Weapon – Blasters & Ranged Weapons

Blasters fall into the following categories:

  • Manual action – requires manual cocking between each shot.
  • Semi-auto – doesn’t require manual cocking, but only fires one round (or volley of 2 or more at once) per trigger pull.
  • Full-auto – will fire rounds repeatedly (single round or a volley of 2 or more at once) without cocking while the trigger is held, be that burst limited or until the clip is empty.

These categories, along with magazine size, are used to determine the blaster’s classification.

Please note that some weapons may change weapons classification depending on the magazine that is loaded into them. For example, loading a magazine with a capacity over 18 rounds into a rifle will turn it into a heavy weapon. This is acceptable, however, you may not change the category of a weapon during an encounter.

If your weapon falls into this category, you may only use the calls from one of its weapon skills during a single encounter. Outside of encounters, you may change the magazine to switch the classification of the weapon, provided you have the appropriate skills for both.

Weapons that discharge rounds from multiple barrels at the same time cannot deal more than 1 point of damage regardless of how many rounds hit the target with one volley.

You must not attempt to parry melee strikes with any ranged weapon.

Holdout Blaster

Skill Required: None

  • A small blaster (up to 12 inches) that has a maximum loading capacity of 1 round.
  • Holdout blasters can be held in one or both hands when firing.
  • You may use one holdout blaster in each hand at the same time.
  • Calls granted by the Pistol skill cannot be used with a single-shot pistol.

Throwing Weapons

Skill Required: None

  • A coreless LARP-safe throwing weapon that is no more than 18 inches in any dimension.
  • You must not use coreless weapons as melee weapons under any circumstances.

Pistol

Skill Required: Pistol

  • A small manual action blaster that has a capacity of between 2 and 6 rounds.
  • Pistols can be held in one or both hands while being fired.
  • Pistols can be used in each hand at the same time.

Rifle

Skill Required: Rifle

  • A large manual action or semi-auto blaster with a maximum capacity of up to 18 rounds.
  • Rifles must be held in both hands whilst being fired.

Shotgun

Skill Required: Rifle

  • A manual action or semi-auto blaster that has a capacity of between 2 and 18 rounds, and fires a volley of 2 or more rounds with the same trigger pull.
  • Shotguns must be held in both hands whilst being fired.

Heavy Weapon

Skill Required: Heavy Weapons

  • A large blaster that either:
    -Has an ammo capacity of between 18 and 50 rounds.
    -Is capable of firing full-auto, with a maximum capacity of up to 50 rounds.
  • Heavy weapons must be held in both hands whilst being fired.
  • While firing a heavy weapon, the character may not move from their position (the Heavy

Weapons Specialist class attribute, “Proper Training” allows for slow movement). Please note that some craftable items can increase the capacity of heavy weapons. A heavy weapon can have a crafted ammo capacity of up to 100 rounds, and no higher.

Super Heavy Weapon

Skill Required: Heavy Weapons

  • A large blaster of any category with a maximum capacity of greater than 50 rounds.
  • There is no cap on maximum capacity for super heavy weapons.
  • Super heavy weapons need to be fired by a crew of three people, all of whom must have the Heavy Weapons skills and be within 1 meter (3 feet) of the gun (the Heavy Weapons Specialist class attribute, “Proper Training” means that a Heavy Weapons Specialist only needs one other person to help them fire a super heavy weapon).
  • While firing a super heavy weapon, the character may not move from their position, nor use other skills.

Bow or Crossbow

Skill Required: Rifle

  • A bow or crossbow of 30 pounds pull weight or less.
  • Must be able to fire LARP-safe arrows or bolts.
  • All hits from a bow or crossbow cause the Knockdown call, in addition to any other call made.
  • Compound or tension-adjustable bows are not permitted at Green Cloaks.

If you wish to use a bow or crossbow, you must pass a competency test: you will need to register at the Games Organisation Desk when you sign in for an event. All bows and crossbows must be poundage checked at the Games Organisation Desk and have a safety license tag attached.

Ammunition
Green Cloaks permits extensive blaster modifications, so has restrictions on the ammunition types, to ensure all projectiles are safe within the limits of blaster modification allowed by the system. Official Nerf Elite and Mega darts and Rival rounds are always permitted, but the list of accepted third-party rounds is reviewed on an ongoing basis – see the Green Cloaks website or contact us to find the current list. We make every effort to test and support third-party rounds to make our game more accessible.

Keeping track of your own ammunition at Green Cloaks is an impossible task given how many are fired.

If you find ammunition lying on the ground, you may not refire or reload them into a weapon. If you have the time, please pick up any darts or balls you find and deliver them to the Games Organisation Desk, or to your regiment’s spent darts hopper. (There may be a small In Character reward for gathering spent ammunition, handled by your regiment. Spent rounds are periodically retrieved, safety checked, and used by the crew or delivered back to players via In Character ammo drops to your regiment throughout the event. Ammunition is considered a consumable expense within the Green Cloaks system. Once fired, ammunition must be returned to the Games Organisation Desk, where it will be safety checked, cleaned if required, and redistributed for crew use or to players via ammo drops as mentioned above. Unused ammo drop ammunition should be returned to the Games Organisation Desk at the end of the event for more in depth cleaning and checking before being cycled back into play. If ammo supply is limited for IC reasons, you may need to wait for (or seek out) an IC opportunity to resupply.

Weapon – Shields

Skill Required: Bulging Biceps

  • The maximum size of a shield is 48 inches in height by 36 inches in width.
  • A round shield has a maximum diameter of 36 inches.
  • A shield blocks all incoming physical attacks from ranged and melee weapons, unless otherwise stated in the call (if one accompanies the attack).
  • For the shield to grant defence, it must be held in one or two hands by the player; if it is slung or carried on the back it does not grant any protection, and hits will be taken as normal.
  • If you come under heavy fire from a ranged weapon while using a shield to block the darts, you must stop moving and roleplay bracing against the force of the fire until it has decreased or stopped. (If you have Bulging Biceps Tier 3, you are still able to move while bracing, at a slow walking pace.)
  • If you use your shield to block a physical attack that is accompanied by a call that can be blocked, you must roleplay as if you had just blocked a particularly challenging blow.
  • You may not barge or bash others with a shield.

Weapon – Melee Weapons

Dagger

Skill Required: None

  • A melee weapon between 6 and 18 inches in length.
  • Daggers can be held in one or two hands while being used.
  • You may use one dagger in each hand at the same time.
  • Calls granted from the Melee Weapons skill cannot be used with a dagger.

One-handed Weapon

Skill Required: Melee Weapons

  • A melee weapon over 18 inches and up to 42 inches in length.
  • This weapon can be held in one or two hands while being used.
  • You may use one one-handed weapon in each hand at the same time.

Two-handed Weapon

Skill Required: Melee Weapons

  • A melee weapon over 42 inches and up to 84 inches in length.
  • Two-handed weapons must be held in both hands in order to parry or attack.
  • Hands must be sensibly spaced upon the weapon.
  • You cannot dual-wield two-handed weapons.

Collapsible-tip Weapons

Skill Required: Melee Weapons

  • A melee weapon over 60 inches and up to 84 inches in length, with a collapsible-tipped striking zone.
  • All collapsible-tip impact zones must resemble stabbing blades, for example spearheads.
  • You can use a collapsible-tip weapon in one or two hands.
  • When used in one hand, the weapon must be held in the centre (and may be paired with a shield). When used in one hand, you may not parry or slash with the weapon.
  • When used in two hands, the weapon must be held with one hand in the centre and one hand near the base of the weapon. A firm grip must be maintained when using the weapon: you may not slide the weapon through one hand like a pool/snooker cue.
  • You cannot dual-wield collapsible-tip weapons. If you wish to use a collapsible-tip weapon you must pass a competency test: you will need to register at the Games Organisation Desk when you sign in for an event. All collapsible-tip weapons must be checked at the Games Organisation Desk and have a ribbon tag attached.