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Weapons and Combat
Weapons Checking

All weapons must be checked by an appropriate referee before use.  Weapons that fail this check are not permitted to be used during the game.

This check usually looks are the following elements (but is not solely limited to):

  • Does the foam securely protect the core and whether it is not too hard or degraded and become soft.

  • Is the core made of an appropriate material, secure and contained safely.

  • Is there sufficient padding and no hard or sharp objects or protrusions.

  • Bows must be below 30lbs pull and of good condition. Arrows must be flat-headed with a minimum diameter of 50mm and a secure wood or fibreglass shaft, fly straight and be of good condition.

  • Throwing weapons must be core-less and of suitable weight as not to injure.

  • Armour must not have any sharp protrusions, edges or loose fittings.

  • We do not currently allow thrusting attacks, even with thrust-safe polearms.

  • Real weapons of any sort are not allowed on site.

Combat Rules

Altered Reality is a live action roleplay, and uses physical combat with larp-safe (foam and latex) weapons.  As such, participants can expect to be involved in such combat (see NON COM rules below for further clarification).

To avoid injury, the following rules apply to all such combat.

  • You must pull your blows so the impact of your weapon can be felt, but not bruise.  All participants need to take into consideration that armour or size of opponent might require them to alter the force put into the blows they inflict.

  • Care should be taken to control the weapon at all times so that hits to the head, neck, hands or groin are avoided. Such hits suffered in combat cause no damage in the game.

  • Projectile weapons, such as bows, should not be fired at point blank, instead the user should use a term like "point blank" to represent a successful attack, along with a quick summary of calls used.

  • Grappling and wrestling is not allowed unless the scene has been pre-planned and approved by the Ref team.

  • Should injury be suspected, use the calls "SAFETY" or "TIME FREEZE" to call a halt to the game so the situation can be investigated

Should the Refs believe a player (or crew member) is hitting too hard or dangerously, the first step is for a Ref to talk to the player in question.  The second step will involve a practical solution, such as (but not limited to) removing a heavy weapon from play, or a practise sparring session with the player.  If the incident seems to involve malice, assault or bullying, the legal policies will be followed.

Firearms

Prop firearms are used at events.  These weapons must be non-firing props, so Airsoft, Nerf and similar guns are not appropriate for Altered Reality.  Firearms need some method of recording remaining loaded ammunition, so cap guns are ideal.  Like armour, firearms are authorised by a laminated card attached to the prop used.

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Calls and Rules
Weapon Types
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BLADES

Blades are subdivided into Knives, Swords and Two handed swords.  There are no set weapon lengths, but players are expected to use common sense.

All skills which refer to Blades also apply to all Knives and Swords.

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CLUBS

Clubs are blunt hitting sticks.  They are further subdivided into Hammers, Two Handed Hammers, and Staffs (which are two handed).

All skills which refer to Clubs also apply to all Hammers and Staffs.

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AXES

 

Axes are sharp tools used to hack at people and things. Some are single handed, some are two handed.

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PROJECTILES

Bows and Crossbows have specific rules but are both categorised as Bows.

Throwing weapons also have specific rules and cannot be used to strike an enemy while holding the weapon.

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FIREARMS

Gunpowder weapons that use the "Suppression" and "Headshot" calls.

Firearms are subdivided into Pistol, Rifle and Shotguns.  Different firearms use different ammunition types, as well as specific skills.

Armour Types
Armour must usually be crafted in game and is authorised by a laminated card attached to the armour or shield.  The specific rules for the armour are found on the laminated card.
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LIGHT ARMOUR

Armour can be worn by anyone and while light armour usually refers to protective gear worn in sports or motorbike riding.

Light armour grants 2 additional

hits when struck directly.

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HEAVY ARMOUR

Armour can be worn by anyone.

Heavy armour usually refers to riot or military gear designed for combat.

Heavy armour grants 3 additional hits when struck directly, and the wearer may call "Resist" against a headshot call once a day, suffering "Knock Down" instead.

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SHIELDS

Shields are either light or heavy.​

Light shields do not protect against weapon calls, so "Double" would still inflict 2 damage on the person who took the blow on their shield.

Heavy shields protect against

but you may not run while carrying one.

Combat Calls

“REND”

This call will reduce your Endurance by one point. It has a range of about 4 feet - no physical hit needs to be suffered.

 

“MASS...”

Everyone within 10 feet (2m) who is in front of the character who made this call is affected by the following call.

 

“RESIST”

The incoming call has been cancelled. If a mass call has been resisted, each 'Resist' call only affects the individual.

 

“FEAR”

When effected, you cannot advance towards or fight the individual who made this call for 10 seconds.

 

“HEADSHOT”

A mortal blow or gunshot, not necessarily to the head. Health is reduced instantly to zero and a death count started.

 

“STUN”

A character who is stunned cannot make combat calls apart from “Resist” until the end of the combat.

 

“KNOCK DOWN”

You are knocked off your feet (alternatively kneel for 5 seconds unable to attack).

“SUPPRESSION”

If you hear this call while someone fires towards you, you must take cover (entirely behind an object or on the floor) or flee away from the shooter.

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