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

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Projectiles
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==Projectiles==
 
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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]].
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
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===Thrown weapons===
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
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====Light Thrown====
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.
1. Between 2.5” and 6” in total length.
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# Between 2.5” and 6” in [[total length]].
2. All parts must be Strike-Legal.
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# All parts must be [[Strike-Legal]].
a. These weapons are exempt from a minimum foam depth for Strike-Legal.
+
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
3. May be covered in non-abrasive cloth tape instead of cloth.
+
# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
a. Duct tape may not be used as a cover.
+
#* Duct tape may not be used as a [[cover]].
4. Will score a hit from any portion of the weapon.
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# Will score a hit from any portion of the weapon.
5. May not be of a color and shape which may
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# May not be of a color and shape which may reasonably be confused with a [[Magic Ball]].
reasonably be confused with a Magic Ball.
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====Heavy Thrown====
 
 
 
 
Heavy Thrown
 
 
These weapons represent throwing axes and the like.
 
These weapons represent throwing axes and the like.
1. Between 9” and 18” in total length.
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# Between 9” and 18” in [[total length]].
2. All parts must be Strike-Legal.
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# All parts must be [[Strike-Legal]].
a. These weapons are exempt from a minimum foam depth for Strike-Legal.
+
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
3. May be covered in non-abrasive cloth tape instead
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# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
of cloth.
+
#* Duct tape may not be used as a [[cover]].
a. Duct tape may not be used as a cover.
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# Will score a hit from any portion of the weapon.  
4. Will score a hit from any portion of the weapon. Rocks
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====Rocks====
1. Must be at least 10” in each dimension.
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# Must be at least 10” in each dimension.
2. All parts must be Strike-Legal.
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# All parts must be [[Strike-Legal]].
a. These weapons are exempt from a minimum foam depth for Strike-Legal.  
+
#* These weapons are exempt from a minimum foam depth for Strike-Legal.
3. May be covered in non-abrasive cloth tape instead of cloth.
+
# May be covered in non-abrasive [[cloth tape]] instead of [[cloth]].
a. Ducttape may not be used as a cover.
+
#* Ducttape may not be used as a [[cover]].
4. Will score a hit from any portion of the weapon.
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# Will score a hit from any portion of the weapon.
5. Hits from Rocks are Armor Breaking and
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# Hits from Rocks are [[Armor Breaking]] and [[Shield Crushing]].
Shield Crushing.
+
# Items that meet the criteria to be classified as a Rock may not also be classified as [[Heavy Thrown]].
6. Items that meet the criteria to be classified as a
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====Javelins====
Rock may not also be classified as Heavy Thrown.
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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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# Between 36” and 72” [[Total Length|long]].
 
+
# Must have between 6” and 12” of [[Strike-Legal]].
Javelins
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# Must be [[padded]] along their entire length.
 
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# May be thrown and used in melee (including blocking and parrying).
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.
+
# [[Stab only]] for both melee and throwing.
1. Between 36” and 72” long.
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# Must strike point-fist to score a hit.
2. Must have between 6” and 12” of Strike-Legal.
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# Must have a rigid [[core]].
3. Must be padded along their entire length.
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# [[Pommel]] is not required to meet the requirements for a [[stabbing tip]].
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
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====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.
 +
# Must be a spherical object at least 2.5” in diameter.
 +
# Must have a streamer between 1” and 6” long.
 +
# All parts must be [[Strike-Legal]].
 +
#* These weapons are exempt from a minimum foam depth for [[Strike-Legal]].
 +
# 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.
 
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.<br>
 +
'''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.
 +
====General====
 +
# May not be drawn beyond 28”.
 +
# Fletching and nocks, if present, must be in good repair.
 +
# Must be clearly labeled with their owner’s name.
 +
#* Arrows without labels will never be allowed on the field.
 +
#* Using arrows without labels can result in immediate suspension from the field.
 +
# Broken or poorly mended arrows are not to be used.
 +
# 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.
 +
#* The owner of an arrow is responsible for the safety of the arrow even if fired by another player.
 +
#* [[Specialty Arrow (Type)|Special arrows]] may never be shared.
 +
# Swinging at an arrow in flight is illegal.
 +
#* Arrows may only be passively blocked by placing an object in the flight path.
 +
====Shafts====
 +
# May be fiberglass, aluminum, plastic, or graphite.
 +
# Wood shaft are only allowed if covered in a minimum of 4 mils of plastic tape or equivalent.
 +
# Shafts must have any real arrow head or tip removed.
 +
# The tip of shafts must be built up to at least 0.5” in diameter in a solid manner such as:
 +
#* Wrapping in duct tape and capping with a penny.
 +
#* Affixing a washer into the shaft with a glued-in screw.
 +
#* Other similar methods.
 +
====Heads====
 +
# Must be 2.5” in diameter.
 +
# Front and side must be [[Strike-Legal]].
 +
# Must include a minimum of 2” of [[foam]] in front of the shaft of the arrow.
 +
#* The 0.5” of foam immediately after the end of the shaft must be [[Foam#Closed_Cell|closed-cell]].
 +
#* [[Foam]] must be firm but compressible, and not able to deform around the arrow shaft on impact.
 +
#* Very soft foams such as couch cushion do not count towards the required 2” minimum of foam.
 +
# Heads should be checked regularly for degrading foam.
 +
# Must have a [[cloth cover]] on the head.
 +
#* Properly colored strips may be used in lieu of colored head covers to denote [[Specialty Arrow (Type)|special arrow]] status.
 +
#* Normal arrows may not be covered in any of the colors reserved for [[Specialty Arrow (Type)|special arrows]].
 +
#* Reserved colors are: yellow, red, green, purple, and grey.
 +
# Must strike point first to score a hit.
 +
# Affects all targets struck while in motion.
 +
# Hits from arrows are [[Armor Breaking]].
 +
# Hits from arrows are [[Weapon Destroying]].
  
Arrows
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===Siege Projectiles===
Includes bolts and any other similar items.
+
See [[Siege Weapons]] for more information.
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
 
 
 
Amtgard 8 - Equipment
 
 
 
 
 
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 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. 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.
 
 
 
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
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==Bow==
1. No more than 36” in length.
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Includes bows and crossbows used to fire arrows or bolts. They are not [[projectile weapons]] themselves but are used exclusively with [[Arrows]].
2. Has a single articulating head which must be entirely
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# The maximum limit for a bow’s pull is 35 pounds with a maximum 28” [[draw length]].
Strike-Legal and cannot contain a rigid core.
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# Crossbows are limited to no more than 450 [[Inch Pounds|inch-pounds]].
3. The chain of a hinged weapon:
+
# No compound bows are allowed.
a. Is not a legal striking edge.
+
# At 20’ or less bows must be no more than half drawn.
b. Must be wrapped in foam with less than 0.5” of the
+
#* Crossbows do not have to be half drawn within 20’.
rope exposed at any point.
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# If hit by a [[weapon]], the bow is [[destroyed]].
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
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==Melee==
Siege Weapons are extremely powerful engines of destruction
+
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.
that, historically, were used for everything from anti-personnel
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===Heavy Padding Substitution===
to tearing down walls from a great distance. Examples of this
+
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]].
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.
 
  
 +
[[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===
 +
# May stab and slash.
 +
# Between 10” and 18”.
 +
# Must have 10” [[Strike-Legal]].
 +
===Short===
 +
# May stab and slash.
 +
# Between 18” and 36”.
 +
# At least 2/3 of its length must be [[Strike-Legal]].
 +
# Allows for 1/3rd of its length to be substituted for [[Heavy Padding]].
 +
===Long===
 +
# May stab and slash.
 +
# Over 36” up to a maximum of 48”.
 +
# At least 2/3rds of its length must be [[padded]].
 +
# If used to slash at least 2/3rds of its [[Total Length|length]] must be [[Strike-Legal]].
 +
# Allows for 1/3rd of its length to be substituted for [[Heavy Padding]].
 +
# May be [[Double-Ended]].
 +
===Great===
 +
# May stab and slash.
 +
# Greater than 48”in length.
 +
# Must be [[padded]] on upper 1/2 of [[Total Length|length]] or at least 3’, whichever is less.
 +
# If used to slash must have at least 18” of [[Strike-Legal]] surface.
 +
# 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.
 +
#* [[Heavy Padding]] on Great Weapons must start within 3” of the [[Stab Tip|tip]] of the weapon and be continuous down the [[core]].
 +
#* If the weapon is [[Double-Ended]] only the ends with [[Heavy Padding]] take advantage of these abilities.
 +
# May be [[Double-Ended]].
 +
#* 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]].
 +
# Counts as both a [[shield]] and a [[weapon]].
 +
# Only usable if a [[class]] can use both a weapon of the madu’s length and a shield.
 +
# [[Weapon Destroying]] will affect the entirety of the madu if it strikes any part of the weapon portion.
 +
# [[Shield Crushing]] and [[Shield Destroying]] affect the entirety of the madu if it strikes any part of the [[shield]] portion.
 +
# [[Magic and abilities]] that affect any part of the madu, such as [[Imbue Shield]] or [[Heat Weapon]], affect its entirety.
 +
# Weapon portion must be non-hinged and meleeonly.
 +
# Any [[shield]] with [[weapons]] affixed to it in any form is considered a madu and must conform to these rules.
 +
# If built to slash.
 +
#* At least 1/3rd of its length (excluding the shield portion) must be [[Strike-Legal]].
 +
#* At least 12” must be [[Strike-Legal]].
 +
#*. The entirety of the non-Strike-Legal portion must be [[courtesy padded]].
 +
# May be [[Double-Ended]].
 +
===Hinged===
 +
# No more than 36” in [[Total Length|length]].
 +
# Has a single articulating head which must be entirely [[Strike-Legal]] and cannot contain a rigid [[core]].
 +
# The chain of a hinged weapon:
 +
#* Is not a legal striking edge.
 +
#* Must be wrapped in [[foam]] with less than 0.5” of the rope exposed at any point.
 +
# The combined rope and striking edge may not exceed 18” in length.
 +
# 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:
 +
# You may only have one siege weapon per twenty people on a team.
 +
# 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:
 +
#* 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]].
 +
#* 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]].
 +
#* A siege weapon may not fire at a player within 20’.
 +
#* Siege [[ammunition]] must, at minimum, conform to the standards of one of the following projectiles: [[light thrown]], [[heavy thrown]], [[rocks]], or [[arrows]].
 +
#* Siege weapons are considered normal weapons for purposes of being [[destroyed]].
 +
# 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.
  
Shields
+
==Shields==
Shields are used to block shots from weapons and are
+
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.
impervious to harm except from certain abilities and magics.
+
# 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:
All shield measurements are the exterior surface area on a
+
#* Sturdy high-density [[foam]].
flat plane.
+
#* Plywood.
1. Must not break or bend significantly during the
+
#* High impact plastics.
course of combat. Rigid or easily breakable foam, or
+
#* Aluminum.
low-density foams, are inappropriate for all-foam
+
# Must have an opaque, durable [[cover]] such as cloth or [[PlastiDip]].
shield construction. Some acceptable materials are:
+
# The rim and face of the shield must be [[padded]] by at least 1” of closed cell foam.
a. Sturdy high-density foam.
+
#* All-foam shields do not require any additional [[padding]] so long as the foam itself would be considered padding.
b. Plywood.
+
# Hard edges may not be exposed on any surface which can reasonably come into contact with another player or their equipment.  
c. High impact plastics.
+
# A player may only wield one shield at a time.
d. Aluminum.
+
# Must be gripped in a hand in order to be considered wielded.
2. Must have an opaque, durable cover such as cloth
+
#* A shield that is gripped in a hand may also have a support strap around the arm.
or PlastiDip.
+
#* 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.
3. The rim and face of the shield must be padded by at
+
#* A small shield may be strapped to an arm instead of wielded in a hand.
least 1” of closed cell foam.
+
# A small shield is between 36 square inches (6.8 inch diameter) and three square feet (23.45 inch diameter).
a. All-foam shields do not require any additional
+
# A medium shield is no larger than five square feet (30.28 inch diameter).
padding so long as the foam itself would be
+
# A large shield is no larger than eight square feet (38.3 inch diameter).
considered padding.
+
# Shield shapes may not cause confusion on the field. A shield cannot look like [[Armor]] or a [[Weapon]].
4. Hard edges may not be exposed on any surface
+
# 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.
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.
+
==Other Equipment==
11. A shield may be tossed in a manner that keeps it
+
===Sashes===
(relatively) perpendicular to the ground. While
+
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.
in the air, such a shield is considered a terrain
+
===Strips===
effect, though it is still vulnerable to things that
+
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.
would normally affect a shield (such as Fireball or
+
# Strips must have at least 6” of visible drape, and cannot be covered by [[garb]] or [[equipment]].
Destruction Arrow). A shield may not be tossed into
+
# Strips on players must be attached in a visible location when viewing a player from the front.
another player or their wielded equipment.
+
# Strips have a cohesive color-coding system.
 +
#* Offensive Enchantments and Special Effects are denoted by red strips.
 +
#* Defensive Enchantments and Special Effects are denoted by white strips.
 +
#* Miscellaneous Enchantments and Special Effects are denoted by yellow strips.
 +
# [[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.
 +
# [[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.
  
Other Equipment
+
{{V8 Rulebook}}
Sashes
+
[[Category: Weapons Rules]]
Sashes are used to denote certain classes by their color in
+
[[Category: Equipment Rules]]
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 20:19, 12 September 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 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.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • 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.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • 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.
    • These weapons are exempt from a minimum foam depth for Strike-Legal.
  3. May be covered in non-abrasive cloth tape instead of cloth.
    • 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-fist 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.
    • 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 fist 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.
    • Arrows without labels will never be allowed on the field.
    • 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.
    • The owner of an arrow is responsible for the safety of the arrow even if fired by another player.
    • Special arrows may never be shared.
  6. Swinging at an arrow in flight is illegal.
    • 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 shaft 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:
    • Wrapping in duct tape and capping with a penny.
    • Affixing a washer into the shaft with a glued-in screw.
    • 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.
    • The 0.5” of foam immediately after the end of the shaft must be closed-cell.
    • Foam must be firm but compressible, and not able to deform around the arrow shaft on impact.
    • 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.
    • Properly colored strips may be used in lieu of colored head covers to denote special arrow status.
    • Normal arrows may not be covered in any of the colors reserved for special arrows.
    • 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.
    • 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 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.

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.

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 Strike-Legal 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.
  6. May be Double-Ended.
    • 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.
  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:
    • Is not a legal striking edge.
    • 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:
  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.

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:
    • Sturdy high-density foam.
    • Plywood.
    • High impact plastics.
    • 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.
    • 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 shield that is gripped in a hand may also have a support strap around the arm.
    • 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.
    • 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.
    • Offensive Enchantments and Special Effects are denoted by red strips.
    • Defensive Enchantments and Special Effects are denoted by white strips.
    • 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.
V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Classes · Magic, Abilities, States and Special Effects · Magic and Abilities · Rules Revision Process · Common Misconceptions · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure