All weapons must resemble realistic historical or fantasy weapons and must be made by an approved LARP weapon manufacturer and inspected for any damage. If damaged, a weapon CANNOT be used. If a player notices a damaged weapon at any time, they are to point it out to the player using it or an Admin if the player continues to use it.
If a LARP weapon is a custom-made piece or made by a non-approved manufacturer, it must be assessed by an Admin and documentation provided of its construction before entering the playing field.
Current approved manufacturers are Ateliers-Nemesis, Calimacil, Elysian Forge , Epic Armoury and Fake Steel Armoury (with admin approval).
If in doubt, check with the Admins before you purchase.
Melee weapons are divided into 4 categories:
Top-Heavy - axes, maces, hammers and halberds
One-handed: up to 100cm in length
Two-handed: up to 200cm in length
Swords - sabers, cutlasses, rapiers, longswords, etc.
One-handed: up to 115cm in length
Two-handed: up to 200cm in length
Spears - anything that can thrust as well as slash but does not have a large top
One-handed: up to 180cm in length
Two-handed: up to 230cm in length
Staff - may only be used for slashing, but can use either end
Two-handed: up to 200cm in length
Ranged weapons are divided into 3 categories:
Throwing weapon - less than 45cm, coreless, and resembles a real weapon (food items do not deal damage) and not a Spell Tag (roughly ball shaped and colour coded for magic). Throwing weapons are ranged weapons that are thrown at an opponent by hand. Throwing weapons do not take up weapon slots but players are limited to 3. Ideally throwing weapons should be identifiable by their owner for retrieval.
Bow - must be a traditional design and no more than 28 pounds draw.
Arrows: Players may carry a maximum of 12 arrows. Arrows must be LARP-safe arrows sold through a LARP vendor such as Epic Armoury or Of Science and Swords and must be inspected before use and marked to identify them as their owners' arrows. Arrows may be retrieved and reused during a round by their owner.
Bandgun - must loosely resemble firearms from before 1800 A.D (meaning no modern firearms), have a trigger guard, and be single shot only
Band Pistol: one-handed up to 50cm
Band Rifle: two-handed up to 160cm
Bandgun Ammo: Players may carry a maximum of 18, (regardless of number of guns carried) and they may only be retrieved by their owners at the end of the round. Bandgun ammo must be no shorter than one-third and one inch of the draw length of the gun. The elastic tube must be blue tubing (usually bought from Clark Rubber) and marked in some way to identify the owner. Cable ties on bands are not acceptable.
For worn clothing to count as armour, it must look like armour from a movie or be historically accurate. It must be made to a high quality standard and offer some level of protection or padding. It must cover more than half the specific protection area in order for it to count as armour points for that area (there are 7 total areas)
This includes modern materials and anything made to look like iron or steel but isn't. Also anything usually worn under actual armour and provides more protection than clothing.
Leather (including Cuir bouilli/Boiled/Hardened Leather)
Foam
Plastic
Aluminium (or any other metal lighter than steel)
Gambeson
Padding
This is usually re-enactment level armour as would have been worn historically but also covers fantasy armours. It must be made of iron or steel and includes-
Chainmail (Mail)
Plate
Scale Mail
Ring Mail
Jack of Plates
Brigandine