
Small Gun License

Can be obtained from:
Crafting / Quest Rewards
Profession Required for Crafting:
Engineer
Prerequisites:
None
Damage:
4 Damage, Halved by armour
Props:
Nerf blaster that holds up to 6 bullets loaded (bullets and mags in storage slots on the gun aren’t counted). MUST be painted to fit with the post-apocalyptic theme. MUST HAVE AN ORANGE TIP
Extra Rules:
Ammo can only be used once when shot.


x3
x2
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Medium Gun License

Can be obtained from:
Crafting / Quest Rewards
Profession Required for Crafting:
Engineer
Prerequisites:
Small Gun License
Damage:
4 Damage, Halved by armour
Props:
Nerf blaster that holds 7 to 20 bullets loaded (bullets and mags in storage slots on the gun aren’t counted). MUST be painted to fit with the post-apocalyptic theme. MUST HAVE AN ORANGE TIP
Extra Rules:
Ammo can only be used once when shot.



x4
x1
x1
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Large Gun License

Can be obtained from:
Crafting / Quest Rewards
Profession Required for Crafting:
Engineer
Prerequisites:
Medium Gun License
Damage:
4 Damage, Halved by armour
Props:
Nerf blaster that holds 21+ bullets loaded (bullets and mags in storage slots on the gun aren’t counted). MUST be painted to fit with the post-apocalyptic theme. MUST HAVE AN ORANGE TIP
Extra Rules:
Ammo can only be used once when shot.



x5
x1
x2
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Plasma Pistol License
Can be obtained from:
Crafting
Profession Required for Crafting:
Engineer
Prerequisites:
N/A
Damage:
4 damage per shot, NOT halved by armour
Props:
Band pistol with a maximum catch to muzzle length of 350mm. Cannot hold more than three bands loaded. Must look like a plasma weapon.
Extra Rules:
Bands must be recharged once fired.




x3
x1
x1
x1
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Plasma Rifle
Can be obtained from:
Crafting
Profession Required for Crafting:
Engineer
Prerequisites:
Plasma Pistol License
Damage:
4 damage per shot, NOT halved by armour
Props:
Band rifle. Cannot hold more than six bands loaded. Must look like a plasma weapon.
Extra Rules:
Bands must be recharged once fired. - see arrows/bands crafting description for more info



x6
x1
x1
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Heavy Plasma License
Can be obtained from:
Crafting
Profession Required for Crafting:
Engineer
Prerequisites:
Plasma rifle License
Damage:
4 damage per shot, NOT halved by armour
Props:
Band weapon. No limit to number of bands loaded. Must look like a plasma weapon.
Extra Rules:
Bands must be recharged once fired.




x9
x2
x2
x1
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Engineering Station
Bow License
Can be obtained from:
Crafting
Profession Required for Crafting:
Tinker
Prerequisites:
N/a
Damage:
4 damage per shot, NOT halved by armour
Props:
Larp approved bow with a maximum draw strength of 25-pounds.
Extra Rules:
Arrows must be recharged once fired.



x5
x1
x3
Crafting Costs:
Crafting Time:
10 Mins

Crafted at:
Workshop
Blaster Ammo

Can be obtained from:
Crafting / Quest Rewards / Looting
Profession Required for Crafting:
Tinker
Prerequisites:
N/A
Damage:
4 Damage, halved by armour (when shot from a gun)
Props:
Post shock supplied Nerf bullets.
Extra Rules:
Ammo is a one-use item and cannot be picked up and re-used in normal game play. Only post shock Ammo is to be used on field. Any outside ammo will be confiscated and removed from play.

x1
Makes x2
Crafting Costs:
Crafting Time:
1 Min

Crafted at:
Workshop
Arrows/Bands

Can be obtained from:
Crafting
Profession Required for Crafting:
Tinker (Arrow), Engineer (Band)
Prerequisites:
N/A
Damage:
4 Damage. Arrows have a single target armour piercing electrical discharge, that negates the halved damage rule for armour. Bands are a bolt of plasma which works in the same way. (damage only effects direct hit)
Props:
LARP approved Arrows/Bands
Extra Rules:
Arrows and bands are charged when created and at the start of each event. Charged arrows and bands must be carried separately to discharged. Once you remove them from your chosen carrying method, they must either be used, carried loaded, or they will lose their charge. Once fired, or if you pick them up from the ground they are no longer charged and must be brought to a recharge station to shoot again. Recharge is done in batches of 5.


x1
x1
Makes x1
Crafting Costs:
Crafting Time:
2 Mins

Crafted at:
Workshop
Rocket (ammo)

Can be obtained from:
Crafting
Profession Required for Crafting:
The chemist constructs the Explosive side of the Rocket while the engineer constructs the Physical, (15 minutes each). Crafted at an engineer’s station.
Prerequisites:
N/A
Damage:
14 damage from direct hit, NOT halved by armour. 6 damage explosive AOE following the same rules as grenades.
Props:
Nerf or similar foam rocket
Extra Rules:
Ammo can only be used once when shot. The AOE damage cannot be blocked by a cyborgs shield ability.




x7
x2
x2
x1
Crafting Costs:
Crafting Time:
30 Mins

Crafted at:
Engineering Station
Chainsaw (license)

Can be obtained from:
Crafting
Profession Required for Crafting:
Engineer
Prerequisites:
N/A
Damage:
8 damage, armour piercing (armour does not halve damage)
Props:
Larp approved chainsaw style weapon (player supplied)
Extra Rules:
You may call chainsaw when swinging to alert people that it’s a different kind of weapon they have been hit with to take damage accordingly.




x2
x12
x12
x18
Crafting Costs:
Crafting Time:
15 Mins

Crafted at:
Engineering Station
Grenade

Can be obtained from:
Crafting
Profession Required for Crafting:
The chemist constructs the Explosive side of the Grenade while the engineer constructs the Physical, (15 minutes each). Crafted at an engineer’s station.
Prerequisites:
N/A
Damage:
6 Damage in a 3m Radius, A shield can block half the damage, getting damaged in the process. Cyborgs can also consume the full damage protecting others (for more info see cyborgs).
Props:
Dark moon range (Epic Armoury) Grenade Prop
Extra Rules:
6 Damage in a 3m Radius, A shield can block half the damage, getting damaged in the process. Cyborgs can also consume the full damage protecting others (for more info see cyborgs).



x2
x2
x1
Crafting Costs:
Crafting Time:
30 Mins

Crafted at:
Workshop
Bomb

Can be obtained from:
Crafting/Quest Obtained item
Profession Required for Crafting:
The chemist constructs the Explosive side of the Bomb while the engineer constructs the Physical, (15 minutes each). Crafted at an engineer’s station.
Prerequisites:
N/A
Damage:
8 damage in a 3m radius (after a 5-minute count down), can be used to blow up Deposit boxes/vaults (see explosives rules for more info)
Props:
A Prop to represent the bomb with a Timer
Extra Rules:
A chemist is required for the Chemical/explosive side of the Bomb And an engineer for the physical workings. If one chemist and one engineer work on a bomb, they can craft it in 15 mins (both contributing their time to the full 30 mins) otherwise if someone with dual professions build one, it will take them the full 30 mins. Crafted at a workshop. If detonated on a lock box or vault, the owner receives 1 uranium ore.



x4
x4
x2
Crafting Costs:
Crafting Time:
30 Mins

Crafted at:
Workshop
Upgraded Bomb (Blue Prints)

Can be obtained from:
Bought
Profession Required for Crafting:
N/A (engineer to craft after blueprints are purchased)
Prerequisites:
N/A
Damage:
15 damage in a 5m radius (after a 5-minute count down), can be used to blow up Deposit boxes/vaults (see Explosives rules for more info)
Props:
A Prop to represent the bomb with a timer
Extra Rules:
once bought these blueprints give the Guild/player that owns them the ability to craft upgraded bombs. See Bomb rules for standard rules. An upgraded bomb does more damage and grants double the uranium ore for detonating on a lock box or vault.

x3
Crafting Costs:
Crafting Time:
N/A

Crafted at:
N/A
Rocket Launcher

Can be obtained from:
Crafting
Profession Required for Crafting:
Engineer
Prerequisites:
N/A
Damage:
14 damage from direct hit, NOT halved by armour. 6 damage explosive AOE following the same rules as grenades.
Props:
Nerf or similar blaster capable of firing foam rockets.
Extra Rules:
Ammo can only be used once when shot. The AOE damage cannot be blocked by a cyborgs shield ability. you must be Stationary and "braced" in order to fire this weapon.




x35
x5
x1
x1
Crafting Costs:
Crafting Time:
15 Mins

Crafted at:
Engineering Station
Shield

Can be obtained from:
Brought
Profession Required for Repairing:
Tinker
Prerequisites:
N/A
Damage:
N/A
Props:
A shield prop no bigger than 150 cm long and 100 cm wide.
Extra Rules:
Shields take 0% damage if hit by ballistic weapons when held with two hands (if two hands are not supporting the shield, it counts as hitting armour). Arrows and bands do half damage. If a grenade or bomb goes off you can brace a shield for impact and you will take half of the damage, damaging the shield in the process, which will then have to be repaired. If not braced, you will still take full damage and the shield will still be damaged. Shields wielded with one hand will block all damage from melee weapons.



x1
x3
x1
Repair Costs:
Repair Time:
10 Mins

Repaired at:
Workshop