V9:Core Combat Rules

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(Redirected from V9:V9: Combat Mechanics)
Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

Thank you for your interest in the project! Join the Discord for more information!

- The Project Phoenix (V9) Development Team

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




Core Combat Rules

From basic strikes to powerful magic, most Amtgard mechanics involve the core combat rules to some extent.

Age of Combatants

Combat in Amtgard is reserved for players of at least fourteen (14) years of age. Additional details and exceptions can be found here.

Acceptable / Unacceptable Contact

Amtgard combat is medium-contact activity. Medium contact means that players will often make physical contact with each other using approved equipment but certain forms contact are prohibited. Due to the nature of live combat, some amount of incidental contact should be expected, however repeated or egregious offenses can result in suspension for unsafe play.

Regardless of how it happens, if unacceptable contact is made you should avoid deriving a gamplay advantage from it. If an affected player is staggered and needs a moment to recover, stop fighting them. If necessary, rewind the interaction to the point of unacceptable contact and resume gameplay if/when they are able.


Acceptable Contact

  1. Weapon into Valid Hit Location: Weapons may be used to strike valid Hit Locations using their Strike-Legal portions.
  2. Weapon/Shield into Weapon: Weapons and Shields may be used to block, deflect, or pin an opponent’s weapon.
  3. Weapon/Shield into Shield: Weapons and Shields may be used to deflect, turn, or manipulate an opponent's Shield so long as it does not force the opponent to lose their balance or fall over.
  4. Body into Weapon: Players may block, deflect, or swipe an opponent’s weapons with their body or limbs so long as the weapon is not trapped or grabbed. Interacting with a Strike-Legal surface this way results in a valid hit to the location used for contact.
  5. Body/Shield obstructing Body: Players may use their Body or Shields to passively obstruct an opponent’s body, whether it be their physical movement or an attempt to reach something with their limbs. ‘Passively’ means placing yourself between the opponent and their destination.


Unacceptable Contact

  1. Weapon into Head/Neck: Weapons cannot be used to strike the head or neck.
  2. Non-Strike Legal Contact: Weapons cannot be used to strike with portions that are not Strike-Legal.
  3. Body into Body: Players cannot use their Body to directly impact another player’s Body. This includes: tripping, tackling, grappling, shoving, etc.
  4. Shield into Body: Players cannot use their Shield to intentionally manipulate another player’s Body. This includes shield checking, shoving, etc.
  5. Body into Shield: Players cannot use their Body to intentionally manipulate another player’s Shield. This includes: shield kicking, grabbing, shoving, etc.
  6. Garb into Anything: Players cannot use their garb to intentionally block, deflect, or restrict other players or their equipment.
  7. Forcing Instability: Players cannot intentionally use their body or equipment in any way that would force a static opponent to lose their balance or fall over. (Examples include: checking, shield bashing, hard strikes from excessively large/heavy weapons, reckless collisions, strong strikes to the back of the knees, etc.)

Hit Locations

Definitions and Diagram

Diagram of Hit Locations

In Amtgard combat, a player's body is divided into five (5) ‘Hit Locations’ which may be struck to inflict damage or effects in combat: Left Arm, Right Arm, Left Leg, Right Leg, and Torso.

  • Arms (left/right): From the tips of the fingers to the shoulder socket.
  • Legs (left/right): From the tips of the toes to bottom of the buttocks in the back; the crease between the hip and each leg in the front; and just below the hip bone on either side.
  • Torso: Everything that isn’t an arm or a leg, including the groin, up to the vertical rise of the neck.
  • Illegal - Head and Neck: The head and neck are illegal targets for all Amtgard combat. Strikes to these areas will never count as a valid hit, nor will they be able to inflict any damage or effects. Players are not allowed to intentionally use their head or neck to block incoming attacks. If a player strikes an opponent in the head or neck and gains a gameplay advantage from it, they should stop fighting and allow their opponent to recover. If necessary, rewind to the point of the illegal strike and resume the fight if/when they are able.

Torso Priority

If a strike lands on the line between the torso and an arm or leg, the strike counts as only hitting the torso location. This supersedes Armor Priority whenever applicable.

Hand Protection (aka ‘Hand on Weapon’)

If a strike hits a hand below the wrist that is wielding a weapon or shield, the strike counts as hitting that piece of equipment instead of the hand. Equipment that cannot be used to block, such as bows and projectiles, will not protect the hand this way.

Foot on Ground

A foot touching the ground is unaffected by strikes below the ankle. All attempts to strike it are considered invalid. No effects can be imparted through this contact. A foot that is completely in the air is fair game and can be struck as normal.


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Striking Your Opponent

Striking your opponent with a weapon is the primary way to interact with them in combat. Only weapons that have passed an Equipment Inspection can be used to strike in Amtgard.

Valid Strikes

Valid Strikes, also known as Legal Strikes, can only be delivered by the strike-legal portion of a weapon. A valid strike must make contact with enough forward momentum that an unaware opponent wearing basic garb could distinguish the strike as offensive rather than incidental contact. Players wearing thick or bulky armor/garments must still acknowledge a valid strike with sufficient momentum even if the blow is not felt.

Though firmer contact will occur from time to time, it is important to remember that our weapons are padded sticks, not actual swords, and we are not trying to cause any real injury. Special care should also be taken when striking with larger weapons such as greatswords, glaives, pikes, and rocks, as these weapons typically have more mass by their design and therefore require greater caution on the part of the wielder to ensure the safety of their opponents.

Valid Strikes are divided into four categories:

  1. Melee Slash: A melee slash is a strike with the side of a melee weapon. It must be percussive (contact with an audible pop) and be stopped by or noticeably deflect off the victim.
  2. Melee Stab: A melee stab is a strike with the tip of a melee weapon. It must strike with the tip and be stopped by or noticeably deflect off the victim.
  3. Projectile Stab: A strike from a Stabbing Projectile, such as an Arrow. It must strike with the tip and be stopped by or noticeably deflect off the victim.
  4. Projectile Contact: A strike from a Contact Projectile such as a Spellball. Contact Projectiles can strike with any part of their surface as long as it stops on or noticeably deflects off the victim.
Developer Note: Projectile Grazes Are No Longer Valid
Unlike Amtgard V8, strikes from all weapons, including projectiles, must stop or noticeably deflect to be valid. Grazes do not count in Amtgard V9.


Additional Rules


Invalid Obstructions

An Invalid Obstruction occurs whenever a strike is blocked by something that is not allowed block or otherwise affect gameplay in such a manner. This includes but is not limited to: hair (ponytails, beards, etc), loose garb, bulky or protruding armor & accessories, unwielded equipment, non-equipment items such as water bottles, and so on.

A strike that is prevented from making contact due to an Invalid Obstruction counts as a valid strike against whatever would have been hit if the obstruction was not there, as well as a strike against the obstructing object itself if it is able to be affected, such as a sheathed dagger being struck by a Weapon Destroying effect.

For ambiguous incidents where identifying what 'would have been' hit is not so easy, such as two projectiles colliding mid-air, the players involved should do their best to resolve the situation quickly and in good faith. In the example presented here, this is usually done by simply disregarding both projectiles; however, this is not a rule and each case should still be considered independently.

Friendly Fire

All strikes initiated with intent to affect a player will affect whomever they hit, regardless of the intended target. The only exception is that a player can never harm themselves with their own melee weapons unless they actually wish to do so.

Any contact that was not intended to be a strike may always be ignored if both parties agree.

Examples of strikes that cannot be ignored:
  • An Archer missing their target and accidentally striking an ally in the back.
  • An Assassin sneaking up and backstabbing someone who they believed was an enemy but turns out to be an ally.
  • A Barbarian's rock bouncing off an enemy's shield and rolling back to hit themselves.
  • A Monk unknowingly striking an ally with the other end of their quarterstaff while making an attack.

Examples of strikes that can be ignored:

Multiple Points of Contact

If an attack makes contact with multiple unique Hit Locations at the same time, it will inflict a strike against each Hit Location where contact met the requirements for a valid strike. Contact on the line between locations are affected as per Torso Priority. A single weapon cannot strike the same Hit Location more than once per attack, regardless of how many individual points of contact it makes.

For example, a Trident that makes valid contact with both of Phineas’ legs in a single stabbing motion will count as a strike to each leg, but an attack that hits one leg with all three points of the Trident can only incur a single valid strike.

Shot In Motion

If a player is wounded, killed, or otherwise prevented from attacking while they are in the middle of completing a striking motion, the attack is not interrupted and the motion can be completed before they suffer the negative effect. This should be a clear case of finishing an already-started attack, meaning that it requires no change of direction and the last motion required to finish the strike has already been started prior to being affected.

  1. Melee strikes must land within a half-second of the user being affected.
  2. Projectiles must be airborne within a half-second of the user being affected.
  3. Shot in Motion only applies if the attacker is affected. It does not apply if the defender becomes immune prior to contact, such as via an ability like Shadow Step.

Battlefield Etiquette

Everyone processes the game differently so it is important to communicate early and often with your opponents. Keep the Honor System in mind as you work with your opponent to execute the game rules as best as you can.

  1. If you have to think about it, take it. If you are unsure whether an opponent’s strike or ability against you was valid, give them the benefit of the doubt and take it. Only attacks which are clearly invalid should be treated as such, and in those cases it is common courtesy to announce to your opponent the reason you believe it to be so.
  2. It is the responsibility of the victim of an attack to determine the location of strikes against them. If the victim is unsure or didn't realize they were struck, the attacker may clarify and call out what they believe happened. If the attacker is unavailable, such as in the case of a run-by or long-range projectile, then the victim should take whatever they believe is most likely to have occurred.
  3. As long as you and your opponent(s) agree on the outcome, the exact details of any encounter are moot. It's okay to be slightly inaccurate if the alternative is wasting time in the middle of battle trying to sort out fine details.
  4. Do not call the results of other engagements unless the players involved are asking for your opinion.
  5. If you notice a player is repeatedly ignoring strikes or effects that you believe are connecting, ask them about it politely in the form of a question ("Did that connect?" "Where did that land?" "Was that hand or arm?"). If the behavior continues, bring the issue to the attention of a Reeve and they will seek to resolve it. Do not confront the player directly again after this point, even if you believe you have a good rapport with them. Allegations of misconduct are often better received when filtered through the proper channels and handled with care.


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Wounds

Combat damage is inflicted to players in the form of Wounds. Wounds are inflicted by striking a Hit Location with the Strike-Legal portion of a Weapon. The effect of a Wound is different based on the location wounded. Hit Locations can be wounded multiple times. When asked, a player must promptly declare any wounds they have.

Lethal Wounds

A player dies if they receive any of the following:

  • A wound to the Torso.
  • A second wound.
  • A wound to an already-wounded Limb.

Arm Wounds

A player with a Wounded Arm cannot use that Arm to wield, cast, or carry anything, and it must be kept out of combat as best as possible (typically placed behind the back). If a player is required or otherwise allowed to carry an object in their wounded arm for whatever reason (such as special rules, accommodations, or non-equipment items), they must keep that item out of combat and may not derive a gameplay advantage from it. In all cases, objects carried by wounded arms count as Invalid Obstructions.

Leg Wounds

A player with a Wounded Leg (aka 'legged') must either Kneel or Post. Regardless of their choice, the wounded Leg may not be Wounded again for two (2) seconds after being initially struck or during the initial placement on the ground if the victim chooses to kneel, whichever is longer.

  • Kneeling

    If the Wounded player chooses to Kneel, they must physically kneel as soon as possible. They may move around on their knees but must keep at least one knee on the ground at all times. The wounded leg cannot receive further wounds while its knee is touching the ground.
  • Posting

    If the Wounded player chooses to Post, they can remain standing but can only pivot around the foot of the wounded leg. It must remain in contact with the ground at all times. While posting, the wounded leg is still vulnerable to further wounds.

    • Hobbling: If there are no living enemies within 20ft of a posting player, or the posting player is forced to move by some effect, that player may move at a slow walking pace while pretending to drag the wounded foot on the ground behind them.
  • Forced Movement Accommodation

    If a player with a Wounded Leg is forced to move or dragged by another player, they may choose to stand and move normally as though they were not wounded. If they choose to move this way, they may not aggress, cast, or take any other action aside from fulfilling the required movement at a reasonable pace. Players may still block and dodge so long as they continue to fulfill the forced movement as above. Once the movement is complete, the player must immediately return to either Kneeling or Posting.
  • Leg Wound Stance Switching

    Players may freely switch between Kneeling, Posting, and the Forced Movement Accommodation (when applicable) by declaring it loudly and taking the new stance. The Wounded Leg does not receive any special protection during these switches. Switching stances cannot be done to gain an immediate gameplay advantage, such as diving towards an opponent while changing from posting to kneeling, or suddenly standing to catch an opponent by surprise.


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Death

Death is common in the game of Amtgard. While living players tend to have the most fun, dead players still have certain rules and responsibilities they must adhere to in order to keep the game running smoothly.

Declaring Death

Players may declare themselves dead at any time, not just when they are actively killed. Upon death, a dead player must loudly declare "DEAD!".

Death declarations are divided into two categories: Calling Dead and Taking a Death.


Calling Dead

Calling Dead is the act of declaring oneself dead due to natural gameplay causes, such as when it is caused by another player or effect, like a wound to the Torso. This is the typical form of death declaration.

  • Players may also Call Dead before being engaged in melee if they wish to avoid being physically struck. The attacker who is most likely to have caused the death of the player will be considered to have dealt the killing blow, and allowed to activate any relevant abilities as though they had done so. This interaction should be conducted in good faith and cannot be done if the attacker isn't actually trying to kill the player.
  • Players may call themselves dead when a strange interaction occurs and it is determined that the player should have died somewhere in the confusion but the specifics are muddy. If untangling the results of an engagement are too difficult, a player might simply call themselves dead to acknowledge the ‘worst case scenario’. Similar to the above, the attacker who is most likely to have caused the death of the player will be considered to have dealt the killing blow, and allowed to activate any relevant abilities as though they had done so.
  • Lastly, players who are at risk of a real-life safety issue may call themselves dead to quickly leave combat without interrupting play.


Taking a Death

Taking a Death is the act of declaring oneself dead for any reason that does not fall under ‘Calling Dead’. This typically refers to deaths taken for tactical advantage in games where dying would be more beneficial than staying alive in certain circumstances.

  1. Players who ‘Take a Death’ are immediately severed and thus may only return to life by respawning. Further, this death does not count towards any prerequisites for the player or their allies.
  2. Any player who deliberately kills themselves in a self-inflicted manner will count as ‘Taking a Death’. This includes but is not limited to striking oneself or knowingly running into an non-player hazard (such as a lava zone) with the intent to die. Allowing a team-mate or other player to kill you does not count as 'Taking a Death'.
  3. Similar to Calling Dead, if a player 'Takes a Death' while another player is actively trying to kill them, the attacker who is most likely to have caused the death of the player will be considered to have dealt the killing blow, and allowed to activate any relevant abilities as though they had done so.
  4. For roleplay scenarios, a player is only considered to have ‘Taken a Death’ if the death would break immersion or is otherwise only happening to exploit gameplay mechanics. A player who willingly sacrifices themselves to a volcano god would not count as 'Taking a Death' because it is in line with the roleplay.



Being Dead

A player indicates they are dead.

Death is a unique condition. It is not a state or effect. It can only be removed by Returning to Life.

  1. The universal symbol for death is placing your hand or weapon over your head, and presenting the rest of your body in an obviously non-aggressive manner.
    • This symbol is also sometimes used to indicate "Out of Game" or "Out of Character". The context at the time is usually enough to figure out the intended meaning.

  2. Upon dying, the player must declare ‘Dead!’ loudly and clearly, after which point they are affected in the following ways:
    • The player gains the ‘Dead’ condition and is no longer considered a living player.
    • Any chants they were maintaining are ended.
    • Any primed spellballs that are not already mid-air cease to be primed.
    • Enchantments on the player become inactive and do not bestow any effects.
    • Any status effects except Severed are removed.
    • The player may ignore any Wounds as long as they are dead.
    • The player must remove themselves from the immediate vicinity of combat in the least disruptive manner possible. A dead player's first consideration upon dying should be to avoid obstructing any on-going combat around them. If you dropped your weapons or equipment, you may need to leave them on the ground and return to grab them once combat has moved on.
    It is important to declare ‘Dead!’ loudly and clearly. A player who does not indicate their Death promptly is likely to be struck again under the assumption that they are still alive.

  3. While dead, players must adhere to the following rules:
    • May move about the battlefield as long as they avoid obstructing combat or interactions between living players and do not create confusion about their status as a Dead player.
      • Dead players who intentionally move more than 20ft from where they died become Severed until they respawn. This only matters if the player wants to be revived by an ability such as Resurrect.
    • Cannot further affect or be affected by gameplay unless explicitly allowed by another rule.
    • Cannot communicate with living players unless declaring necessary game information or otherwise allowed by a specific effect.
    • May collect their own discarded equipment.
    • Cannot spy, distract, or otherwise generate a gameplay advantage for their team by using their Dead condition to move through or linger in locations that they have no reason to be in, such as an enemy base on the other side of the field. Use common sense and act in good faith.


Returning To Life

When a dead player is returns to life by one of these means they must loudly declare ‘ALIVE!’, at which point they immediately lose their ‘Dead’ condition and become a living player once more.

There are two ways a dead player can return to life: Respawning and Revival.


Respawning

Each Amtgard activity will have rules for when, where, how, and even IF players are able to respawn after death. Consult the rules for your particular activity or check in with the Game Organizer or Reeve during setup. Most commonly, players will have to wait a certain amount of time (called a ‘Death Count’) and then automatically return to life at a specific respawn location.

When a player returns to life by respawning, they are restored in the following way:


Revival

Revival occurs when a player is returned to life through a means other than Respawning, such as the use of an ability like the Resurrect spell.

See the Revive keyword for further details.


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Dragging

  1. Any player with a Free Hand may chant "Dragging" while within arms-reach of a legged or dead player to help that player move in-game (see below).
    • Dragging a dead player allows them to move farther than 20ft from the location they died without becoming Severed. However if they move again from this point without being dragged, they will be Severed as normal.

  2. One free hand is required per player being dragged, however no actual physical contact is required.

  3. Dragging ends immediately if either player aggresses or uses an ability.

  4. Dragging does not supercede Stopped or other effects that may additionally restrict the movement of a legged player.

  5. Dragging is non-offensive and can always be refused.



Core Combat Rules
Acceptable Contact · Hit Locations · Striking Your Opponent · Wounds · Death · Dragging
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary