Difference between revisions of "V9: Weapon Segments"

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====<u>[[V9: Weapon Segments| Weapon Segments]]</u>====
 
====<u>[[V9: Weapon Segments| Weapon Segments]]</u>====
A weapon segment is a portion of a [[V9: Melee Weapons|melee weapon]] that normally begins at the [[V9: Glossary#Handle|handle]] (or the shield, for [[V9: Madu|Madus]]) and ends at a [[V9: Striking Tip|striking]] or [[V9: Non-Striking Tip|non-striking]] tip.
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A weapon segment is a portion of a [[V9: Melee Weapons|melee weapon]]. Segments begin at the [[V9: Glossary#Handle|handle]] (or the shield, for [[V9: Madu|Madus]]) and end at a [[V9: Striking Tip|striking]] or [[V9: Non-Striking Tip|non-striking]] tip.
*Striking segments are any segment that ends with a [[V9: Striking Tip| Striking Tip]].
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*Striking segments are segments that end with a [[V9: Striking Tip| Striking Tip]].
*Non-Striking segments are any segment that ends with a [[V9: Non-Striking Tip| Non-Striking Tip]].
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*Non-Striking segments are segments that ends with a [[V9: Non-Striking Tip| Non-Striking Tip]].
*Segments may branch or split, creating new segments from that point. These branching segments cannot be less [[V9: Padding|padded]] than the point they branched out from. For example, if a segment branches out from a point with [[V9: Strike-Legal| Strike-Legal]] padding then the entirety of that branched segment must have Strike-Legal padding.
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*Segments may also branch or split to create new segments (like a trident or crossguard). These branching segments must meet or exceed the [[V9: Padding|padding]] requirements of the point they branched out from. For example, if a segment branches out from a point that requires [[V9: Strike-Legal| Strike-Legal]] padding then the entirety of that branched segment must also be Strike-Legal.
  
 
Identifying weapons segments is most relevant when dealing with [[V9: Madu|Madus]], [[V9: Multi-Ended Weapons| Multi-Ended Weapons]], and [[V9: Stab-Only| Stab-Only]] weapons.
 
Identifying weapons segments is most relevant when dealing with [[V9: Madu|Madus]], [[V9: Multi-Ended Weapons| Multi-Ended Weapons]], and [[V9: Stab-Only| Stab-Only]] weapons.
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{{V9 Melee Weapon Construction Rules}}
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----
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<gallery mode="slideshow" showthumbnails caption="Image Gallery">
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File:23014---PlaceHolderImage4x3.jpg|Example 1
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File:23014---PlaceHolderImage4x3.jpg|Example 2
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File:23014---PlaceHolderImage4x3.jpg|Example 3
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File:23014---PlaceHolderImage4x3.jpg|Example 4
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File:23014---PlaceHolderImage4x3.jpg|Example 5
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</gallery><br>
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{{V9 Weapon Construction Terms}}

Latest revision as of 09:55, 26 September 2023

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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.





Weapon Segments

A weapon segment is a portion of a melee weapon. Segments begin at the handle (or the shield, for Madus) and end at a striking or non-striking tip.

  • Striking segments are segments that end with a Striking Tip.
  • Non-Striking segments are segments that ends with a Non-Striking Tip.
  • Segments may also branch or split to create new segments (like a trident or crossguard). These branching segments must meet or exceed the padding requirements of the point they branched out from. For example, if a segment branches out from a point that requires Strike-Legal padding then the entirety of that branched segment must also be Strike-Legal.

Identifying weapons segments is most relevant when dealing with Madus, Multi-Ended Weapons, and Stab-Only weapons.



Weapon Construction Terms
2.5 Inch and 2 Inch Rule · Core · Covers · Flex · Handle / Unpadded · Incidental Padding · Multi-Ended Weapons · Non-Striking Tip · Ownership Label · Padding & Foam · Stab-Only · Strike-Legal · Striking Tip · Total Length · Weapon Segments
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