Valid Shot (V7)

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From the Combat Rules (V7) Section of the 7.2 Rulebook

A valid shot is anything that hits and stops or deflects at an angle. That said, there are occasionally shots that partially meet these requirements but are not valid. The best way to learn what constitutes a good shot is to ask your kingdom/group level Guildmaster of Reeves, but included here is a list of shots that do not count. These are just guidelines, and you should never attempt to use these rules to cheat your way out of a valid strike. Also remember, that in all situations the reeve’s call is final.

Wiggling

A shot (normally a stab) that misses its initial target, but is then jerked back and forth weakly in order to hit your opponent.

Draw Cuts

A shot that slides along your opponent with little force exerted towards your opponent. This normally happens on a missed stab. Note that a shot that hits your opponent legitimately, and then turns into a draw cut will still wound or kill the opponent as per the initial blow.

Whipping

A shot from a non-hinged weapon that is blocked, but the non-hinged weapon bends around the block to strike an opponent. These shots are common from exceptionally small weapon cores, or very long weapons, and should not be taken. This is not to be confused with your opponent pivoting or ‘wrapping’ a shot around your block using your weapon as a fulcrum. Whipping only applies when the core of the weapon itself bends around a block, enabling a shot that would have otherwise been stopped.

Other things to avoid (Player added, not appearing the Rulebook)

  • Head Shots A shot which shrikes a player on the head. The head is not a legal target area, and should be avoided if at all possible. It is also illegal to block with ones head.
    • A shot that strikes the head and then some other part of the body is still invalid.
    • A shot that strikes some other part of the body, and then the head is valid. And mean. "Rim shot"
  • Pommel Stabs
  • Baseball Swings

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