Difference between revisions of "Shot In Motion"

From AmtWiki
m
 
(5 intermediate revisions by 3 users not shown)
Line 1: Line 1:
''Amtgard Term''
+
From the [[Rulebook]]:
  
===History===
+
If a person is [[wound]]ed in an arm throwing a shot, or [[Death (Combat)|killed]], shots they threw into motion before being struck still count as a hit, if they land within a half second of being struck.
One of two prevalent forms of Amtgard Combat, along with [[Atomic Clock]].
 
  
In Shot-In-Motion, you are allowed to complete a shot that was already in motion when you die.  This results in an increased number of [[Simo]]s, especially if the person who got in the first shot does not block the following shot.
+
In the case of a two-handed weapon, the wielder must remove his wounded hand from the weapon within a half second for the shot to count.
  
It is used in the [[Iron Mountains]], [[Dragonspine]], [[Celestial Kingdom]] (I think) and probably many others I cannot recall offhand.  Neverwinter is officially Shot in Motion but plays a lot of [[Atomic Clock]].
+
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.
  
With the advent of the [[7.0]] [[Rulebook]] Shot in Motion no longer exists.
+
If you have any questions, ask your kingdom/group level [[Guildmaster of Reeves]].
 +
 
 +
A [[reeve]]‘s call is always final in determining if a shot is in time or late.
 +
 
 +
[[Category:Rulebook Terms]]  
 +
[[Category:Amtgard Terms]]
 +
[[Category:Amtgard Things]]
 +
[[Category:Combat Rules]]
 +
[[Category:Amtgard Combat Systems]]

Latest revision as of 22:22, 25 July 2018

From the Rulebook:

If a person is wounded in an arm throwing a shot, or killed, shots they threw into motion before being struck still count as a hit, if they land within a half second of being struck.

In the case of a two-handed weapon, the wielder must remove his wounded hand from the weapon within a half second for the shot to count.

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.

If you have any questions, ask your kingdom/group level Guildmaster of Reeves.

A reeve‘s call is always final in determining if a shot is in time or late.