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  • ===<u>'''General Rules<noinclude> (All Weapons)</noinclude>'''</u>=== <noinclude><b>These are rules that apply to all [[V9: Weapons| Weapons]] of all types and categories.</b></noinclude>
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  • ====<u>General Rules<noinclude> (Melee Weapons)</noinclude></u>==== Melee [[V9: Weapons|weapons]] represent swords, axes, spears, flails, pole-arms and anything else that
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  • ====<u>General Rules<noinclude> (Projectile Weapons)</noinclude></u>==== ...|lightning]]. The following general rules apply to all forms of projectile weapons:
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Page text matches

  • =='''[[V9: Weapons| Weapons]]'''== ...ded]] weapon is the primary way to interact with them in [[V9: Core Combat Rules|combat]].
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  • ===<u>'''[[V9: Melee Weapons| Melee Weapons]]'''</u>=== {{:V9: Melee Weapons (General Rules)}}
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  • ====<u>General Rules<noinclude> (Melee Weapons)</noinclude></u>==== Melee [[V9: Weapons|weapons]] represent swords, axes, spears, flails, pole-arms and anything else that
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  • ===<u>'''[[V9: Projectile Weapons| Projectile Weapons]]'''</u>=== {{:V9: Projectile Weapons (General Rules)}}
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  • ...p (as opposed to the sides) of the weapon strikes an opponent. Thrust only weapons must have at least 6” of [[Strike-Legal]] [[padding]]. *[[Combat Rules]]
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  • ===<u>'''General Rules<noinclude> (All Weapons)</noinclude>'''</u>=== <noinclude><b>These are rules that apply to all [[V9: Weapons| Weapons]] of all types and categories.</b></noinclude>
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  • ==Siege Weapons== [[Category: Weapons Rules]]
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  • ...ng Tip]] or a Slash edge unless otherwise restricted by the Weapon Type. [[Weapons]] may only have up to two ends. *[[Weapons]]
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  • '''''NOTE:''''' Stab only weapons must have at least 6” of [[Strike-Legal]] [[padding]]. *[[Combat Rules]]
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  • ...lock, parry, or score hits with their [[Strike-Legal]] portion. Some melee weapons allow for [[Heavy Padding Substitution]] for a given length. *[[Combat Rules]]
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  • ...s not really define a spear anymore, you can still construct one using the rules for a [[Long]] or [[Great]] weapon. A [[Javelin]] may work as well. ===Old Rules===
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  • This category includes thrown weapons ([[Throwing weapons|axes, rocks, daggers]]), [[javelin]]s, [[Magic Balls]], and [[arrows]] Unle {{:Thrown weapons}}
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  • *[[Combat Rules]] *[[Weapons]]
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  • *[[Combat Rules]] [[Category:Equipment Rules]]
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  • ...munition is a class of projectiles used in conjunction with other types of weapons. *[[Combat Rules]]
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • <onlyinclude>These [[weapons]] represent throwing axes and the like. #* These weapons are exempt from a minimum foam depth for Strike-Legal.
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  • *for good preparations (garb, armor, weapons, and/or knowledge of the rules)
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  • ...|armor]], no [[V9: Projectiles|projectiles]], no [[V9: Siege Weapons|siege weapons]], no [[V9: Classes|classes]], and no [[V9: Roleplay|roleplay]] abilities. ...eat]] weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.''}}
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  • Usually this means not allowed in the [[Rules of Play]]. ...requirements, dangerous activity, or simply an activity that violates the rules (e.g., a wizard who changes his spell selection mid-game after seeing the e
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  • ...catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows: # You may only have siege weapons at the discretion of the game runner.
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  • *[[Combat Rules]] *[[Weapons]]
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  • Great is a class of [[weapon]] using the following rules: #* [[Heavy Padding]] on Great Weapons must start within 3” of the [[Stab Tip|tip]] of the weapon and be continu
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • ===<u>General Rules</u>=== ...y#Gameplay|gameplay]]. This includes, but is not limited to, [[V9: Weapons|weapons]], [[V9: Shields|shields]], [[V9: Armor|armor]], [[V9: Supplemental Armor|h
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  • *[[Weapons]] [[Category:Weapons Rules]]
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  • <onlyinclude>These [[weapons]] represent throwing daggers and the like. #* These weapons are exempt from a minimum foam depth for Strike-Legal.
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  • ...Basics|'''<big>[[V9: Equipment Basics|EQUIPMENT BASICS]]</big>'''<br>Basic rules for all equipment pieces.]] </li> ...: Weapons|'''<big>[[V9: Weapons|WEAPONS]]</big>'''<br>How to build and use weapons in Amtgard.]] </li>
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  • <onlyinclude>All [[melee weapons]] require a portion their length to be [[Strike-Legal]], as noted in the in *[[Combat Rules]]
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  • Type of battlegame in which the rules are subject to frequent changes. It can be played using several [[Game Types]] such as full class or ditch rules to start, whichever is preferred.
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  • ...Inspection|Equipment Inspections]], which includes assessing [[V9: Weapons|weapons]] for safety, [[V9: Rating Armor|rating armor]], and overseeing [[V9: Weapo {{V9 Rules Authorities}}
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  • ===<u>'''[[V9: Siege Weapons| Siege Weapons]]'''</u>=== Siege Weapons are extremely powerful tools of destruction. Examples of this type of weapo
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  • *[[Weapons]] [[Category:Weapons Rules]]
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  • ====<u>General Rules<noinclude> (Projectile Weapons)</noinclude></u>==== ...|lightning]]. The following general rules apply to all forms of projectile weapons:
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  • {{:V9: Weapons}} {{V9 Equipment}}[[Category: V9 Rules Sections]]
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  • ...they were carrying at the time of their transformation or use the Natural weapons of a Lycanthrope. '''Scenario Rules:''' The Werecreatures are considered neutral and should attack everyone aro
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  • ...gap between theirs and others. In time people came to actually construct weapons in advance in anticipaiton of this. Also, as mentioned above, they were cr [[Category: Weapons of Questionable Legality]]
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  • '''Note: This Alternative class is not recognized by the Rules committee or Amtgard seven Group'''. Weapons: Dagger, Short, Long initially
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  • *Is a non-striking [[V9: Melee Weapons|Melee Weapon]] ''(see combat rules below)''. <u>'''Magic Staff Combat Rules'''</u>
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  • boost and lets them learn only a few rules at a time. ====Weapons:====
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  • ===[[Combat Rules (V7)]]=== ===[[Weapon (V7)|Weapons]]===
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • All melee weapons (even Natural ones) become Seige weapons, slaying a target even on hits to the target’s equipment, shield or weapo ...ry one another's attacks safely, or if they take damage. According to the rules as listed, they'd take damage from parrying another white weapon. Common s
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  • ...|armor]], no [[V9: Projectiles|projectiles]], no [[V9: Siege Weapons|siege weapons]], no [[V9: Classes|classes]], and no [[V9: Roleplay|roleplay]] abilities. ...eat]] weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.''}}
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  • *[[Combat Rules]] *[[Weapons]]
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  • Spellballs are [[V9: Color Code|color-coded]] [[V9: Projectile Weapons|projectiles]] that can impart damage and other effects. ...Your Opponent|valid strike]] until they [[V9: Projectile Weapons (General Rules) |stop moving]].</li><br>
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  • ...fter may have those weapon privileges revoked by a [[V9: Rules Authorities|Rules Authority]]. ...stion, as appropriate. In particular, [[V9: Bows & Crossbows|Archery]] and Weapons over [[V9: Reach|6ft]] are some of the most potentially dangerous aspects o
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  • ...] affixed to it in any form is considered a madu and must conform to these rules. *[[Combat Rules]]
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  • ..., including certain [[Immunities]], [[Vulnerabilities]], and other special rules. [[Monsters]] may have several types, and the effects are cumulative unless * [[Weapons]] are considered [[Natural Weapons|Natural]]
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  • #* These [[weapons]] are exempt from a minimum foam depth for Strike-Legal. *[[Combat Rules]]
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  • ...link=V9: Safety|'''<big>[[V9: Safety|SAFETY]]</big>'''<br>Important safety rules and information.]] </li> ...0px|link=V9: Core Combat Rules|'''<big>[[V9: Core Combat Rules|CORE COMBAT RULES]]</big>'''<br>The basics of Amtgard combat.]] </li>
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  • ...-Only| Stab-Only]] [[V9: Melee Weapons|Melee Weapon]] and [[V9: Projectile Weapons|Stabbing Projectile]]. <u>'''Javelin Hybrid Combat Rules'''</u>
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  • <noinclude>*Are [[V9: Projectile Weapons#Contact Projectiles|Contact Projectiles]].</noinclude> <u>'''Rock Gameplay Rules'''</u>
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  • *Stab-only weapons (other than [[projectiles]]) are still required to have 6” of Strike-Lega *[[Weapons]]
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  • ...ing carried, due to the sheer size of the creature being ridden. All other rules for being a [[Mount]] apply.
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  • Some examples of technically legal but unsafe weapons might be: *weapons with cores so flexible as to risk core failure or other safety issues durin
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  • ...on. This requirement replaces the standard requirement for padding on long weapons.</onlyinclude> *[[Combat Rules]]
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  • *[[Combat Rules]] *[[Weapons]]
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  • ...quipment is [[V9: Destroyed|destroyed]] and all their [[V9: Armor (General Rules)|armor points]] are reduced to zero. ...: Roleplay|roleplay]] activities; typically for [[V9: Siege Weapons| Siege Weapons]] and powerful boss [[V9: Monster|Monsters]].
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  • ...rimary way to interact with them in [[V9: Core Combat Rules|combat]]. Only weapons that have passed an [[V9: Equipment Inspection|Equipment Inspection]] can b ...V9: Reach|glaives]], [[V9: Pike|pikes]], and [[V9: Rocks|rocks]], as these weapons typically have more mass by their design and therefore require greater caut
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  • ...class of battlegame following certain rules usually referred to as "Ditch Rules". In the [[Emerald Hills]] this is sometimes called "Trench" instead. The o ===Ditch Rules===
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: Dagger, short, Long, Spear, Pole arm, Staff, throwing weapons, Javelins.<br>
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  • ...mbs or non-humanoid bodies. They function exactly like [[Traits]] from the Rules of Play, but they are never bypassed by [[magic or abilities]] that ignore ...a time. Ball-based abilities must follow all rules for magic balls in the Rules of Play, even if they are not considered Magical ([[M]]).
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  • <li>'''When a [[V9: Melee Weapons|melee]] strike is enhanced''', the player must [[V9: Declarations|declare]] *For weapons like [[V9: Javelin| Javelin]] and [[V9: Great|Great Weapons]] that can gain enhancements based on their construction and/or method of u
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  • ''This is a Section of the Dor Un Avathar. The preceding section is [[Rules for Monsters]]''. ''From Amtgard : Handbook on the Rules of Play 7th Edition comes the basic format and outline for presenting Monst
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  • ...Your Opponent|valid strike]] until they [[V9: Projectile Weapons (General Rules) |stop moving]].</li><br> {{V9 Abilities and Effects (General Rules)}}
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  • *Stone or Iron Doors may not be battered down with ordinary weapons. [[Siege Weapons]] and [[Sphere of Annihilation]] may be used to destroy this type of door i [[Category:What Lurks Below Interior Rules]]
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: All melee, Short bow.<br>
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  • |effect=Bearer’s [[weapons]] are [[Armor Breaking]]. ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules.
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  • ===Rules=== ...rules, however there are many unique aspects apparent in the edited online rules.
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  • #'''Weapon into Valid Hit Location:''' [[V9: Weapons| Weapons]] may be used to strike [[V9: Hit Locations|valid Hit Locations]] using the #'''Weapon/Shield into Weapon:''' Weapons and [[V9: Shields| Shields]] may be used to block, deflect, or pin an oppon
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  • ...re detailed below. Otherwise, aying a cconsult the Amtgard Handbook on the Rules of Play, 7th Edition for details. *[[Adamantine Weapons]]
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  • [[Category:Weapons Rules]]
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  • May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count. This effect remains on the weapo *[[Imp]] (weapons are naturally poisoned)
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  • ...ere, how, and even IF players are able to respawn after death. Consult the rules for your particular activity or check in with the [[V9: Game Organizer| Gam *All [[V9: Weapons|weapons]], [[V9: Shields|shields]], and other [[V9: Equipment|equipment]] are resto
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  • ===Rules about Relics=== Allows the holder to [[Mend (V7)]] broken weapons and shields (I: “I mend this item” x 10). It also allows the person’s
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  • ==Tuesday Rules== ===Weapons===
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  • ...und]]s from [[ammunition]], thrown [[javelins]], [[rocks]], and [[throwing weapons]]. ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules.
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  • Weapons not listed here and that do not fall into these categories may not be throw ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti
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  • *[[Combat Rules]] *[[Weapons]]
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  • ...r to be eligible for [[V9: Glossary#Use|use]] in Amtgard [[V9: Core Combat Rules|combat]]. Equipment that does not meet or exceed all of these requirements ...e: overly hard [[V9: Foam|foam]]; areas with excessive tape; [[V9: Weapons|weapons]] with excessive mass; and so on.</li>
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  • ...rojectiles]], but not [[V9: Classes|classes]] or [[V9: Roleplay|roleplay]] rules. Militia games are a great way to enjoy the physical combat rules, including [[V9: Armor|armor]] and [[V9: Bows & Crossbows|bows]], without g
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  • ...l of a sudden a fight breaks out between patrons. Since no one is carrying weapons, everyone grabs what is close at hand and starts wailing away on each other ...oam constructs only); plates, bottles, cups and mugs (safe foam [[throwing weapons]]); meat cleavers (flat blade melee daggers); rolling pins (legal sword und
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  • ...and stabbing. In Amtgard, this is the smallest classification of [[melee]] weapons ...ggers were made of materials such as flint, ivory or bone and were used as weapons since the earliest periods of human civilization. During the Roman Empire,
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  • ...yers to create a character and embody them through their [[V9: Core Combat Rules|actions]] and [[V9: Garb|appearance (costume)]]. [[File:23014---PlaceHolderImage4x3.jpg | thumb | Combat with Boffer Weapons]]
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details. ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details. ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details.'' ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details.'' ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • *Is a hybrid [[V9: Melee Weapons|Melee Weapon]] and [[V9: Shield| Shield]]. ...manently affixed to it will be considered a Madu and must conform to these rules.
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  • ...fect follows the creature in a 20’ diameter circle. Normal [[Fog]] terrain rules apply. The creature must chant ‘Fog Form’ every two seconds to retain t
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  • <li>All [[V9: Weapons|weapon]] inspections must include volunteer-assisted [[V9: Glossary#Hit Tes ...ter may have those weapon privileges revoked by a [[V9: Rules Authorities| Rules Authority]].</li></ol>
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  • ...ns used at park. Also known as the local Rules Lawyer Monterey studied the rules of play and the corpora for any exploits and always knew when a rule was be
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  • '''Scenario Rules:''' Two or more gladiators enter the arena and fight to the death. The lose '''Optional Rules:''' Place various [[melee]] and [[throwing weapons]] around the arena and have gladiators start empty-handed. Maybe toss in a
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  • ...tion]] with the [[Strike-Legal]] portion of a [[Weapon]]. Shots from Melee Weapons fall into two broad categories: These requirements do not apply to [[projectile]] weapons. Any contact from the [[Strike-Legal]] portion of a projectile weapon will
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  • ...armor. Each strike will remove one point of value from the armor. Certain weapons and effects deal more damage to armor
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  • other special rules. Monsters may have several types, and the effects are cumulative unless ind ::Weapons considered [[Natural Weapons|Natural]]
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  • ...ent|force]] that could reasonably be expected in Amtgard [[V9: Core Combat Rules|combat]]. [[V9: Acceptable Contact|Combat contact]] with the strike-legal p ...adding on [[V9: Melee Weapons|melee weapons]] must follow these additional rules:
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  • ...[V9: Melee Weapons|melee weapon]] can bend safely during [[V9: Core Combat Rules |normal use]]. Flex is measured by holding the weapon low on the handle for
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  • ...ed to simulate combat between lightly and/or unarmored ship’s crews. These rules can be used in any of the [[battlegames]] presented herein, or just as some # No [[bows]] or [[crossbows]] are permitted. Otherwise, all [[thrown]] [[weapons]] and [[javelins]] are fair game. Archery may be permitted if the playing a
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