V9: Shot in Motion

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Revision as of 21:09, 24 February 2023 by Wunjo (talk | contribs) (Wunjo 3rd pass)
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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-started attack, meaning that it requires no change of direction and the last motion required to finish the strike has already been started prior to being affected.

  1. Melee strikes must land within a half-second of the user being affected.
  2. Projectiles must be airborne within a half-second of the user being affected.
  3. Shot in Motion only applies if the attacker is affected. It does not apply if the defender becomes immune prior to contact, such as via an ability like Shadowstep.

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
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