V9: Equipment Inspection Guide

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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.




Appendix E: Equipment Inspection Guide

Please refer to the Equipment Inspection Rules during all equipment inspections.

Items You Will Need

  1. A copy of the Amtgard V9 Rules of Play
  2. 2.5” and 2” rings, or equivalent templates
  3. Bow Draw Weight Scale or Luggage Scale
  4. Tape measure
  5. Volunteers (At least one other person)
    1. Someone must be willing to be struck and shot
    2. Someone must be able to safely fire an arrow
  6. Separate areas for passed, failed, and unchecked equipment

General Inspection Guidelines

Any player inspecting Equipment should do so in an unbiased manner, checking the equipment for safety and rules adherence in an efficient and orderly manner without causing damage to the equipment itself.

  1. Learn the rules. Inspection is more efficient the more you can commit to memory. That said, don’t be afraid to reference the rulebook, and certainly don’t just guess the rules if you’re unsure.
  2. Don’t destroy equipment to check it. When inspecting foam, use the pads of the fingers or the palm of the hand, don’t dig in with nails or fingertips.
  3. Treat all equipment the same. If you feel you can’t assess something objectively, ask someone else to help.
  4. Don’t be afraid to get a second opinion.

Hit Testing Guidelines

  1. A good benchmark for Hit Test failure is if there is significant residual pain for at least ten seconds after impact, or if the volunteer refuses to be struck by that weapon again.
  2. Rotate your Hit Test volunteers. After a while of being struck, all strikes will start to feel painful.
  3. If a Hit test fails, consider retesting it with another volunteer. If it fails a second time (or there are no willing volunteers), then you can confidently fail the weapon.
  4. Remember that any weapon being assessed is a weapon that is intended for use on the battlefield. If no one wants to be hit with it in a controlled situation, then it should probably not be allowed to strike players in the uncontrolled chaos of battle.

Melee Weapons And Javelins

All Melee

  1. Look at the weapon. Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard (Swords & Sorcery / Heroic Fantasy)?
  2. Measure the total length and all padding proportions. Confirm the weapon category and ensure all padding requirements are met. Ensure any substitutions for Stab-Only, Heavy Padding, or Super Heavy Padding are accurate.
    1. Reference the weapon construction section for specific details as necessary.
    Inspect each Striking Tip. Check for stability and that the core cannot be felt. Ensure the foam is adequate to provide noticeable cushioning when used to strike a player. Check the 2.5-inch rule.
  3. Using the pads of the fingers, move up and down the weapon checking for weak spots, excessive wear, or any indication that foam has been damaged or come loose.
  4. Inspect any Super Heavy Padding. Ensure there is open-cell foam and that it is dense enough to provide noticeable cushioning when used to strike a player.
  5. Assess all Incidental Padding. Inspect any padded areas covered with a non-abrasive coating (rubber, silicone, etc). It must not compromise the purpose of the padding, such as by making it too firm.
  6. Inspect the Non-Striking Tips. Check for stability. No core should be felt. Check the 2-inch rule.
  7. Make sure the cover is in good repair and foam is not exposed.
  8. Check to ensure that all strike-legal surfaces are clearly distinct from any non-striking surfaces.
  9. Assess the flex of the weapon. Flex is tested by holding the weapon low on the handle for maximum length and striking a shield or padded surface. Test with a light, medium, and reasonably heavy strike. A second person can estimate the flex.
  10. Perform Hit Testing with a volunteer. Refer to the Tips for Hit Testing at the start of this section.
    1. For slashing weapons, slash test against your own leg to assess impact. If acceptable, check against the back of a volunteer - assess a light and medium force swing. With permission from your volunteer, test a hard swing that could reasonably occur on field.
    2. Stab test against your thigh or your volunteer’s back. Test one-handed, then one-hand with off-hand to stabilize, then two-handed. Assess light and medium force stabs for each method. With permission from your volunteer, test a harder stab that could reasonably occur on field. Make sure the tip does not deflect or fold over excessively when stabbing and always returns to its original position.

Flail-Specific

Same as All Melee, with the following extra checks:

  1. Inspect the head. It should be entirely strike-legal and not contain a rigid core.
  2. Ensure no more than 0.5” of exposed rope/cloth between each foam segment along the chain.
  3. To check the required dimensions, put the handle between your legs and pull on the flail-head to gently stretch the chain portion taught. Have a second person help measure if necessary.
  4. Flails do not need to be Stab tested.

Madu-Specific

Same as All Melee, with the following extra checks:

  1. Ensure the weapon and shield portions are easily recognizable as what they are trying to be. The weapon portion must be easily recognizable as a weapon, and the shield portion must be easily recognizable as a shield. The division between weapon and shield portions should not be ambiguous.
  2. Ensure the weapon and shield are securely affixed together in a way that is not dangerous or unwieldy.
  3. Inspect connection points between the weapon and shield for any indication that they might become separated by the forces placed upon them during combat.

Projectile Weapons

Contact Projectiles

  1. Look at the weapon. Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard (Swords & Sorcery / Heroic Fantasy)?
  2. Measure the total length and all padding proportions. Confirm the weapon category and ensure all padding requirements are met.
    1. Reference the weapon construction section for specific details as necessary.
  3. Using the pads of the fingers, move up and down the weapon checking for weak spots, excessive wear, or any indication that foam has been damaged or come loose.
  4. Confirm any center mass or structural core is appropriate for contact projectiles.
  5. Make sure the cover or cloth tape is in good repair and foam is not exposed. If cloth tape was used, make sure it is not curling, hardening, or otherwise becoming sharp or abrasive.
  6. Ensure any Color Coding is appropriate. Required symbols should match the associated Color Code and be large and visible in relation to the item.
  7. Confirm the owner’s name and ensure name labels are present, easy to find, and readable.
  8. Use rings or templates to check the 2.5” rule across all surfaces and tips.
  9. Perform Hit Testing with a volunteer. Refer to the Tips for Hit Testing at the start of this section.
    1. Throw against your own leg to assess impact. If acceptable, check against the back of a volunteer from 20’ away - assess a light and medium force throw. With permission from your volunteer, test a strong throw that could reasonably occur on field. Consider how it would feel to be accidentally struck in the face with this weapon.

Arrows & Bolts

When possible, arrow and bolt inspection should be aided by someone with knowledge and experience of safe arrow use and construction. Arrows and bolts are the most potentially dangerous aspect of our game and they should be treated as such during inspections.

  1. Before checking anything else, confirm that any real arrowheads have been removed. You must be 100% sure of this. If you believe there is any chance of a real arrowhead inside an arrow, you cannot allow it to be used in any way at an Amtgard function.
  2. Look at the weapon. Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard (Swords & Sorcery / Heroic Fantasy)?
  3. Measure the total length and all padding proportions. Confirm all padding requirements are met.
    1. Reference the weapon construction section for specific details as necessary.
  4. Arrow shafts longer than 28” must have a draw-stop around the shaft physically preventing drawing the arrow past 28".
  5. Inspect shafts for cracks, bends, or splits.
  6. Ensure any vanes/fletching and nock are in good repair. Arrows must have at least 2 vanes/fletching. Bolts can have none, but if they are present there must be at least 2.
  7. Inspect the head for stability. The head must not be able to move easily in relation to the arrow shaft. This movement includes but is not limited to: twisting without return, plunging up and down, wobbling from side to side, etc.
  8. If the head is modular (built separately from the shaft and attached afterwards), ensure that it is firmly attached to the shaft and cannot twist out or become detached.
  9. Ensure the head has an appropriate amount of open-cell foam and that it is dense enough to provide noticeable cushioning when used to strike a player. Check for degrading foam and ensure the core or blunt cannot be felt when pressing down against the face with an open palm. Check the 2.5-inch rule.
  10. Using the pads of the fingers, move around the face and sides of the head checking for weak spots, excessive wear, or any indication the foam has broken apart or come loose.
  11. Make sure the cover is in good repair and foam is not exposed.
  12. Ensure any Color Coding is appropriate. Required symbols should be easily visible on the face of the arrow and match the associated Color Code.
  13. If any tape was used, make sure it is not curling, hardening, or otherwise becoming sharp or abrasive.
  14. Confirm the owner’s name and ensure name labels are present, easy to find, and readable.
  15. Perform Hit Testing with a volunteer and a competent archer. Refer to the Tips for Hit Testing at the start of this section.
    1. You may ask the owner to fire their own arrows or bolts.
    2. For arrows, use a bow that has a draw weight of 35lbs at a 28” draw if possible.
    3. For crossbows, use a crossbow that is rated at 450 inch-pounds if possible.
    4. Shoot at the back of a volunteer at a distance of 20’. The volunteer should not be able to see the arrows or bolts being fired. For safety, they should have one hand covering the back of the neck, and the other hand covering the kidneys.
    5. Check in with your volunteer after each arrow.
    6. Check for excessive bounce-back. Excessive bounce-back is the arrow or bolt hitting the volunteer and bouncing back 20’ or more in any direction.
    7. Bows & Crossbows

      When possible, bow and crossbow inspection should be aided by someone with knowledge and experience with that type of item. Archery is the most potentially dangerous aspect of our game and it should be treated as such during inspections.

      Physical Equipment Inspection

      Bows and Crossbows must be strung before being brought to inspection. Equipment Inspectors are not responsible for stringing other players’ bows or crossbows.

      1. Look at the weapon. Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard(Swords & Sorcery / Heroic Fantasy)?
      2. Check to ensure no cracks or excessive warping of limbs.
      3. Ensure there are no excessive protrusions such as stabilizers.
      4. Regular Bows must have a draw weight of 35lbs or less at a 28” draw.
        1. The simplest way to measure a bow’s draw weight is to use a scale that can hook onto the bowstring. Several bow draw weight scales are available that are designed for this purpose. Using a measuring device to draw the bowstring may make your draw shorter. Make sure to compensate for this.
        2. Ensure you are bringing the bow to a 28” draw length. You can use a sufficiently long arrow and mark the 28” draw point on it. When taking measurements in the future, you can use this “ruler” arrow to save time.
        3. Bow Measurements
      5. Crossbows are limited to no more than 450 inch-pounds.
        1. Inch pounds are calculated by multiplying ‘Draw Weight’ by ‘Power Stroke’. Draw Weight is measured at the bow’s full draw. Power Stroke is the distance from rest to full draw, measured in inches.
          1. Use a bow draw weight scale (or hand-held luggage scale) to pull the string back to full draw and note the draw weight. Consult the chart below. The draw weight must be equal or under the listed number for your power stroke.
          2. Crossbow Chart
            Power Stroke

      Bow And Crossbow Use Inspection

      Anyone wishing to use a bow or crossbow must demonstrate to the equipment inspector that they are able to do so safely.

      1. When possible, this inspection should be aided by someone with knowledge and experience of bow and crossbow use, as appropriate. Archery is the most potentially dangerous aspect of our game and it should be treated as such during inspections.
      2. In the absence of a someone with experience, the following guide will help an uneducated inspector administer a basic competency check:
      Developer Note: Waiting to consult with our expert bow and crossbow users.

      Shields

      1. Look at the shield. Is it easily recognizable as a shield not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard (Swords & Sorcery / Heroic Fantasy)?
      2. Assess the size to confirm the shield category. A shield’s size is determined by the surface area of its largest possible silhouette, measured on a flat plane.
        1. Reference the shield construction section for specific details.
        2. Due to the complexity of some shield shapes, some measurements may be unable to confirm in a timely manner. In these cases, confer with the owner or crafter (if present) and make your best judgment. You may request that players with difficult-to-measure designs carry some sort of proof to show their work in the future, however this should never be required to get a shield approved.
      3. Ensure all rigid or sharp-edged hardware are filed down or padded, and any hard edges are not exposed on any surface which can reasonably come into contact with another player or their equipment.
      4. For shield sizes that require them, ensure there is a distinct handle. The handle should be securely fastened.
      5. Ensure any straps are secure.
      6. Inspect any visible core for cracks, breaks, or splits.
      7. Confirm that it cannot bend excessively when attempting to bring opposite edges together.
      8. Check the face of the shield. Ensure padding is stable and attached. Padding should wrap around the rigid edges of the core, if present. It should be impossible to feel or strike the user’s hand from the front when being held in the intended method.
      9. Any curves or recesses in the shield should not be deeper than half its width.
      10. The face of the shield may not have open holes that penetrate its silhouette.
      11. Ensure the cover is opaque, durable, and in good repair. Any non-abrasive coating applied (rubber, silicone, etc.) must not compromise the purpose of the padding, such as by making it too firm.
      12. Perform Hit Testing using a volunteer.
        1. Have a volunteer hold the shield in the intended manner by its handle or straps.
        2. Slash the shield with light and medium strikes. Slash around the edges from different angles. With permission from your volunteer, test a few hard swings that could reasonably occur on the field.
        3. Stab the shield with light and medium stabs. Stab closer to the outer edges. With permission from your volunteer, test a few hard swings that could reasonably occur on field, especially those that could tilt the shield while it is being held.
        4. A shield should fail if the expected impacts from combat could easily cause injury to the wielder, such as a handle or strap that might force their arm or hand to twist dangerously when struck a certain way.

      Armor

      This is a guide for safety inspection. See Rating Armor to determine Armor Points.

      1. Armor should be worn to be checked.
      2. Ensure all corners that do not deform under contact are penny round (3/8” radius).
      3. Ensure there are no protruding edges. No spikes, thin ridges, or sharp edges which could damage equipment or players in the normal course of combat.
      4. Inspect chain armor. Check for broken or separated links which could catch on equipment or players in the normal course of combat.
      5. Inspect surfaces, joints, and articulations for any risk of catching fingers.
      6. Assess all plates and rigid surfaces to ensure they are not brittle or able to deform easily.
      Appendix
      Equipment Inspection Guide · Equipment Reference Sheets · Weapon Competency Assessments · Glossary
      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