V9: Equipment Inspection Guide

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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.




Appendix E: Equipment Inspection Guide

Please refer to the Equipment Inspection Rules during all equipment inspections.

Items You Will Need

  1. A copy of the Amtgard V9 Rules of Play
  2. 2.5” and 2” rings, or equivalent templates
  3. Bow Draw Weight Scale or Luggage Scale
  4. Tape measure
  5. Volunteers (At least one other person)
    1. Someone must be willing to be struck and shot
    2. Someone must be able to safely fire an arrow
  6. Separate areas for passed, failed, and unchecked equipment

General Inspection Guidelines

Any player inspecting equipment should do so in an unbiased manner, checking the equipment for safety and rules adherence in an efficient and orderly manner without causing damage to the equipment itself.

  1. Learn the rules. Inspection is more efficient the more you can commit to memory. That said, don’t be afraid to reference the rulebook, and certainly don’t just guess the rules if you’re unsure.
  2. Don’t destroy equipment to check it. When inspecting foam, use the pads of the fingers or the palm of the hand, don’t dig in with nails or fingertips.
  3. Treat all equipment the same. If you feel you can’t assess something objectively, ask someone else to help.
  4. Don’t be afraid to get a second opinion.

Hit Testing Guidelines

  1. A good benchmark for Hit Test failure is if there is significant residual pain for at least ten seconds after impact, or if the volunteer refuses to be struck by that weapon again.
  2. Rotate your Hit Test volunteers. After a while of being struck, all strikes will start to feel painful.
  3. If a Hit test fails, consider retesting it with another volunteer. If it fails a second time (or there are no willing volunteers), then you can confidently fail the weapon.
  4. Remember that any weapon being assessed is a weapon that is intended for use on the battlefield. If no one wants to be hit with it in a controlled situation, then it should probably not be allowed to strike players in the uncontrolled chaos of battle.

Melee Weapons And Javelins

All Melee

  1. Look at the weapon. Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? Is it visually suitable for the theme and setting of Amtgard (Swords & Sorcery / Heroic Fantasy)?
  2. Measure the total length and all padding proportions. Confirm the weapon category and ensure all padding requirements are met. Ensure any substitutions for Stab-Only, Heavy Padding, or Super Heavy Padding are accurate.
    1. Reference the weapon construction section for specific details as necessary.
    Inspect each Striking Tip. Check for stability and that the core cannot be felt. Ensure the foam is adequate to provide noticeable cushioning when used to strike a player. Check the 2.5-inch rule.
  3. Using the pads of the fingers, move up and down the weapon checking for weak spots, excessive wear, or any indication that foam has been damaged or come loose.
  4. Inspect any Super Heavy Padding. Ensure there is open-cell foam and that it is dense enough to provide noticeable cushioning when used to strike a player.
  5. Assess all Incidental padding. Inspect any padded areas covered with a non-abrasive coating (rubber, silicone, etc). It must not compromise the purpose of the padding, such as by making it too firm.
  6. Inspect the Non-Striking Tips. Check for stability. No core should be felt. Check the 2-inch rule.
  7. Make sure the cover is in good repair and foam is not exposed.
  8. Check to ensure that all strike-legal surfaces are clearly distinct from any non-striking surfaces.
  9. Assess the flex of the weapon. Flex is tested by holding the weapon low on the handle for maximum length and striking a shield or padded surface. Test with a light, medium, and reasonably heavy strike. A second person can estimate the flex.
  10. Perform Hit Testing with a volunteer. Refer to the Tips for Hit Testing at the start of this section.
    1. For slashing weapons, slash test against your own leg to assess impact. If acceptable, check against the back of a volunteer - assess a light and medium force swing. With permission from your volunteer, test a hard swing that could reasonably occur on field.
    2. Stab test against your thigh or your volunteer’s back. Test one-handed, then one-hand with off-hand to stabilize, then two-handed. Assess light and medium force stabs for each method. With permission from your volunteer, test a harder stab that could reasonably occur on field. Make sure the tip does not deflect or fold over excessively when stabbing and always returns to its original position.

Flail-Specific

Same as All Melee, with the following extra checks:

  1. Inspect the head. It should be entirely strike-legal and not contain a rigid core.
  2. Ensure no more than 0.5” of exposed rope/cloth between each foam segment along the chain.
  3. To check the required dimensions, put the handle between your legs and pull on the flail-head to gently stretch the chain portion taught. Have a second person help measure if necessary.
  4. Flails do not need to be Stab tested.

Madu-Specific

Same as All Melee, with the following extra checks:

  1. Ensure the weapon and shield portions are easily recognizable as what they are trying to be. The weapon portion must be easily recognizable as a weapon, and the shield portion must be easily recognizable as a shield. The division between weapon and shield portions should not be ambiguous.
  2. Ensure the weapon and shield are securely affixed together in a way that is not dangerous or unwieldy.
  3. Inspect connection points between the weapon and shield for any indication that they might become separated by the forces placed upon them during combat.
Appendix
Equipment Inspection Guide · Equipment Reference Sheets · Weapon Competency Assessments · Glossary
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