Equipment

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According to the Rulebook 'equipment' is everything that you carry that has an in game effect. Your enchantment strips to your Weapon to the bottle of watter you carry as part of your Antidote to Poison Ablities and Traits.

Ribbons and Strips

  • 1* All ribbons (also called cloths or strips) must be at least two inches wide and eighteen inches in length, and clearly visible

(not hidden behind equipment or a shield) on the person or object they are applied to.

  • 2* Armbands and headbands act in all ways like ribbons and must follow their rules.

Each color ribbon has a different meaning to allow quick identification.

  • Gold:* Reeves and items that may not be touched or attacked

Class ribbons for enchantments and Amtgard Magic.

Weapon

Besides a few magical weapons, Amtgard only allows non-explosive, non-chemical weapons that might have been in existence before 1650 AD. All weapons can be broken into three parts:

  • 1* Strike-Legal: This refers to a portion of the weapon that is at least 2.5 inches in diameter (flat blades require 1.5 inches of foam

on a striking surface and may not pass their tip through a 2.25 inch ring) and will not leave marks, bruises, or broken bones when used to hit your opponent. This is the only area of a weapon that counts as a legal blow. Stab-only weapons are still required to have six inches of strike-legal surface on any stabbing end for safety. This must be covered in a durable, opaque cloth.

  • 2* Padding: This refers to the portion of the weapon that has at least half an inch of foam over the weapon core and is designed to

limit the injuries done from accidental contact with that part of the weapon.

  • 3* Handle: Refers to the unpadded part of the weapon where it is held.

Weapon Types

Below is a list of weapon categories and their construction requirements. See the Equipment Construction section for more information.

Projectiles

Except for javelins, projectiles may not be used to parry, block, or melee. There is no limit to the number that can be carried. Weapons not listed here and that do not fall into these categories may not be thrown (i.e. you may not throw your sword). Non-javelin projectiles that are not bearing enchantments or class abilities are indestructible. Projectiles that are affected by enchantments or Class Abilities (not to be confused with Class Traits) may only be destroyed by Spell or Magic Ball. *Note: Magic components thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projectiles’ for other purposes.*

Dagger

A slashing or piercing weapon up to 18 inches long. At least ten inches of its total length must be Strike-Legal.

Short Weapon

slashing, piercing, or bludgeoning weapons more than 18 inches up to 36 inches in total length. The Pommel and handle of the weapon can be no longer than 1/3 of the weapon’s total length. At least 2/3 of its length must be Strike-Legal.

Long Weapon

Slashing, piercing, or bludgeoning weapons more than 36 inches up to a maximum of 48 inches. The pommel and Handle of the weapon can be no longer than 1/3 of the weapon’s total length. If used to slash or bludgeon, at least 2/3 of its length must be strike legal.

Reach

slashing, piercing, or bludgeoning weapons more than 48 inches up to a maximum of 60 inches. The pommel and Handle of the weapon can be no longer than 1/3 of the weapon’s total length. If used to slash or bludgeon, at least 2/3 of its length must be Strike-Legal.

Hinged Weapons

With a single articulating (chain-like) head. The chain of a hinged weapon is not a legal striking edge. Chains on these weapons must be wrapped in foam with less than half an inch of the rope exposed at any point. The combined rope and striking edge of a flail may not exceed 18 inches in length and the total length of the weapon may not exceed 36 inches. The top 50% of the non-rope and Strike-Legal portion of the weapon must be padded.

Madu

A shield joined to a polearm. The polearm portion of the madu may be shorter than the normal five feet. Only usable if a class can use both a polearm and a shield. If any portion of the weapon is broken, heated, or otherwise rendered unusable, all of it is disabled. Considered wooden for purposes of being targeted by spells or affecting monsters. Amtgard Magic and abilities that affect any part of the madu, such as Imbue Shield, affect its entirety. Madus may never be considered great weapons. If a madu is built to slash at least 1/3rd of its length (excluding the shield portion) must be strike legal (including the 12 inch minimum for a slashing surface) and the rest must be Courtesy Padding. Any shield with weapons affixed to it in any form is considered a madu and must conform to these rules.

Spear

Stabbing-only weapons at least five feet in length and should not be confused with the javelin, which may be thrown (must have padding on upper 1/3 of length). Considered wooden for purposes of being targeted by spells or affecting monsters.

Staff

Bludgeoning weapon (ends may be used to thrust, but it is a bludgeon attack) of 5 ft to 8 ft that must have legal striking surfaces of at least 1 foot in length on both ends. Each end must be padded at least 1/3rd the total length of the staff. Considered wooden for purposes of being targeted by spells or affecting monsters.

Polearm

At least five feet in length. Includes spears but may also have slashing edges (minimum 1 foot in length for a striking edge, must have padding on upper 1/3 of length). Considered wooden for purposes of being targeted by spells or affecting monsters.

Bow

Arrows from a longbow do base four points of damage. Arrows from a short bow do base two points of damage. Hand Crossbow are considered short bows while two-handed crossbows are considered longbows. See the Archery section for more complete descriptions. Bows, crossbows, and arrows are considered wooden for purposes of being targeted by spells or affecting monsters.

Magic Weapon

Relics and weapons bearing an Enchantment other than Stun Weapon.

Shields

Shields are considered wooden for purposes of being targeted by spells or monster abilities. All shield measurements are the exterior surface area on a flat plane.

  • 1* Bucklers are a type of small shield that is strapped to a forearm instead of wielded in a hand. Anyone allowed to use a small shield may use a single buckler. *Note: This does not allow use of both a shield and a buckler.*
  • 2* Shields struck by effects that break shields (such as Red weapons) retain this damage until repaired, therefore receiving two such

strikes from one player and one such strike from another player ten minutes later is sufficient to destroy the shield.

  • 3* All shields must either be strapped to an arm or gripped in a hand. A blow that strikes a non-wielded shield strapped to a player,

such as a shield slung across a back, is considered to strike the player as if the shield had not been there. A player may only wield one shield at a time.

  • 4* A large shield is no larger than eight square feet (38.3 inches in diameter).
  • 5* A medium shield is no larger than five square feet (30.28 inches in diameter).
  • 6* A small shield is no larger than three square feet (23.45 inches in diameter).
  • 7* Non-round shields may not be wider than two feet.