Difference between revisions of "Weapon Types, Shields, and Equipment"

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==Projectiles==
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Projectiles
This category includes thrown weapons ([[Throwing weapons|axes, rocks, daggers]]), [[javelin]]s, [[Magic Balls]], and [[arrows]] Unless otherwise noted projectiles may not be used to parry, block, or melee, are indestructible, and affect all targets struck while in motion. Unless otherwise noted projectiles may be carried in any number. Only projectiles may be thrown (i.e. you may not throw your sword). Unless otherwise noted projectiles may not have rigid or granular cores such as solid rubber balls, wrapped balls of rubberbands, tennis balls, etc. Suggested acceptable materials are sweatshirt material, loose rubber bands, etc. Unless otherwise noted any protrusions or tips on a projectile must meet the requirements for [[stabbing tips]].
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This category includes thrown weapons (axes, rocks, daggers),
===Thrown weapons===
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javelins, Magic Balls, and arrows. Unless otherwise noted
====Light Thrown====
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projectiles may not be used to parry, block, or melee, are
 +
indestructible, and affect all targets struck while in motion.
 +
Unless otherwise noted projectiles may be carried in any
 +
number. Only projectiles may be thrown (i.e. you may not
 +
throw your sword). Unless otherwise noted projectiles may
 +
not have rigid or granular cores such as solid rubber balls,
 +
wrapped balls of rubberbands, tennis balls, etc. Suggested
 +
acceptable materials are sweatshirt material, loose rubber
 +
bands, etc. Unless otherwise noted any protrusions or tips on
 +
a projectile must must meet the requirements for stabbing tips.
 +
Thrown weapons
 +
Light Thrown
 
These weapons represent throwing daggers and the like.
 
These weapons represent throwing daggers and the like.
# Between 2.5” and 6” in [[total length]].
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1. Between 2.5” and 6” in total length.
# All parts must be [[Strike-Legal]].
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2. All parts must be Strike-Legal.
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
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a. These weapons are exempt from a minimum foam
# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
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depth for Strike-Legal.
#* Duct tape may not be used as a [[cover]].
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3. May be covered in non-abrasive cloth tape instead
# Will score a hit from any portion of the weapon.
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of cloth.
# May not be of a color and shape which may reasonably be confused with a [[Magic Ball]].
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a. Duct tape may not be used as a cover.
====Heavy Thrown====
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4. Will score a hit from any portion of the weapon.
 +
5. May not be of a color and shape which may
 +
reasonably be confused with a Magic Ball.
 +
Heavy Thrown
 
These weapons represent throwing axes and the like.
 
These weapons represent throwing axes and the like.
# Between 9” and 18” in [[total length]].
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1. Between 9” and 18” in total length.
# All parts must be [[Strike-Legal]].
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2. All parts must be Strike-Legal.
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
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a. These weapons are exempt from a minimum foam
# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
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depth for Strike-Legal.
#* Duct tape may not be used as a [[cover]].
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3. May be covered in non-abrasive cloth tape instead
# Will score a hit from any portion of the weapon.  
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of cloth.
====Rocks====
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a. Duct tape may not be used as a cover.
# Must be at least 10” in each dimension.
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4. Will score a hit from any portion of the weapon.
# All parts must be [[Strike-Legal]].
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Rocks
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
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1. Must be at least 10” in each dimension.
# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
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2. All parts must be Strike-Legal.
#* Ducttape may not be used as a [[cover]].
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a. These weapons are exempt from a minimum foam
# Will score a hit from any portion of the weapon.
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depth for Strike-Legal.
# Hits from Rocks are [[Armor Breaking]] and [[Shield Crushing]].
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3. May be covered in non-abrasive cloth tape instead
# Items that meet the criteria to be classified as a Rock may not also be classified as [[Heavy Thrown]].
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of cloth.
====Javelins====
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a. Ducttape may not be used as a cover.
Javelins are a hybrid throwing/melee weapon. They are considered a [[melee weapon]] when wielded, but are considered a [[projectile]] otherwise. Javelins are only available to those classes explicitly granted Javelins.
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4. Will score a hit from any portion of the weapon.
# Between 36” and 72” [[Total Length|long]].
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5. Hits from Rocks are Armor Breaking and
# Must have between 6” and 12” of [[Strike-Legal]].
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Shield Crushing.
# Must be [[padded]] along their entire length.
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6. Items that meet the criteria to be classified as a
# May be thrown and used in melee (including blocking and parrying).
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Rock may not also be classified as Heavy Thrown.
# [[Stab only]] for both melee and throwing.
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Javelins
# Must strike point-fist to score a hit.
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Javelins are a hybrid throwing/melee weapon. They
# Must have a rigid [[core]].
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are considered a melee weapon when wielded, but are
# [[Pommel]] is not required to meet the requirements for a [[stabbing tip]].
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considered a projectile otherwise. Javelins are only
 
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available to those classes explicitly granted Javelins.
====Magic Balls====
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1. Between 36” and 72” long.
These are thrown to represent various magical attacks and are not projectile weapons but follow the same construction requirements except as noted below.  
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2. Must have between 6” and 12” of Strike-Legal.
# Must be a spherical object at least 2.5” in diameter.
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3. Must be padded along their entire length.
# Must have a streamer between 1” and 6” long.
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4. May be thrown and used in melee (including
# All parts must be [[Strike-Legal]].
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blocking and parrying).
#* These weapons are exempt from a minimum foam depth for [[Strike-Legal]].
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5. Stab only for both melee and throwing.
# Will score a hit from any portion of the object.
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6. Must strike point-first to score a hit.
 
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7. Must have a rigid core.
==Ammunition==
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8. Pommel is not required to meet the requirements for
Not explicitly granted to anybody, ammunition is a class of projectiles used in conjunction with other types of weapons.
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a stabbing tip.
===Arrows===
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Magic Balls
Includes bolts and any other similar items.<br>
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These are thrown to represent various magical attacks and
'''NOTE:''' Improperly constructed or maintained arrows can pose a serious safety hazard. Before building your fist arrows take the time to study an online construction tutorial or practice with an experienced player.
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are not projectile weapons but follow the same construction
====General====
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requirements except as noted below.
# May not be drawn beyond 28”.
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1. Must be a spherical object at least 2.5” in diameter.
# Fletching and nocks, if present, must be in good repair.
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2. Must have a streamer between 1” and 6” long.
# Must be clearly labeled with their owner’s name.
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3. All parts must be Strike-Legal.
#* Arrows without labels will never be allowed on the field.
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a. These weapons are exempt from a minimum foam
#* Using arrows without labels can result in immediate suspension from the field.
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depth for Strike-Legal.
# Broken or poorly mended arrows are not to be used.
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4. Will score a hit from any portion of the object.
# Like any other equipment arrows may only be used by their owner unless the owner grants specific permission for another player to use their arrows.
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Ammunition
#* The owner of an arrow is responsible for the safety of the arrow even if fired by another player.
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Not explicitly granted to anybody, ammunition is a class of
#* [[Specialty Arrow (Type)|Special arrows]] may never be shared.
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projectiles used in conjunction with other types of weapons.
# Swinging at an arrow in flight is illegal.
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Arrows
#* Arrows may only be passively blocked by placing an object in the flight path.
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Includes bolts and any other similar items.
====Shafts====
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NOTE: Improperly constructed or maintained arrows can
# May be fiberglass, aluminum, plastic, or graphite.
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pose a serious safety hazard. Before building your first arrows
# Wood shaft are only allowed if covered in a minimum of 4 mils of plastic tape or equivalent.
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take the time to study an online construction tutorial or
# Shafts must have any real arrow head or tip removed.
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practice with an experienced player.
# The tip of shafts must be built up to at least 0.5” in diameter in a solid manner such as:
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General
#* Wrapping in duct tape and capping with a penny.
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1. May not be drawn beyond 28”.
#* Affixing a washer into the shaft with a glued-in screw.
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2. Fletching and nocks, if present, must be in
#* Other similar methods.
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good repair.
====Heads====
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3. Must be clearly labeled with their owner’s name.
# Must be 2.5” in diameter.
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a. Arrows without labels will never be allowed on
# Front and side must be [[Strike-Legal]].
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the field.
# Must include a minimum of 2” of [[foam]] in front of the shaft of the arrow.
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b. Using arrows without labels can result in
#* The 0.5” of foam immediately after the end of the shaft must be [[Foam#Closed_Cell|closed-cell]].
+
immediate suspension from the field.
#* [[Foam]] must be firm but compressible, and not able to deform around the arrow shaft on impact.
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4. Broken or poorly mended arrows are not to be used.
#* Very soft foams such as couch cushion do not count towards the required 2” minimum of foam.
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5. Like any other equipment arrows may only be used
# Heads should be checked regularly for degrading foam.
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by their owner unless the owner grants specific
# Must have a [[cloth cover]] on the head.
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permission for another player to use their arrows.
#* Properly colored strips may be used in lieu of colored head covers to denote [[Specialty Arrow (Type)|special arrow]] status.
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Weapon Types, Shields, and Equipment
#* Normal arrows may not be covered in any of the colors reserved for [[Specialty Arrow (Type)|special arrows]].
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A
#* Reserved colors are: yellow, red, green, purple, and grey.
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m
# Must strike point first to score a hit.
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tgard 8 - Equipment
# Affects all targets struck while in motion.
+
10-31-2017
# Hits from arrows are [[Armor Breaking]].
+
17
# Hits from arrows are [[Weapon Destroying]].
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a. The owner of an arrow is responsible for the
 
+
safety of the arrow even if fired by another player.
===Siege Projectiles===
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b. Special arrows may never be shared.
See [[Siege Weapons]] for more information.
+
6. Swinging at an arrow in flight is illegal.
 
+
a. Arrows may only be passively blocked by placing
==Bow==
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an object in the flight path.
Includes bows and crossbows used to fire arrows or bolts. They are not [[projectile weapons]] themselves but are used exclusively with [[Arrows]].
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Shafts
# The maximum limit for a bow’s pull is 35 pounds with a maximum 28” [[draw length]].
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1. May be fiberglass, aluminum, plastic, or graphite.
# Crossbows are limited to no more than 450 [[Inch Pounds|inch-pounds]].
+
2. Wood shafts are only allowed if covered in a
# No compound bows are allowed.
+
minimum of 4 mils of plastic tape or equivalent.
# At 20’ or less bows must be no more than half drawn.
+
3. Shafts must have any real arrow head or
#* Crossbows do not have to be half drawn within 20’.
+
tip removed.
# If hit by a [[weapon]], the bow is [[destroyed]].
+
4. The tip of shafts must be built up to at least 0.5” in
 
+
diameter in a solid manner such as:
==Melee==
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a. Wrapping in duct tape and capping with a penny.
All melee weapons require a rigid [[core]] (unless otherwise noted) and may be used to block, parry, or score hits with their [[Strike-Legal]] portion. Some melee weapons allow for [[Heavy Padding Substitution]] for a given length.
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b. Affixing a washer into the shaft with a
===Heavy Padding Substitution===
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glued-in screw.
All [[melee weapons]] require a portion their length to be [[Strike-Legal]], as noted in the individual weapon descriptions. Heavy Padding Substitution allows you to replace a portion of Strike-Legal with [[Heavy Padding]]. For each inch of Heavy Padding added you may also replace an additional inch of Strike-Legal with [[Courtesy Padding]].
+
c. Other similar methods.
 
+
Heads
[[Heavy Padding]] added must start within 3” of the [[stabbing tip]] and proceed continuously towards the [[handle]]. [[Courtesy Padding]] added in this manner must begin at the top of the [[handle]] and proceed continuously towards the tip.
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1. Must be 2.5” in diameter.
 
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2. Front and side must be Strike-Legal.
'''For example:''' ''A 48” [[Long weapon]] is typically required to have 32” of [[Strike-Legal]] followed by 16” of [[Handle]]. Using Heavy Padding Substitution you could have 16” of [[Heavy Padding]], followed by 16” of [[Courtesy Padding]], and then 16” of [[Handle]].''
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3. Must include a minimum of 2” of foam in front of
===Dagger===
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the shaft of the arrow.
# May stab and slash.
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a. The 0.5” of foam immediately after the end of the
# Between 10” and 18”.
+
shaft must be closed-cell.
# Must have 10” [[Strike-Legal]].
+
b. Foam must be firm but compressible, and not
===Short===
+
able to deform around the arrow shaft on impact.
# May stab and slash.
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c. Very soft foams such as couch cushion do not
# Between 18” and 36”.
+
count towards the required 2” minimum of foam.
# At least 2/3 of its length must be [[Strike-Legal]].
+
4. Heads should be checked regularly for
# Allows for 1/3rd of its length to be substituted for [[Heavy Padding]].
+
degrading foam.
===Long===
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5. Must have a cloth cover on the head.
# May stab and slash.
+
a. Properly colored strips may be used in lieu
# Over 36” up to a maximum of 48”.
+
of colored head covers to denote special
# At least 2/3rds of its length must be [[padded]].
+
arrow status.
# If used to slash at least 2/3rds of its [[Total Length|length]] must be [[Strike-Legal]].
+
b. Normal arrows may not be covered in any of the
# Allows for 1/3rd of its length to be substituted for [[Heavy Padding]].
+
colors reserved for special arrows.
# May be [[Double-Ended]].
+
c. Reserved colors are: yellow, red, green, purple,
===Great===
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and grey.
# May stab and slash.
+
6. Must strike point first to score a hit.
# Greater than 48”in length.
+
7. Affects all targets struck while in motion.
# Must be [[padded]] on upper 1/2 of [[Total Length|length]] or at least 3’, whichever is less.
+
8. Hits from arrows are Armor Breaking.
# If used to slash must have at least 18” of [[Strike-Legal]] surface.
+
9. Hits from arrows are Weapon Destroying.
# If the weapon has at least 18” of [[Heavy Padding]] it gains the [[Shield Crushing]] and [[Armor Breaking]] [[Special Effects]] when used in a two-handed manner.
+
Siege Projectiles
#* [[Heavy Padding]] on Great Weapons must start within 3” of the [[Stab Tip|tip]] of the weapon and be continuous down the [[core]].
+
See Siege Weapons for more information.
#* If the weapon is [[Double-Ended]] only the ends with [[Heavy Padding]] take advantage of these abilities.
+
Bow
# May be [[Double-Ended]].
+
Includes bows and crossbows used to fire arrows or bolts. They
#* Double-Ended requires ⅓ of its length to be [[padded]] or at least 3’, whichever is less. This requirement replaces the standard requirement for padding on great weapons.
+
are not projectile weapons themselves but are used exclusively
===Madu===
+
with Arrows.
A [[shield]] joined to a [[weapon]].
+
1. The maximum limit for a bow’s pull is 35 pounds
# Counts as both a [[shield]] and a [[weapon]].
+
with a maximum 28” draw length.
# Only usable if a [[class]] can use both a weapon of the madu’s length and a shield.
+
2. Crossbows are limited to no more than 450
# [[Weapon Destroying]] will affect the entirety of the madu if it strikes any part of the weapon portion.
+
inch-pounds.
# [[Shield Crushing]] and [[Shield Destroying]] affect the entirety of the madu if it strikes any part of the [[shield]] portion.
+
3. No compound bows are allowed.
# [[Magic and abilities]] that affect any part of the madu, such as [[Imbue Shield]] or [[Heat Weapon]], affect its entirety.
+
4. At 20’ or less bows must be no more than half drawn.
# Weapon portion must be non-hinged and meleeonly.
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a. Crossbows do not have to be half drawn within 20’.
# Any [[shield]] with [[weapons]] affixed to it in any form is considered a madu and must conform to these rules.
+
5. If hit by a weapon, the bow is destroyed.
# If built to slash.
+
Melee
#* At least 1/3rd of its length (excluding the shield portion) must be [[Strike-Legal]].
+
All melee weapons require a rigid core (unless otherwise
#* At least 12” must be [[Strike-Legal]].
+
noted) and may be used to block, parry, or score hits with
#*. The entirety of the non-Strike-Legal portion must be [[courtesy padded]].
+
their Strike-Legal portion. Some melee weapons allow for
# May be [[Double-Ended]].
+
Heavy Padding Substitution for a given length.
===Hinged===
+
Heavy Padding Substitution
# No more than 36” in [[Total Length|length]].
+
All melee weapons require a portion their length to be StrikeLegal, as noted in the individual weapon descriptions. Heavy
# Has a single articulating head which must be entirely [[Strike-Legal]] and cannot contain a rigid [[core]].
+
Padding Substitution allows you to replace a portion of StrikeLegal with Heavy Padding. For each inch of Heavy Padding
# The chain of a hinged weapon:
+
added you may also replace an additional inch of Strike-Legal
#* Is not a legal striking edge.
+
with Courtesy Padding.
#* Must be wrapped in [[foam]] with less than 0.5” of the rope exposed at any point.
+
Heavy Padding added must start within 3” of the stabbing
# The combined rope and striking edge may not exceed 18” in length.
+
tip and proceed continuously towards the handle. Courtesy
# The top half of the non-rope and [[Strike-Legal]] portion of the weapon must be [[padded]].
+
Padding added in this manner must begin at the top of the
==Siege Weapons==
+
handle and proceed continuously towards the tip.
Siege Weapons are extremely powerful engines of destruction that, historically, were used for everything from anti-personnel to tearing down walls from a great distance. Examples of this type of weapon include ballistas, catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows:
+
For example: A 48” Long weapon is typically required to have
# You may only have one siege weapon per twenty people on a team.
+
32” of Strike-Legal followed by 16” of Handle. Using Heavy
# Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Ammunition from siege weapons must conform to the following rules, and cannot have any additional powers unless specified by the game designers:
+
Padding Substitution you could have 16” of Heavy Padding,
#* Siege Weapons that fire a single [[projectile]] will kill a Player and Destroy all their carried [[equipment]] if the projectile touches a Player or anything they are carrying or wearing while in motion. This is stopped by the [[Enchantment]] [[Protection from Projectiles]], but cannot be stopped by [[Missile Block]] or [[Song of Deflection]].
+
followed by 16” of Courtesy Padding, and then 16” of Handle.
#* Siege weapons that fire multiple [[projectiles]] simultaneously (such as a grapeshot catapult) count as firing [[Armor Breaking]] projectiles. Each strike from a separate projectile counts as an individual [[Armor Breaking]] strike. Both [[Protection from Projectiles]] and [[Missile Block]] may be used against these type of siege attacks. No effect on [[shields]].
+
Dagger
#* A siege weapon may not fire at a player within 20’.
+
1. May stab and slash.
#* Siege [[ammunition]] must, at minimum, conform to the standards of one of the following projectiles: [[light thrown]], [[heavy thrown]], [[rocks]], or [[arrows]].
+
2. Between 10” and 18”.
#* Siege weapons are considered normal weapons for purposes of being [[destroyed]].
+
3. Must have 10” Strike-Legal.
# Siege weapons must be approved by the game [[reeve]] prior to being used. Safety is of the utmost concern when determining whether a siege weapon should be allowed on the field.
+
Short
 
+
1. May stab and slash.
==Shields==
+
2. Between 18” and 36”.
Shields are used to block shots from [[weapons]] and are impervious to harm except from certain [[Magic and Abilities|abilities and magics]]. All shield measurements are the exterior surface area on a flat plane.
+
3. At least 2/3 of its length must be Strike-Legal.
# Must not break or bend significantly during the course of combat. Rigid or easily breakable foam, or low-density foams, are inappropriate for all-foam shield construction. Some acceptable materials are:
+
4. Allows for 1/3rd of its length to be substituted for
#* Sturdy high-density [[foam]].
+
Heavy Padding.
#* Plywood.
+
Long
#* High impact plastics.
+
1. May stab and slash.
#* Aluminum.
+
2. Over 36” up to a maximum of 48”.
# Must have an opaque, durable [[cover]] such as cloth or [[PlastiDip]].
+
3. At least 2/3rds of its length must be padded.
# The rim and face of the shield must be [[padded]] by at least 1” of closed cell foam.
+
4. If used to slash at least 2/3rds of its length must be
#* All-foam shields do not require any additional [[padding]] so long as the foam itself would be considered padding.
+
Strike-Legal.
# Hard edges may not be exposed on any surface which can reasonably come into contact with another player or their equipment.  
+
5. Allows for 1/3rd of its length to be substituted for
# A player may only wield one shield at a time.
+
Heavy Padding.
# Must be gripped in a hand in order to be considered wielded.
+
6. May be Double-Ended.
#* A shield that is gripped in a hand may also have a support strap around the arm.
+
A
#* A blow that strikes a non-wielded shield strapped to a player, such as a shield slung across a back, is considered to strike the player as if the shield had not been there.
+
m
#* A small shield may be strapped to an arm instead of wielded in a hand.
+
tgard 8 - Equi
# A small shield is between 36 square inches (6.8 inch diameter) and three square feet (23.45 inch diameter).
+
10-31-2017
# A medium shield is no larger than five square feet (30.28 inch diameter).
+
pment
# A large shield is no larger than eight square feet (38.3 inch diameter).
+
18
# Shield shapes may not cause confusion on the field. A shield cannot look like [[Armor]] or a [[Weapon]].
+
Great
# A shield may be tossed in a manner that keeps it (relatively) perpendicular to the ground. While in the air, such a shield is considered a terrain effect, though it is still vulnerable to things that would normally affect a shield (such as [[Fireball]] or [[Destruction Arrow]]). A shield may not be tossed into another player or their wielded equipment.
+
1. May stab and slash.
 
+
2. Greater than 48”in length.
==Other Equipment==
+
3. Must be padded on upper 1/2 of length or at least 3’,
===Sashes===
+
whichever is less.
Sashes are used to denote certain [[class]]es by their color in games where classes are used. All sashes must be at least 2” wide and be worn from shoulder to opposite hip across the body.
+
4. If used to slash must have at least 18” of StrikeLegal surface.
===Strips===
+
5. If the weapon has at least 18” of Heavy Padding
Strips are used to denote certain types of [[Enchantment]]s and [[Special Effects]] for quick on-field identification. The most common use of strips is to denote enchantments or abilities that function as enchantments.
+
it gains the Shield Crushing and Armor Breaking
# Strips must have at least 6” of visible drape, and cannot be covered by [[garb]] or [[equipment]].
+
Special Effects when used in a two-handed manner.
# Strips on players must be attached in a visible location when viewing a player from the front.
+
a. Heavy Padding on Great Weapons must start
# Strips have a cohesive color-coding system.
+
within 3” of the tip of the weapon and be
#* Offensive Enchantments and Special Effects are denoted by red strips.
+
continuous down the core.
#* Defensive Enchantments and Special Effects are denoted by white strips.
+
b. If the weapon is Double-Ended only the ends with
#* Miscellaneous Enchantments and Special Effects are denoted by yellow strips.
+
Heavy Padding take advantage of these abilities.
# [[Enchantments]] and [[Special Effects]] that require enchantment strips do not function if the enchantment strips are not present. It is the responsibility of the bearer to ensure their strips are present in order for the enchantment or ability to function.
+
6. May be Double-Ended.
# [[Trait]]s do not require strips unless they require activation, i.e. Traits that are an always-on part of a [[class]] do not require strips.
+
a. Double-Ended requires ⅓ of its length to be padded
 
+
or at least 3’, whichever is less. This requirement
{{V8 Rulebook}}
+
replaces the standard requirement for padding on
[[Category: Weapons Rules]]
+
great weapons.
[[Category: Equipment Rules]]
+
Madu
 +
A shield joined to a weapon.
 +
1. Counts as both a shield and a weapon.
 +
2. Only usable if a class can use both a weapon of the
 +
madu’s length and a shield.
 +
3. Weapon Destroying will affect the entirety of the
 +
madu if it strikes any part of the weapon portion.
 +
4. Shield Crushing and Shield Destroying affect the
 +
entirety of the madu if it strikes any part of the
 +
shield portion.
 +
5. Magic and abilities that affect any part of the
 +
madu, such as Imbue Shield or Heat Weapon, affect
 +
its entirety.
 +
6. Weapon portion must be non-hinged and meleeonly.
 +
7. Any shield with weapons affixed to it in any form is
 +
considered a madu and must conform to these rules.
 +
8. If built to slash.
 +
a. At least 1/3rd of its length (excluding the shield
 +
portion) must be Strike-Legal.
 +
b. At least 12” must be Strike-Legal.
 +
c. The entirety of the non-Strike-Legal portion must
 +
be courtesy padded.
 +
9. May be Double-Ended.
 +
Hinged
 +
1. No more than 36” in length.
 +
2. Has a single articulating head which must be entirely
 +
Strike-Legal and cannot contain a rigid core.
 +
3. The chain of a hinged weapon:
 +
a. Is not a legal striking edge.
 +
b. Must be wrapped in foam with less than 0.5” of the
 +
rope exposed at any point.
 +
4. The combined rope and striking
 +
edge may not exceed 18” in length.
 +
5. The top half of the
 +
non-rope and
 +
Strike-Legal
 +
portion of the
 +
weapon must
 +
be padded.
 +
Siege Weapons
 +
Siege Weapons are extremely powerful engines of destruction
 +
that, historically, were used for everything from anti-personnel
 +
to tearing down walls from a great distance. Examples of this
 +
type of weapon include ballistas, catapults, onagers, and
 +
trebuchets. The abilities and limitations of siege weapons are
 +
as follows:
 +
1. You may only have one siege weapon per twenty
 +
people on a team.
 +
2. Siege weapons should have a historical or fantasy
 +
counterpart that they mimic in form and function.
 +
Ammunition from siege weapons must conform to
 +
the following rules, and cannot have any additional
 +
powers unless specified by the game designers:
 +
a. Siege Weapons that fire a single projectile will kill
 +
a Player and Destroy all their carried equipment
 +
if the projectile touches a Player or anything they
 +
are carrying or wearing while in motion. This
 +
is stopped by the Enchantment Protection from
 +
Projectiles, but cannot be stopped by Missile
 +
Block or Song of Deflection.
 +
b. Siege weapons that fire multiple projectiles
 +
simultaneously (such as a grapeshot catapult)
 +
count as firing Armor Breaking projectiles.
 +
Each strike from a separate projectile counts
 +
as an individual Armor Breaking strike. Both
 +
Protection from Projectiles and Missile Block may
 +
be used against these type of siege attacks. No
 +
effect on shields.
 +
c. A siege weapon may not fire at a player within 20’.
 +
d. Siege ammunition must, at minimum, conform to
 +
the standards of one of the following projectiles:
 +
light thrown, heavy thrown, rocks, or arrows.
 +
e. Siege weapons are considered normal weapons for
 +
purposes of being destroyed.
 +
3. Siege weapons must be approved by the game reeve
 +
prior to being used. Safety is of the utmost concern
 +
when determining whether a siege weapon should
 +
be allowed on the field.
 +
A
 +
m
 +
tgard 8 - Equipment
 +
10-31-2017
 +
19
 +
Shields
 +
Shields are used to block shots from weapons and are
 +
impervious to harm except from certain abilities and magics.
 +
All shield measurements are the exterior surface area on a
 +
flat plane.
 +
1. Must not break or bend significantly during the
 +
course of combat. Rigid or easily breakable foam, or
 +
low-density foams, are inappropriate for all-foam
 +
shield construction. Some acceptable materials are:
 +
a. Sturdy high-density foam.
 +
b. Plywood.
 +
c. High impact plastics.
 +
d. Aluminum.
 +
2. Must have an opaque, durable cover such as cloth
 +
or PlastiDip.
 +
3. The rim and face of the shield must be padded by at
 +
least 1” of closed cell foam.
 +
a. All-foam shields do not require any additional
 +
padding so long as the foam itself would be
 +
considered padding.
 +
4. Hard edges may not be exposed on any surface
 +
which can reasonably come into contact with
 +
another player or their equipment.
 +
5. A player may only wield one shield at a time.
 +
6. Must be gripped in a hand in order to be
 +
considered wielded.
 +
a. A shield that is gripped in a hand may also have a
 +
support strap around the arm.
 +
b. A blow that strikes a non-wielded shield strapped
 +
to a player, such as a shield slung across a back, is
 +
considered to strike the player as if the shield had
 +
not been there.
 +
c. A small shield may be strapped to an arm instead
 +
of wielded in a hand.
 +
7. A small shield is between 36 square inches (6.8
 +
inch diameter) and three square feet (23.45
 +
inch diameter).
 +
8. A medium shield is no larger than five square feet
 +
(30.28 inch diameter).
 +
9. A large shield is no larger than eight square feet (38.3
 +
inch diameter).
 +
10. Shield shapes may not cause confusion on the field.
 +
A shield cannot look like Armor or a Weapon.
 +
11. A shield may be tossed in a manner that keeps it
 +
(relatively) perpendicular to the ground. While
 +
in the air, such a shield is considered a terrain
 +
effect, though it is still vulnerable to things that
 +
would normally affect a shield (such as Fireball or
 +
Destruction Arrow). A shield may not be tossed into
 +
another player or their wielded equipment.
 +
Other Equipment
 +
Sashes
 +
Sashes are used to denote certain classes by their color in
 +
games where classes are used. All sashes must be at least
 +
2” wide and be worn from shoulder to opposite hip across
 +
the body.
 +
Strips
 +
Strips are used to denote certain types of Enchantments and
 +
Special Effects for quick on-field identification. The most
 +
common use of strips is to denote enchantments or abilities
 +
that function as enchantments.
 +
1. Strips must have at least 6” of visible drape, and
 +
cannot be covered by garb or equipment.
 +
2. Strips on players must be attached in a visible
 +
location when viewing a player from the front.
 +
3. Strips have a cohesive color-coding system.
 +
a. Offensive Enchantments and Special Effects are
 +
denoted by red strips.
 +
b. Defensive Enchantments and Special Effects are
 +
denoted by white strips.
 +
c. Miscellaneous Enchantments and Special Effects
 +
are denoted by yellow strips.
 +
4. Enchantments and Special Effects that require
 +
enchantment strips do not function if the
 +
enchantment strips are not present. It is the
 +
responsibility of the bearer to ensure their strips
 +
are present in order for the enchantment or ability
 +
to function.
 +
5. Traits do not require strips unless they require
 +
activation, i.e. Traits that are an always-on part of a
 +
class do not require strips

Revision as of 15:26, 4 July 2019

Projectiles This category includes thrown weapons (axes, rocks, daggers), javelins, Magic Balls, and arrows. Unless otherwise noted projectiles may not be used to parry, block, or melee, are indestructible, and affect all targets struck while in motion. Unless otherwise noted projectiles may be carried in any number. Only projectiles may be thrown (i.e. you may not throw your sword). Unless otherwise noted projectiles may not have rigid or granular cores such as solid rubber balls, wrapped balls of rubberbands, tennis balls, etc. Suggested acceptable materials are sweatshirt material, loose rubber bands, etc. Unless otherwise noted any protrusions or tips on a projectile must must meet the requirements for stabbing tips. Thrown weapons Light Thrown These weapons represent throwing daggers and the like. 1. Between 2.5” and 6” in total length. 2. All parts must be Strike-Legal. a. These weapons are exempt from a minimum foam depth for Strike-Legal. 3. May be covered in non-abrasive cloth tape instead of cloth. a. Duct tape may not be used as a cover. 4. Will score a hit from any portion of the weapon. 5. May not be of a color and shape which may reasonably be confused with a Magic Ball. Heavy Thrown These weapons represent throwing axes and the like. 1. Between 9” and 18” in total length. 2. All parts must be Strike-Legal. a. These weapons are exempt from a minimum foam depth for Strike-Legal. 3. May be covered in non-abrasive cloth tape instead of cloth. a. Duct tape may not be used as a cover. 4. Will score a hit from any portion of the weapon. Rocks 1. Must be at least 10” in each dimension. 2. All parts must be Strike-Legal. a. These weapons are exempt from a minimum foam depth for Strike-Legal. 3. May be covered in non-abrasive cloth tape instead of cloth. a. Ducttape may not be used as a cover. 4. Will score a hit from any portion of the weapon. 5. Hits from Rocks are Armor Breaking and Shield Crushing. 6. Items that meet the criteria to be classified as a Rock may not also be classified as Heavy Thrown. Javelins Javelins are a hybrid throwing/melee weapon. They are considered a melee weapon when wielded, but are considered a projectile otherwise. Javelins are only available to those classes explicitly granted Javelins. 1. Between 36” and 72” long. 2. Must have between 6” and 12” of Strike-Legal. 3. Must be padded along their entire length. 4. May be thrown and used in melee (including blocking and parrying). 5. Stab only for both melee and throwing. 6. Must strike point-first to score a hit. 7. Must have a rigid core. 8. Pommel is not required to meet the requirements for a stabbing tip. Magic Balls These are thrown to represent various magical attacks and are not projectile weapons but follow the same construction requirements except as noted below. 1. Must be a spherical object at least 2.5” in diameter. 2. Must have a streamer between 1” and 6” long. 3. All parts must be Strike-Legal. a. These weapons are exempt from a minimum foam depth for Strike-Legal. 4. Will score a hit from any portion of the object. Ammunition Not explicitly granted to anybody, ammunition is a class of projectiles used in conjunction with other types of weapons. Arrows Includes bolts and any other similar items. NOTE: Improperly constructed or maintained arrows can pose a serious safety hazard. Before building your first arrows take the time to study an online construction tutorial or practice with an experienced player. General 1. May not be drawn beyond 28”. 2. Fletching and nocks, if present, must be in good repair. 3. Must be clearly labeled with their owner’s name. a. Arrows without labels will never be allowed on the field. b. Using arrows without labels can result in immediate suspension from the field. 4. Broken or poorly mended arrows are not to be used. 5. Like any other equipment arrows may only be used by their owner unless the owner grants specific permission for another player to use their arrows. Weapon Types, Shields, and Equipment A m tgard 8 - Equipment 10-31-2017 17 a. The owner of an arrow is responsible for the safety of the arrow even if fired by another player. b. Special arrows may never be shared. 6. Swinging at an arrow in flight is illegal. a. Arrows may only be passively blocked by placing an object in the flight path. Shafts 1. May be fiberglass, aluminum, plastic, or graphite. 2. Wood shafts are only allowed if covered in a minimum of 4 mils of plastic tape or equivalent. 3. Shafts must have any real arrow head or tip removed. 4. The tip of shafts must be built up to at least 0.5” in diameter in a solid manner such as: a. Wrapping in duct tape and capping with a penny. b. Affixing a washer into the shaft with a glued-in screw. c. Other similar methods. Heads 1. Must be 2.5” in diameter. 2. Front and side must be Strike-Legal. 3. Must include a minimum of 2” of foam in front of the shaft of the arrow. a. The 0.5” of foam immediately after the end of the shaft must be closed-cell. b. Foam must be firm but compressible, and not able to deform around the arrow shaft on impact. c. Very soft foams such as couch cushion do not count towards the required 2” minimum of foam. 4. Heads should be checked regularly for degrading foam. 5. Must have a cloth cover on the head. a. Properly colored strips may be used in lieu of colored head covers to denote special arrow status. b. Normal arrows may not be covered in any of the colors reserved for special arrows. c. Reserved colors are: yellow, red, green, purple, and grey. 6. Must strike point first to score a hit. 7. Affects all targets struck while in motion. 8. Hits from arrows are Armor Breaking. 9. Hits from arrows are Weapon Destroying. Siege Projectiles See Siege Weapons for more information. Bow Includes bows and crossbows used to fire arrows or bolts. They are not projectile weapons themselves but are used exclusively with Arrows. 1. The maximum limit for a bow’s pull is 35 pounds with a maximum 28” draw length. 2. Crossbows are limited to no more than 450 inch-pounds. 3. No compound bows are allowed. 4. At 20’ or less bows must be no more than half drawn. a. Crossbows do not have to be half drawn within 20’. 5. If hit by a weapon, the bow is destroyed. Melee All melee weapons require a rigid core (unless otherwise noted) and may be used to block, parry, or score hits with their Strike-Legal portion. Some melee weapons allow for Heavy Padding Substitution for a given length. Heavy Padding Substitution All melee weapons require a portion their length to be StrikeLegal, as noted in the individual weapon descriptions. Heavy Padding Substitution allows you to replace a portion of StrikeLegal with Heavy Padding. For each inch of Heavy Padding added you may also replace an additional inch of Strike-Legal with Courtesy Padding. Heavy Padding added must start within 3” of the stabbing tip and proceed continuously towards the handle. Courtesy Padding added in this manner must begin at the top of the handle and proceed continuously towards the tip. For example: A 48” Long weapon is typically required to have 32” of Strike-Legal followed by 16” of Handle. Using Heavy Padding Substitution you could have 16” of Heavy Padding, followed by 16” of Courtesy Padding, and then 16” of Handle. Dagger 1. May stab and slash. 2. Between 10” and 18”. 3. Must have 10” Strike-Legal. Short 1. May stab and slash. 2. Between 18” and 36”. 3. At least 2/3 of its length must be Strike-Legal. 4. Allows for 1/3rd of its length to be substituted for Heavy Padding. Long 1. May stab and slash. 2. Over 36” up to a maximum of 48”. 3. At least 2/3rds of its length must be padded. 4. If used to slash at least 2/3rds of its length must be Strike-Legal. 5. Allows for 1/3rd of its length to be substituted for Heavy Padding. 6. May be Double-Ended. A m tgard 8 - Equi 10-31-2017 pment 18 Great 1. May stab and slash. 2. Greater than 48”in length. 3. Must be padded on upper 1/2 of length or at least 3’, whichever is less. 4. If used to slash must have at least 18” of StrikeLegal surface. 5. If the weapon has at least 18” of Heavy Padding it gains the Shield Crushing and Armor Breaking Special Effects when used in a two-handed manner. a. Heavy Padding on Great Weapons must start within 3” of the tip of the weapon and be continuous down the core. b. If the weapon is Double-Ended only the ends with Heavy Padding take advantage of these abilities. 6. May be Double-Ended. a. Double-Ended requires ⅓ of its length to be padded or at least 3’, whichever is less. This requirement replaces the standard requirement for padding on great weapons. Madu A shield joined to a weapon. 1. Counts as both a shield and a weapon. 2. Only usable if a class can use both a weapon of the madu’s length and a shield. 3. Weapon Destroying will affect the entirety of the madu if it strikes any part of the weapon portion. 4. Shield Crushing and Shield Destroying affect the entirety of the madu if it strikes any part of the shield portion. 5. Magic and abilities that affect any part of the madu, such as Imbue Shield or Heat Weapon, affect its entirety. 6. Weapon portion must be non-hinged and meleeonly. 7. Any shield with weapons affixed to it in any form is considered a madu and must conform to these rules. 8. If built to slash. a. At least 1/3rd of its length (excluding the shield portion) must be Strike-Legal. b. At least 12” must be Strike-Legal. c. The entirety of the non-Strike-Legal portion must be courtesy padded. 9. May be Double-Ended. Hinged 1. No more than 36” in length. 2. Has a single articulating head which must be entirely Strike-Legal and cannot contain a rigid core. 3. The chain of a hinged weapon: a. Is not a legal striking edge. b. Must be wrapped in foam with less than 0.5” of the rope exposed at any point. 4. The combined rope and striking edge may not exceed 18” in length. 5. The top half of the non-rope and Strike-Legal portion of the weapon must be padded. Siege Weapons Siege Weapons are extremely powerful engines of destruction that, historically, were used for everything from anti-personnel to tearing down walls from a great distance. Examples of this type of weapon include ballistas, catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows: 1. You may only have one siege weapon per twenty people on a team. 2. Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Ammunition from siege weapons must conform to the following rules, and cannot have any additional powers unless specified by the game designers: a. Siege Weapons that fire a single projectile will kill a Player and Destroy all their carried equipment if the projectile touches a Player or anything they are carrying or wearing while in motion. This is stopped by the Enchantment Protection from Projectiles, but cannot be stopped by Missile Block or Song of Deflection. b. Siege weapons that fire multiple projectiles simultaneously (such as a grapeshot catapult) count as firing Armor Breaking projectiles. Each strike from a separate projectile counts as an individual Armor Breaking strike. Both Protection from Projectiles and Missile Block may be used against these type of siege attacks. No effect on shields. c. A siege weapon may not fire at a player within 20’. d. Siege ammunition must, at minimum, conform to the standards of one of the following projectiles: light thrown, heavy thrown, rocks, or arrows. e. Siege weapons are considered normal weapons for purposes of being destroyed. 3. Siege weapons must be approved by the game reeve prior to being used. Safety is of the utmost concern when determining whether a siege weapon should be allowed on the field. A m tgard 8 - Equipment 10-31-2017 19 Shields Shields are used to block shots from weapons and are impervious to harm except from certain abilities and magics. All shield measurements are the exterior surface area on a flat plane. 1. Must not break or bend significantly during the course of combat. Rigid or easily breakable foam, or low-density foams, are inappropriate for all-foam shield construction. Some acceptable materials are: a. Sturdy high-density foam. b. Plywood. c. High impact plastics. d. Aluminum. 2. Must have an opaque, durable cover such as cloth or PlastiDip. 3. The rim and face of the shield must be padded by at least 1” of closed cell foam. a. All-foam shields do not require any additional padding so long as the foam itself would be considered padding. 4. Hard edges may not be exposed on any surface which can reasonably come into contact with another player or their equipment. 5. A player may only wield one shield at a time. 6. Must be gripped in a hand in order to be considered wielded. a. A shield that is gripped in a hand may also have a support strap around the arm. b. A blow that strikes a non-wielded shield strapped to a player, such as a shield slung across a back, is considered to strike the player as if the shield had not been there. c. A small shield may be strapped to an arm instead of wielded in a hand. 7. A small shield is between 36 square inches (6.8 inch diameter) and three square feet (23.45 inch diameter). 8. A medium shield is no larger than five square feet (30.28 inch diameter). 9. A large shield is no larger than eight square feet (38.3 inch diameter). 10. Shield shapes may not cause confusion on the field. A shield cannot look like Armor or a Weapon. 11. A shield may be tossed in a manner that keeps it (relatively) perpendicular to the ground. While in the air, such a shield is considered a terrain effect, though it is still vulnerable to things that would normally affect a shield (such as Fireball or Destruction Arrow). A shield may not be tossed into another player or their wielded equipment. Other Equipment Sashes Sashes are used to denote certain classes by their color in games where classes are used. All sashes must be at least 2” wide and be worn from shoulder to opposite hip across the body. Strips Strips are used to denote certain types of Enchantments and Special Effects for quick on-field identification. The most common use of strips is to denote enchantments or abilities that function as enchantments. 1. Strips must have at least 6” of visible drape, and cannot be covered by garb or equipment. 2. Strips on players must be attached in a visible location when viewing a player from the front. 3. Strips have a cohesive color-coding system. a. Offensive Enchantments and Special Effects are denoted by red strips. b. Defensive Enchantments and Special Effects are denoted by white strips. c. Miscellaneous Enchantments and Special Effects are denoted by yellow strips. 4. Enchantments and Special Effects that require enchantment strips do not function if the enchantment strips are not present. It is the responsibility of the bearer to ensure their strips are present in order for the enchantment or ability to function. 5. Traits do not require strips unless they require activation, i.e. Traits that are an always-on part of a class do not require strips