the line’ between two locations will count against the torso.
  
===Wounds===
+
===[[V9: Wounds| Wounds]]===
*Players can still choose to Kneel or Post when they are legged but now in addition the dead leg is immune to wounds for 2 seconds after being struck to prevent double-tapping legs from forcing a ‘kneel or die’ interaction.<br><br>
+
*Dead legs are immune to further wounds for 2 seconds after being wounded. Since Posting is optional, they don't want two quick leg taps to force players to ‘kneel or die’.<br><br>
  
 
*You can switch between Kneeling and Posting at will as long as you don’t do it in the middle of fighting someone.<br><br>
 
*You can switch between Kneeling and Posting at will as long as you don’t do it in the middle of fighting someone.<br><br>
  
*You can hobble around to move slowly while Posting if there’s no enemies within 20’.<br><br>
+
*You can hobble around (drag the leg) to move slowly while Posting if there’s no enemies within 20’.<br><br>
  
*The Forced Movement Accommodation from V8 is carried over here with revised and improved wording.
+
*The 'Forced Movement Accommodation' from V8 sticks around, but now you can choose to get up and hobble if you still want to attack while moving.
  
==New Death Section==
+
==NEW - [[V9:Death| Death Section]]==
 
*Death has a whole section now.<br><br>
 
*Death has a whole section now.<br><br>
  
*‘Calling Dead’ and ‘Taking a Death’ are keyworded and better defined.<br><br>
+
*There’s no longer a penalty for moving after you die. Since there's only militia rules so far it doesn't really have any bearing yet.
  
*The ‘Hand-on-head’ gesture is now the official sign for being dead.<br><br>
+
==[[V9: Equipment| Equipment (General)]]==
 +
*There is now a set of [[V9: Universal Equipment Requirements| Universal Equipment Requirements]] that every piece of equipment must meet. It's basic stuff like safety, durability, and looking like what it's supposed to be.<br><br>
  
*There’s no longer a penalty for moving after you die.
+
*'Weapon Checks' are now called '[[V9: Equipment Inspections| Equipment Inspections]].
 +
**There's a full guide to help check equipment properly.
 +
**Hit-Tests against a volunteer are now required.
 +
**New players must also take [[V9: Weapon Competency Assessments| Weapon Competency Assessments]] before they can use certain weapons on field. The details of this aren't laid out yet.<br><br>
  
==Equipment General==
+
*There's a [[V9: Color Code| Color Code]] system that gives swatches and symbols you've got to use for anything with a mandatory color, like sashes and spellballs.<br><br>
  
===Gameplay===
+
*There are now definitions for ‘Carried’, ‘Held’, ‘Free Hand’, ‘Worn’, ‘Wielded’, ‘Unwielded’, ‘Unattended’ and ‘Destroyed'.
*There are now definitions for ‘Carried’, ‘Held’, ‘Free Hand’, ‘Worn’, ‘Wielded’, ‘Unwielded’, ‘Unattended’ and ‘Destroyed'.<br><br>
 
 
**Unattended is new. Unattended equipment can't be destroyed or affected until it is reclaimed. There’s a delay timer so people can’t just drop their weapons to make them instantly immune.
 
**Unattended is new. Unattended equipment can't be destroyed or affected until it is reclaimed. There’s a delay timer so people can’t just drop their weapons to make them instantly immune.
  
===Construction===
+
==[[V9: Weapons| Weapons]]==
*There is now a list of base criteria that all equipment must meet (in addition to type-specific requirements) in order to be used in Amtgard: safety, durability, and recognizability.<br><br>
+
*All weapons now have a [[V9: Flex| Flex]] limit of 45 degrees max.<br><br>
  
*Information about Equipment Checks is expanded and a full guide has been added.<br><br>
+
*Open-Cell and Closed-Cell foam are now better defined.<br><br>
  
*Anyone who wants to use a bow/crossbow has to prove that they know how to use it safely during weapon checks or else they can’t use it.<br><br>
+
*All weapons need to be at least 50% padded in some way.<br><br>
  
*Strips need to be at least 1” wide.
+
*Any weapon can now be multi-ended and the rules for weapons construction have been built with multi-ended and oddly shaped weapons in mind.<br><br>
  
==Weapons==
+
*Super Heavy padding is a new type of optional padding that needs a 8” cross-section but lets you substitute strike-legal at a 2:1 ratio.<br><br>
  
===Gameplay===
+
*All projectiles, not just arrows, need to be labelled with their owner's name.
*Javelins are now melee weapons except when thrown. This is the reverse of V8 (where they are projectiles except when being wielded.)<br><br>
 
  
*Deliberately bouncing projectiles off the ground or terrain is called out as unsafe and not allowed. Accidental bounces are fine though.<br><br>
+
==={V9: Melee Weapons|]]===
  
*Deliberately batting projectiles back at the other team is called out as unsafe and not allowed. Accidental ricochets are fine though.<br><br>
+
*Daggers can now be up to 24”.<br><br>
  
*Rocks are Weapon Destroying (in addition to SC/AB) but now they always have to be thrown with two hands.<br><br>
+
*Long Weapons can be Super Heavy Padded to gain Armor Breaking when wielded with two hands.<br><br>
  
*Bows can be wielded with a shield strapped to the arm so long as the shield does not interfere with the use of the bow.<br><br>
+
*The V8 'Great' Category has been turned into ‘Great’, ‘Reach’, and ‘Pike’, each with their own maximum length.
 +
**V9 Great Weapons can only be up to 6ft long and get two-handed SC/AB for being Heavy Padded (as V8) or by being 2/3 Strike-Legal.
 +
**Reach weapons can be up to 9ft long and Heavy Padding only gives them Armor Breaking when wielded with two hands.
 +
**Pikes are the longest weapons in the game. They can be up to 12ft long and Heavy Padding only gives them Armor Breaking when wielded with two hands.<br><br>
  
*Hitting Bows and Crossbows is now off totally limits and the rules have been adjusted around this.<br><br>
+
*No melee weapon in V9 can be longer than 12ft.<br><br>
  
*Siege Engines are now left entirely up to Game Organizer discretion. The only requirement beyond being safe, durable, and recognizable is that they have to use Amtgard-legal weapons for their striking portions.
+
*Hinged is now called Flail. Their handles now have a minimum size.<br><br>
  
===Construction===
+
*Madu’s have a maximum size to match the length of a Reach weapon (9ft).
*Lots of V8 terms have had their names slightly adjusted.<br><br>
+
**Madu's can be Heavy Padded for SC/AB or AB based on size.<br><br>
  
*Hit Testing during equipment check is now required for all weapons.<br><br>
+
*Javelins can be double-ended.<br><br>
  
*Open-Cell and Closed-Cell foam are now better defined.<br><br>
+
*Javelins are now melee weapons except when thrown. This is the reverse of V8 (where they are projectiles except when being wielded.)<br><br>
  
*The Punch-weapon ban only applies to weapons that can only strike via punching (since punch-attacks are still illegal).<br><br>
+
==={V9: Projectile Weapons|]]===
  
*Weapons now have a 45 degree maximum flex limit.<br><br>
+
*Projectiles need to stop/deflect to count. No more grazing.<br><br>
  
*Super Heavy padding is a new type of optional padding that needs a 12” cross-section but lets you substitute strike-legal at a 2:1 ratio.<br><br>
+
*Deliberately batting projectiles back at the other team is listed out as unsafe and not allowed. Accidental ricochets are fine.<br><br>
  
*Stab Tips require more foam than V8 minimums. Notably, these new rules should line up with what most folks already do with their weapons.<br><br>
+
*Light and Heavy Thrown are now called [[V9: Small Thrown|Small]] and [[V9: Large Thrown|Large]] Thrown.
 +
**Large Thrown has a minimum length of 6” (down from 9”) closing the V8 gap.<br><br>
  
*All weapons need to be at least 50% padded in some way.<br><br>
+
*[[V9: Rocks| Rocks]] are Weapon Destroying (in addition to SC/AB) but now they always have to be thrown with two hands.<br><br>
  
*Any weapon can now be multi-ended and the rules for weapons construction have been built with multi-ended and oddly shaped weapons in mind.<br><br>
+
*[[V9: Bows & Crossbows| Bows & Crossbows]] can be wielded with a shield strapped to the arm so long as the shield does not interfere with the use of the bow.<br><br>
  
*Daggers can now be up to 24” - UP from V8.<br><br>
+
*Hitting Bows and Crossbows is now off totally limits and the rules have been adjusted around this.<br><br>
  
*The V8 'Great' Category has been turned into ‘Great’, ‘Reach’, and ‘Pike’, each with their own maximum length.<br>
+
*[[V9: Arrows & Bolts| Arrow and Bolt]] construction rules have been overhauled.
**Only V9 Great weapons are automatically SC/AB when 2H. This allows for 2/3 strike-legal greatswords that don’t need heavy padding. V9 Great Weapons can only be up to 6ft long.<br>
+
**Wooden shafts are not allowed.
**Reach weapons cannot be SC/AB by construction but they can be up to 9ft long.<br>
+
**Penny tech is gone. Blunts must be 0.75” diameter steel or aluminum. Any other material (like 3D printed) must be impact resistant and 3/16” thick.<br>
**Pikes are the longest weapons in the game. They cannot be SC/AB by construction AND they must be Stab-Only. They can be up to 12ft long.<br>
+
**Arrow heads need at least 1" of open cell foam.
**No melee weapon in V9 can be longer than 12ft.<br><br>
+
**Arrowheads must be 2.5" wide throughout the entire head, not just pass the [[V9: 2.5 Inch and 2 Inch Rule|Ring Check]]. (This was actually intended in V8 as well but wasn't spelled out properly so people just started using the 2.5" ring and calling it good.)
 +
**Domed Arrows need to be at least 3" hemispheres. (2.5" balls are illegal).
 +
**Covers for regular arrows must be either Blue or a combination of contrasting colors.
  
*Hinged is now called Flail. Their handles now have a minimum size and the head now has a maximum size.<br><br>
+
===[[V9: Siege Weapons| Siege Weapons]]===
 
+
*Siege Engines are now left entirely up to Game Organizer discretion. The only requirement beyond being safe, durable, and recognizable is that they have to use Amtgard-legal weapons for their striking portions.
*Madu’s have a maximum size to match the length of a Reach weapon.<br><br>
 
 
 
*Javelins can be double-ended.<br><br>
 
 
 
*ALL projectiles must now have their owner’s names on them somewhere, not just arrows.<br><br>
 
 
 
*Light and Heavy Thrown are now called Small and Large Thrown.<br>
 
**Large Thrown has a minimum length of 6” (down from 9”) closing the V8 gap.<br>
 
 
 
*Spellballs have a max size of 6”<br><br>
 
 
 
*Arrow construction rules have been overhauled.<br>
 
**Wooden shafts are not allowed.<br>
 
**Arrows must have at least 2 fletchings. Bolts can have either 0 or 2+.<br>
 
**Penny tech is gone. Blunts must be 0.75” diameter steel or aluminum. Any other material (like 3D printed) must be impact resistant and 1/4” thick.<br>
 
**The striking face of an arrow must be an open cell foam on top of closed cell foam.<br>
 
**Covers must be either Blue or a combination of contrasting colors. <br><br>
 
 
 
*There’s a new Color-Code mechanic that is trying to standardize mandatory colors to make them easier to recognize and also more color-blind friendly by also adding a symbol. This affects anything that has a required color: sashes, strips, balls, arrows, etc.
 
  
 
==Shields==
 
==Shields==
 +
*V8 Small Shields have been broken into ‘[[V9: Buckler| Buckler]]’ and ‘[[V9: Small Shield|Small]]’. The smallest possible shield is still the same dimensions as the smallest shield in Version 8.<br><br>
  
*There’s new shield categories:
+
*There’s a new [[V9: Glossary#Experimental|Experimental]] [[V9: Tower Shield| Tower Shield]] size that covers anything bigger than a large shield, not exceeding 54x36”.<br><br>
**Small Shields have been broken into ‘Buckler’ and ‘Small’. The smallest possible shield is still the same dimensions as V8.
 
**There’s a new Tower Shield size that covers anything bigger than a large shield, not exceeding 54x36”. It has a note saying this size is experimental and that these numbers may change, so craft accordingly.<br><br>
 
  
 
*Shield faces can’t have holes in them.<br><br>
 
*Shield faces can’t have holes in them.<br><br>
  
*There’s a limit to how much a shield can be recessed or curved.
+
*Shields can't be domed more than half their width.
 
 
==Armor==
 
 
 
===Gameplay===
 
 
 
*Natural and Magic armor are now defined but will be fleshed out with the class rules.<br><br>
 
 
 
*Armor now takes priority when someone is hit in both an armored and unarmored area at the same time. It effectively extends the coverage of all armor pieces and closes many small gaps.
 
  
===Construction===
+
==[[V9: Armor| Armor]]==
 +
*Armor now takes priority when someone is hit in both an armored and unarmored area at the same time. In a nutshell, you can only strike a gap if you can hit JUST the gap.
  
*Certain materials now have hard minimum requirements. If the material doesn’t meet these requirements, then it can’t be used as armor.<br><br>
+
*Natural and Magic armor are just listed as existing but will be fleshed out with the class rules.<br><br>
  
*The penalty for ‘Non-Standard Metal’ has been removed. The base standard for metal armor is now Aluminum. Steel and similar metals get a bonus.<br><br>
+
*Armor materials now have [[V9: Rating Armor#Material Thickness|minimum thickness requirements]]. If the material doesn’t meet these requirements, then it can’t be used as armor.<br><br>
  
*Armor-Specific modifiers are gone. There are only two core modifiers: Superior/Inferior Appearance is for looks, and Superior/Inferior Construction is for technique/materials. <br><br>
+
*The V8 penalty for ‘Non-Standard Metal’ has been removed. The base standard for metal armor is now Aluminum. Steel and similar metals get a bonus.<br><br>
  
*Negative penalties in V9 almost exclusively apply to armor that is unfinished or in poor repair.<br><br>
+
*Armor-Specific modifiers are gone. All [[V9: Armor Rating Modifiers|piece-specific modifiers]] are merged into either Appearance and Construction.<br><br>
  
*The Gambeson bonus has been replaced with “Layering”. It’s still a +1 but now it uses the value of the highest rated piece in the stack, so if you put light leather over chainmail, the value of that area is chain+1 instead of the leather +1.<br><br>
+
*The V8 Gambeson bonus has been replaced with the "[[V9: Armor Rating Modifiers|Layered Armor Bonus]]”. It's basically the same with some quality of life tweaks.<br><br>
  
*The Helm bonus has become the ‘Supplemental Armor Bonus’ and it has been expanded to include hand and feet armor so you can now get a global +1 armor to all locations if you wear the supplemental armor in all those locations.
+
*The V8 Helm bonus has become the ‘[[V9: Supplemental Armor|Supplemental Armor Bonus]]’ and it has been expanded to include hand and feet armor so you can now get a global +1 armor to all locations if you wear the supplemental armor in all those locations.
 
**There is only one type of  Supplemental Armor, no light/heavy like in V8.<br><br>
 
**There is only one type of  Supplemental Armor, no light/heavy like in V8.<br><br>
  
*Armor is now categorized by TIERS instead of by style. Tier 1 is base 1, max 2. Tier 2 is base 2, max 3. –- And so on. Each tier lists all the styles of armor that fall under it. Ambiguous armors are placed where they fit best.
+
*Armor is now categorized by [[V9: Armor Tiers|TIERS]] instead of by style.
**Light Leather is worth more. It is Tier 2 (base 2, max 3) – UP from V8.
+
**Tier 1 is base 1, max 2. // Tier 2 is base 2, max 3. // And so on.
**Ringmesh/Sharkmail and Synthetic Chainmail are now specifically listed as Tier 2 (base 2, max 3).
+
**Each tier lists all the styles of armor that fall under it. Ambiguous armors are placed where they fit best.
**Heavy Leather is worth more. It is Tier 3 (base 3, max 4) – UP from V8.
+
**[[V9: Light Leather| Light Leather]] is worth more. It is Tier 2 (base 2, max 3) – UP from V8.
**High-Density, Rigid Synthetic Armors are now specifically listed as Tier 3 (base 3, max 4) – UP from V8.
+
**[[V9: Butcher's Mail| Butcher's Mail]]/Ringmesh/Sharkmail/ are now specifically listed as Tier 2 (base 2, max 3).
**Metal Chain is Tier 3. - SAME as V8.
+
**[[V9: Heavy Leather| Heavy Leather]] is worth more. It is Tier 3 (base 3, max 4) – UP from V8.
**Scale, Splint, Butted Plate, etc. are worth more. They are Tier 5 (Base 5, max 6) – UP from V8.
+
**[[V9: Rigid Non-Metal Armor| Rigid Non-Metal/Synthetic Armors]] are now specifically listed as Tier 3 (base 3, max 4) – UP from V8.
**Lamellar, Brig, Laminar, and Plate are all worth more. They are Tier 6 (Base 6, Max 7) – UP from V8.
+
**[[V9: Chainmail| Chainmail]] is Tier 3. - SAME as V8 due to its superior coverage ability.
**There’s a few Catch-All categories to handle previously hard-to-categorize armor types.<br><br>
+
**V8 Scale has been split into [[V9: Light Scale| Light Scale]] (Tier 4: Base 4, max 5)) and [[V9: Heavy Scale| Heavy Scale]] (Tier 5: Base 5, max 6). - UP from V8.
 +
**[[V9: Butted Plate| Butted Plate]], Splint, etc. are worth more. They are Tier 5 (Base 5, max 6) – UP from V8.
 +
**[[V9: Brigandine| Brigandine]], [[V9: Lamellar and Laminar|Lamellar]], and [[V9: Plate| Plate]] are all worth more. They are Tier 6 (Base 6, Max 7) – UP from V8.
 +
**There’s [[V9: Catch-All (Metal)|Metal]] and [[V9: Catch-All (Non-Metal)|Non-Metal]] Catch-All categories to handle previously hard-to-categorize armor types.<br><br>
  
*Even though some pieces can be rated for more than 6pts, nothing is allowed to exceed 6 pts after averaging. The point of 7pt+ armor is to get more favorable averaging so you can wear less pieces and still hit the 6pt cap.<br><br>
+
*Even though some pieces can be rated for more than 6pts, nothing is allowed to exceed 6 pts after averaging and bonuses. The point of 7pt+ armor is to get more favorable averaging so you can wear less pieces and still hit the 6pt cap.<br><br>
  
 
*Averaging works exactly the same as V8.
 
*Averaging works exactly the same as V8.

Revision as of 11:43, 18 February 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.




Read Me First

When to Use this Guide
This guide is intended to help Amtgard V8 players orient themselves to the Amtgard V9 ruleset.

This Guide is presented in RAS (Rules-as-Spoken)
In an effort to help everyone more easily digest the contents of the new ruleset, the V9 Team has created this page to try to explain the changes as if they were being told to you by word-of-mouth. We call this “Rules as Spoken” or RAS. This page will not cover the details of every specific change but it should give you a general overview and basic understanding so you can keep them in mind as you read through the actual V9 rules.

Non-Gameplay Stuff

  • Only Militia rules have been released so far (as of Feb 2023 update). No class stuff yet.

  • A lot of rules pulled from V8 had their text updated to be clearer.

  • The Official Amtgard Rules Clarification facebook page has no bearing on V9. All the non-ROP clarifications and ‘tribal/communal knowledge’ have been given proper sections and definitions. There's even a Glossary now!

NEW - Garb Section

  • Garb has its own section with more details about what garments are preferred and what folks should try to avoid.

NEW - Honor System Section

  • This is the 'Don't be a Dick' section. It's a whole section talking about the Honor System and how it is integral to making Amtgard work.

  • It has a list of responsibilities that everyone is expected to uphold for the sake of the game.

NEW - Safety Section

  • All the safety bits from V8 have been compiled into their own section and expanded upon.

  • The “HOLD!” call is back from previous editions. It replaces 'Emergency' as the ‘Stop Everything!’ command.

  • The “SAFETY!” call remains the same as in V8.

  • There's some extra safety tips for handling various situations as well as suggestions for safety equipment.

Acceptable/Unacceptable Contact

  • There are new forms of unacceptable contact.
    • You can’t use your garb to intentionally block shots.
    • You can't attack in a way that makes people think they are getting punched. They want the combat experience to stay firmly in the realm of fantasy swordplay, not MMA.

Core Combat Rules

  • Foot on Ground is now completely invulnerable, not just immune to wounds.

  • The new ‘Torso Priority’ rule clearly defines that strikes ‘on the line’ between two locations will count against the torso.

Wounds

  • Dead legs are immune to further wounds for 2 seconds after being wounded. Since Posting is optional, they don't want two quick leg taps to force players to ‘kneel or die’.

  • You can switch between Kneeling and Posting at will as long as you don’t do it in the middle of fighting someone.

  • You can hobble around (drag the leg) to move slowly while Posting if there’s no enemies within 20’.

  • The 'Forced Movement Accommodation' from V8 sticks around, but now you can choose to get up and hobble if you still want to attack while moving.

NEW - Death Section

  • Death has a whole section now.

  • There’s no longer a penalty for moving after you die. Since there's only militia rules so far it doesn't really have any bearing yet.

Equipment (General)

  • There is now a set of Universal Equipment Requirements that every piece of equipment must meet. It's basic stuff like safety, durability, and looking like what it's supposed to be.

  • 'Weapon Checks' are now called ' Equipment Inspections.
    • There's a full guide to help check equipment properly.
    • Hit-Tests against a volunteer are now required.
    • New players must also take Weapon Competency Assessments before they can use certain weapons on field. The details of this aren't laid out yet.

  • There's a Color Code system that gives swatches and symbols you've got to use for anything with a mandatory color, like sashes and spellballs.

  • There are now definitions for ‘Carried’, ‘Held’, ‘Free Hand’, ‘Worn’, ‘Wielded’, ‘Unwielded’, ‘Unattended’ and ‘Destroyed'.
    • Unattended is new. Unattended equipment can't be destroyed or affected until it is reclaimed. There’s a delay timer so people can’t just drop their weapons to make them instantly immune.

Weapons

  • All weapons now have a Flex limit of 45 degrees max.

  • Open-Cell and Closed-Cell foam are now better defined.

  • All weapons need to be at least 50% padded in some way.

  • Any weapon can now be multi-ended and the rules for weapons construction have been built with multi-ended and oddly shaped weapons in mind.

  • Super Heavy padding is a new type of optional padding that needs a 8” cross-section but lets you substitute strike-legal at a 2:1 ratio.

  • All projectiles, not just arrows, need to be labelled with their owner's name.

{V9: Melee Weapons|]]

  • Daggers can now be up to 24”.

  • Long Weapons can be Super Heavy Padded to gain Armor Breaking when wielded with two hands.

  • The V8 'Great' Category has been turned into ‘Great’, ‘Reach’, and ‘Pike’, each with their own maximum length.
    • V9 Great Weapons can only be up to 6ft long and get two-handed SC/AB for being Heavy Padded (as V8) or by being 2/3 Strike-Legal.
    • Reach weapons can be up to 9ft long and Heavy Padding only gives them Armor Breaking when wielded with two hands.
    • Pikes are the longest weapons in the game. They can be up to 12ft long and Heavy Padding only gives them Armor Breaking when wielded with two hands.

  • No melee weapon in V9 can be longer than 12ft.

  • Hinged is now called Flail. Their handles now have a minimum size.

  • Madu’s have a maximum size to match the length of a Reach weapon (9ft).
    • Madu's can be Heavy Padded for SC/AB or AB based on size.

  • Javelins can be double-ended.

  • Javelins are now melee weapons except when thrown. This is the reverse of V8 (where they are projectiles except when being wielded.)

{V9: Projectile Weapons|]]

  • Projectiles need to stop/deflect to count. No more grazing.

  • Deliberately batting projectiles back at the other team is listed out as unsafe and not allowed. Accidental ricochets are fine.

  • Light and Heavy Thrown are now called Small and Large Thrown.
    • Large Thrown has a minimum length of 6” (down from 9”) closing the V8 gap.

  • Rocks are Weapon Destroying (in addition to SC/AB) but now they always have to be thrown with two hands.

  • Bows & Crossbows can be wielded with a shield strapped to the arm so long as the shield does not interfere with the use of the bow.

  • Hitting Bows and Crossbows is now off totally limits and the rules have been adjusted around this.

  • Arrow and Bolt construction rules have been overhauled.
    • Wooden shafts are not allowed.
    • Penny tech is gone. Blunts must be 0.75” diameter steel or aluminum. Any other material (like 3D printed) must be impact resistant and 3/16” thick.
    • Arrow heads need at least 1" of open cell foam.
    • Arrowheads must be 2.5" wide throughout the entire head, not just pass the Ring Check. (This was actually intended in V8 as well but wasn't spelled out properly so people just started using the 2.5" ring and calling it good.)
    • Domed Arrows need to be at least 3" hemispheres. (2.5" balls are illegal).
    • Covers for regular arrows must be either Blue or a combination of contrasting colors.

Siege Weapons

  • Siege Engines are now left entirely up to Game Organizer discretion. The only requirement beyond being safe, durable, and recognizable is that they have to use Amtgard-legal weapons for their striking portions.

Shields

  • V8 Small Shields have been broken into ‘ Buckler’ and ‘Small’. The smallest possible shield is still the same dimensions as the smallest shield in Version 8.

  • Shield faces can’t have holes in them.

  • Shields can't be domed more than half their width.

Armor

  • Armor now takes priority when someone is hit in both an armored and unarmored area at the same time. In a nutshell, you can only strike a gap if you can hit JUST the gap.
  • Natural and Magic armor are just listed as existing but will be fleshed out with the class rules.

  • The V8 penalty for ‘Non-Standard Metal’ has been removed. The base standard for metal armor is now Aluminum. Steel and similar metals get a bonus.

  • The V8 Gambeson bonus has been replaced with the "Layered Armor Bonus”. It's basically the same with some quality of life tweaks.

  • The V8 Helm bonus has become the ‘Supplemental Armor Bonus’ and it has been expanded to include hand and feet armor so you can now get a global +1 armor to all locations if you wear the supplemental armor in all those locations.
    • There is only one type of Supplemental Armor, no light/heavy like in V8.

  • Armor is now categorized by TIERS instead of by style.
    • Tier 1 is base 1, max 2. // Tier 2 is base 2, max 3. // And so on.
    • Each tier lists all the styles of armor that fall under it. Ambiguous armors are placed where they fit best.
    • Light Leather is worth more. It is Tier 2 (base 2, max 3) – UP from V8.
    • Butcher's Mail/Ringmesh/Sharkmail/ are now specifically listed as Tier 2 (base 2, max 3).
    • Heavy Leather is worth more. It is Tier 3 (base 3, max 4) – UP from V8.
    • Rigid Non-Metal/Synthetic Armors are now specifically listed as Tier 3 (base 3, max 4) – UP from V8.
    • Chainmail is Tier 3. - SAME as V8 due to its superior coverage ability.
    • V8 Scale has been split into Light Scale (Tier 4: Base 4, max 5)) and Heavy Scale (Tier 5: Base 5, max 6). - UP from V8.
    • Butted Plate, Splint, etc. are worth more. They are Tier 5 (Base 5, max 6) – UP from V8.
    • Brigandine, Lamellar, and Plate are all worth more. They are Tier 6 (Base 6, Max 7) – UP from V8.
    • There’s Metal and Non-Metal Catch-All categories to handle previously hard-to-categorize armor types.

  • Even though some pieces can be rated for more than 6pts, nothing is allowed to exceed 6 pts after averaging and bonuses. The point of 7pt+ armor is to get more favorable averaging so you can wear less pieces and still hit the 6pt cap.

  • Averaging works exactly the same as V8.

Effects

  • Effects that happen on hit, such as Armor Breaking, etc. are now called ‘Strike Effects’. Only Militia-level effects are included so far.

  • Declarations for Strike Effects have been cleaned up a bit.

  • Armor Breaking is the SAME as V8. As is Armor Destroying, Weapon Destroying, and Shield Destroying.

  • Shield Crushing is functionally the same but you can repair crushed-but-not-destroyed Shields with Mend effects.

  • The ‘Siege’ effect is a thing now. It’s an engulfing death that also destroys all your equipment and armor. Nothing can prevent death or trigger from dying this way. The only way to avoid it is to not get hit.”

Combat Activities

  • The section about battlegames and combat activities has been expanded.

  • A ‘Dead Zone’ (previously known as ‘Nirvana’ in V7) is defined but doesn't have a good name yet.

  • ‘Repair at Base’ is now called ‘Replenish at Base’ and restores everything: armor, wounds, equipment, and per-life abilities with a single count.

  • Game Modes (Ditch, Militia, Class, etc..) are more fleshed out and several other common modes have been added, mostly roleplay-oriented ones.

New Rules Authorities Section

There’s a section for Rules Authorities like Reeves, etc.

Best Practices for Rules Authorities

  • The ‘Gray area’ section has been expanded on to provide more guidance about how to navigate weird rules and interactions. It’s similar to the Honor System but directed at reeves more than players.

  • Players are explicitly never immune to combat while they are discussing or clarifying rules in the middle of combat.