V9: Melee Weapons (General Rules)

From AmtWiki
Revision as of 17:06, 10 February 2023 by BlackBart (talk | contribs) (Protected "V9: General Rules (Melee Weapons)" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))
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.




General Rules

Melee weapons represent swords, axes, spears, flails, pole-arms and anything else that can be used to directly slash or stab an opponent in close combat.

  1. All melee weapons require a rigid core.
  2. Approved melee weapons may be used to strike with their Strike-Legal surfaces and block or parry with any portion of the weapon.
  3. Melee weapons can never be launched or thrown as a form of attack. Javelins are the only exception to this rule due to their ability to act as both as melee weapon and a projectile.
Melee Weapons
General Rules · Dagger · Short · Long · Great · Reach · Pike · Flail · Madu · Javelin · Magic Staff
Weapons
General Rules · Weapon Construction Terms · Melee Weapons · Projectile Weapons · Siege Weapons
Equipment
Equipment Basics · Equipment Use Terms · Weapons · Shields · Armor · Color Code · Visual Indicators
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