V9: Shot in Motion

From AmtWiki
Revision as of 03:39, 19 January 2023 by BlackBart (talk | contribs)
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.




Shot In Motion

If a person is wounded, killed, or otherwise prevented from attacking while they already have a strike in motion, it is not interrupted and can be completed as though they were not wounded, killed, etc. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck.

  1. Melee strikes must land within a half second of the user being struck.
  2. Projectiles must be airborne within a half second of the user being struck, but otherwise have no time limit to make contact.
  3. Shot in Motion only applies if the attacker is affected mid-strike. It does not apply if the defender becomes immune prior to contact, such as via Shadowstep.
Developer Note: This will be revised as necessary once abilities are released
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