V9: Invalid 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.




Invalid Contact

Some examples of invalid contact are listed below. If you are unsure whether your opponent’s strike against you was valid, give them the benefit of the doubt and take it. If you have to think about it, take it. Only strikes which are clearly invalid should be treated as such, and in those cases it is common courtesy to announce the reason you believe it to be so.

  1. Grazes: Contact that is neither percussive nor stop/deflect.
  2. Draw Cuts: Attempted stabs which fail to strike with the tip but slide against a victim and barely deflect, if at all, instead of impacting cleanly.
  3. Pushes: Weapons that are pushed into or slid against a victim after the initial motion was completely blocked by something else and the initial motion had stopped.
  4. Light Contact: Attempted strikes that connect with so little forward momentum that an unaware opponent wearing only close-fitting clothing could not distinguish the strike as offensive rather than incidental contact.

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