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Weapons in Concord are sorted into a variety of categories to make classification easy. Certain characters will have the ability to use certain weapons and certain magical items will require a certain appearance. Many weapons also have particular abilities associated with them. Each character may only carry up to three weapons at a time. This includes shields as a single 'weapon', and up to 3 throwing weapons as a single weapon.

Weapons must represent weapons in order to be counted as weapons. No other LARP Safe items such as but not limited to kitchen utensils, vegetables, or foam fish will be accepted. All weapons should be befitting a Fantasy-Medieval setting. No chainsaws.

Check out Combat and Combat Skills for more information of experience requirements as well as mechanical information.

Short Weapon

A weapon of 50cms or less total length. Short weapons do not count as an occupied hand.

One Handed Weapon

A weapon with a total length between 50cm and 115cm wielded in one or two hands.

Granted ability: Fracture - Strike the target in a limb. Expend one energy. Call “Fracture”.

Great Weapon

A weapon with a total length between 115cm and 180cm in the style of a two handed sword, axe, hammer or other similar weapon. This weapon must be used to strike in two hands, unless you have the Hand-and-a-Half skill. May be used defensively in a single hand regardless.

Your dominant hand is considered occupied for all other purposes while wielding a great weapon. If you wish to cast a spell, or perform any other action requiring a free hand while wielding a great weapon, you must take a hand off the weapon.

Granted ability: Knockback - With two hands on the weapon and the strike originating from behind you, strike the target, call ‘Knockback’. Spend one energy. Knockback affects the target even if parried by a shield or a weapon

Polearm

A weapon with a total length between 140cm and 220cm in the style of a halberd, quarterstaff or similar pole weapon. May have multiple striking points. This weapon must be used to strike with two hands, and may be used defensively in one hand.

Polearms longer than 220cm may be accepted on a case by case basis, if you are unsure check in with the Concord Team.

Your dominant hand is considered occupied for all other purposes while wielding a polearm. If you wish to cast a spell, or perform any other action requiring a free hand while wielding a polearm, you must take a hand off the weapon.

Granted ability: Shackle - Strike the target in the leg. Expend one energy. Call ‘Shackle’.

Bow

A bow with a draw weight of 28lbs or less. Must be used in two hands to fire IDV branded arrows with either the round or flat head. Archers may carry as many arrows as they wish.

  • Arrows deal varied damage based on location and armour struck.
  • Arrows that strike a limb deal 2 Damage and apply the Fracture effect. This effect can be blocked by medium or heavy armour, but the 2 Damage still occurs.The arrow must strike an item of costume that is medium or heavy armour for this to occur.
  • Arrows that strike the torso deal 4 Damage. If the arrow strikes medium armour on the torso, it instead deals 3 Damage. If the arrow strikes heavy armour on the torso, it instead deals 2 Damage.
  • There is a separate clearance if you wish to use a bow on the battlefield.
  • Bows should not be used to strike or be struck. If you parry with your bow, you must take the damage.
  • Archers are not permitted to shoot at targets within five metres.

Shield

A shield with a maximum diameter of no more than 90cm including foam edging around all sides and with a maximum area of 6400cm2 and a maximum length of 110cm. A shield only provides protection if worn on the arm or held in the hand. A shield worn anywhere else will count as a hit location. A shield counts as a weapon for the sake of carrying purposes.

Throwing Weapon

A coreless weapon, no more than 30cm in length. Up to three throwing weapons can be taken as a single weapon for carrying purposes. Throwing Weapons do not occupy a hand. Throwing Weapons cannot be used or classified as Short Weapons, such as for Artisan Crafts, and may not be used in melee combat.

Spell Ball

Sometimes called a spell packet, a spell ball is a piece of cloth or fabric, filled partially with native safe birdseed and tied up with twine or rope to make a "ball". These are listed for completeness, and do not count as a carried weapon. They may not be used as throwing weapons. Spell Balls are a physical representation of magical effects as required by the medium of play, and are not to be considered In-World items.