V9: Valid Strikes

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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.




Template:V9 Combat

Valid Strikes

Valid Strikes, also known as Legal Strikes, must make contact with enough forward momentum that an unaware opponent wearing basic, non-bulky, garb could distinguish the strike as offensive rather than incidental contact. Players wearing thick or bulky armor/garments must acknowledge a valid strike against them even if the blow is not felt.

Valid Strikes are divided into four categories:

  1. Melee Slash: A slash is a strike with the side of a weapon. It must be percussive (contact with an audible impact) and stop on or deflect off the victim.
  2. Melee Stab: A stab is a strike with the tip of a weapon. It must strike with the tip and be stopped by or deflect/glance off the victim.
  3. Projectile Stab ( Arrows/ Javelins): A stab from a projectile weapon. The projectile must have traveled its own length through the air after being released, strike with the tip, and be stopped by or deflect/glance off the victim.
  4. Projectile Contact ( Thrown Weapons, Rocks, Spellballs): Contact Projectiles can strike with any part of their surface as long as it has traveled its own length through the air after being released and stops on or deflects/glances off the victim.

Illegal Obstructions: A strike that is prevented from making valid contact due to an Illegal Obstruction, such as loose garb, thick hair, bulky armor, or unwielded equipment, will count as a valid strike against whatever would have been hit if the obstruction was not there.