Ranged Weapons Rules and Construction Guidelines
Type |
Weapon |
Total Length (Inches) |
Starting Cost |
Notes |
Ranged |
Short Bow |
30 lbs max pull |
2 |
10 CCP or EXP |
Long Bow |
30 lbs max pull |
3 |
10 CCP or EXP |
|
Crossbow |
30 lbs max pull |
4 |
10 CCP or EXP |
|
Pistol Crossbow |
15 lbs max pull |
3 |
10 CCP or EXP |
|
|
|
|
|
|
Slingshot |
- |
2 |
5 CCP or EXP |
|
Gun |
6 Shooter |
- |
20 |
20 CCP or EXP |
Pistol |
- |
10 |
20 CCP or EXP |
|
Musket |
- |
10 |
20 CCP or EXP |
|
Single Shot Rifle |
- |
20 |
20 CCP or EXP, Armor Pierce |
|
Shotgun |
- |
20 |
20 CCP or EXP, +1 damage |
|
Blunderbuss |
- |
10 |
20 CCP or EXP, +1 damage, Blindness Strike, user is hit with effect Deafen |
|
Thrown |
Thrown Weapon |
6 – 12 |
1 for 2 weapons |
5 CCP or EXP |
Thrown Javelin |
12 - 24 |
1 |
5 CCP or EXP |
|
Other |
Improvised Weapons* |
Varies |
See Special Notes |
Ranged Weapon Combat Skill Costs
Bow - 15 CCP or EXP
Crossbow - 10 CCP or EXP
Firearms - 20 CCP or EXP
Slingshot - 5 CCP or EXP
Thrown Weapons - 5 CCP or EXP
All ranged weapons require in-play training (ie: you must purchase the appropriate skill to be effective). All ranged weapons require you to sign the Ranged Weapons Safety Waiver before bringing a ranged weapon into play. Bows and crossbows also require an annual out of play safety brief and safety testing.
Arrows can be picked up during a hold if you have this ability. Thrown weapons and spell packets cannot.
Bows and crossbows must be limited to a max of a 30 lb draw weight, and must be safety checked by an Archery Martial prior to bringing the weapon into play. All arrows and bolts must conform to standard safe construction guidelines. Arrows and bolts must be constructed with a minimum of 2" of open cell foam on the tips. They may not contain pennies or any other weights in the arrow or bolt heads, and they absolutely can not have a real arrow tip of any sort beneath the foam. Before you attach your foam, be sure to remove all real arrow heads, even blunt tipped practice heads. A tip of any sort will eventually cut through the foam after repeated strikes. Safe arrow construction guidelines and instructions can be found in the Appendix section and on our website. Arrow tips may be constructed to be removable, however any removable heads should be checked periodically throughout the event to be certain that they are tightened securely onto the arrow shafts. For safety reasons, they should be checked during preparation for battle and immediately following combat, before being placed back into your quiver.
Thrown weapons must be a minimum of 6" in length, maximum of 12" in length, and must be constructed of solid foam with no pennies or metal weights of any kind. The only acceptable material for weighting thrown weapons is sand. All tips must be larger than an eye socket, and are subject to safety check and approval prior to use and at every event. Thrown weapons may be made of any type of foam and may be covered in duct tape as necessary for construction. Latex thrown weapons and pre-made store bought foam projectiles (such as NERF balls, etc) will generally be approved as long as they meet the standard safety requirements. Realistically pointed latex throwing daggers and other such custom non-standard weapons will be subject to a case by case approval and safety check. There can be no core, only solid foam or latex, and they must be flexible enough to allow for compression during impact. Should you desire javelins, they must be constructed in the same fashion as thrown weapons, however they must be 12" minimum to 24" maximum in length.
Shot for firearms and sling shots may have some variation, depending on the type of weapon being used. You may use any form of store bought NERF style darts, balls, discs, etc, or you may make homemade balls derived from sculpted foam, latex, Crayola Model Magic Fun Foam, or another similar squishy substance. All non-standard ammo is subject to safety check prior to use. Rubber band guns and other alternative firearm types will be approved on a case by case basis upon safety check and test firing, likewise for their ammo sources. For sling shots, you may make or use any ammo that is solid foam, or you may construct a rounded shot in the same manner as a thrown weapon. Sling shot may be minimum of 1" diameter up to a maximum of 3" diameter, and is subject to safety check before use.
Pre-Approved Firearms List
These weapons have been pre-approved for use in game. Disc shooters will not be present on this list. If you have another type of Firearm phys-rep you would like to use, it is subject to approval by Plot and the Safety Marshall.
Pistols
Nerf Zombie Strike Side Strike
Takes Elite Darts, Zombie Strike Darts
Nerf N-Strike Jolt EX-1
Takes Elite Darts, Zombie Strike Darts
Nerf Rebelle Pink Crush Blaster
Takes Elite Darts, Zombie Strike Darts
Nerf Rebelle Power Pair
Takes Elite Darts, Zombie Strike Darts
NERF N-Strike Elite Rayven Stinger
Takes Elite Darts, Zombie Strike Darts
Nerf N-Strike Elite FireStrike Blaster
Takes Elite Darts, Zombie Strike Darts
Nerf N-Strike Reflex IX-1 Blaster
Takes Elite Darts, Zombie Strike Darts
Scout IX-3
Takes Elite Darts, Zombie Strike Darts
Multi-Shot Pistol
Zombie Strike Hammershot
Takes Elite Darts, Zombie Strike Darts
Rebelle Sweet Revenge
Takes Elite Darts, Zombie Strike Darts
Nerf Maverick
Takes Elite Darts, Zombie Strike Darts
Nerf Strongarm
Takes Elite Darts, Zombie Strike Darts
Nerf Magnus
Takes Mega Darts
Shotguns
Elite Strike Rough Cut 2x4
Takes Elite Darts, Zombie Strike Darts
Zombie Strike Sledgefire
Takes Elite Darts, Zombie Strike Darts
Buzzbee Double Shot
Takes Elite Darts, Zombie Strike Darts
Rifles
Buzzbee Hunter
Takes Elite Darts, Zombie Strike Darts
Buzzbee Rapid Fire Tek
Takes Elite Darts, Zombie Strike Darts
Nerf Retaliator
Takes Elite Darts, Zombie Strike Darts
Nerf Longstrike
Takes Elite Darts, Zombie Strike Darts
Nerf Centurion
Takes Mega Darts