Weapons and Equipment
Melee Weapons
All melee weapons must be LARP-safe, constructed from approved materials, and pass a safety inspection before use.
Weapon Types
Melee weapons are classified by how they are wielded:
Single-Handed Weapons:
Can be safely wielded with one hand.
Maximum length: 130 cm.
Two-Handed Weapons:
Any weapon over 130 cm must be wielded with both hands.
Weapons shorter than 130 cm may also be used with two hands for greater control.
Construction Guidelines
All weapons (commercial or homemade) must meet the following:
Core: Fibreglass or carbon fibre, at least 10 mm thick
Tip: Kevlar or equivalent
Padding: Covered in soft polyurethane foam suitable for combat use
Polearms: First 40 cm from the head must be padded well enough that the core cannot be felt with firm finger pressure
Important Weapon Rules
No thrusting only weapons are permitted
Players are responsible for ensuring their weapons are:
Safe
Well-maintained
In good repair
Approved Weapon Brands
The following brands are generally accepted, pending safety inspection:
Ateliers Nemesis
Calimacil
Epic Armoury
FakeSteel Armoury
Homemade weapons are also allowed but must be:
Inspected and approved before their first use
Re-checked before each game
Projectile Weapons
Projectile weapons are split into two categories:
Black Powder Simulations (e.g. band launchers)
Bows
Black Powder Weapons
These include:
Single-Handed: Pistols, band wands
Two-Handed: Rifles, crossbows, similar long arms
Band launchers must simulate historical firearms, such as:
Matchlock, wheellock, or flintlock-style guns.
Band crossbows and band wands are also acceptable.
Band Missiles Requirements
Made from blue or green rubber exercise tubing
Relaxed band must be at least 1/3 the length between trigger catch and front anchor
Band ties spaced no more than 4 cm apart
Cord must be used as joint material
Bows
Maximum draw weight: 28 lbs at 28 inches (71 cm)
Only un-altered IDV brand round-head arrows are permitted
Throwing Weapons and Magic
Martial thrown weapons are not permitted at Wizards and Warlords.
Magic Bolts
Any hand-thrown projectile is considered a magic spell
Standard magic bolts deal 4 HP damage
Constructed from a foam ball wrapped in cloth, secured with twine, string, or similar material
Shields
Shields are divided into two categories:
Bucklers:
Small, round shields with a center grip.
Maximum diameter: 40 cm.
Shields:
Can be round or other shapes.
Round Shields: Up to 70 cm in diameter.
Other Shapes: Up to 60 cm wide and 90 cm long.
Shield Construction and Safety
Shields may be made from wood or foam and may include a metal boss.
Edges must have at least 1 cm of progressive give and be padded sufficiently so that the core cannot be felt under firm finger pressure.
No sharp edges or protrusions are allowed on the sides or face of the shield.
Shield Use
Shields can be used to block:
Melee weapons
Projectile weapons (arrows, bolts, band launchers)
Shield Bashing:
Players may not use shields to make physical contact with another player’s body (e.g., pushing or bashing).
Siege Weapons
Siege weapons fire projectiles that function as a stronger version of an arcane bolt.
Damage:
A direct hit from a siege weapon inflicts 12 HP damage regardless of the location struck.
This damage applies even if the projectile hits a:
Shield
Weapon
Costume
For most players, this is fatal.
Special Cases:
Arcane Servants or Beasts: Siege weapon hits deal 1 HP damage.
Magic Shields:
Fully block siege weapon projectiles.
The bearer is pushed back as if struck by an arcane force spell.