Combat Items

From Ardent Spacers Wiki

Energy Fields

Energy fields are small tech accessories, such as a pin badge, buckle, jewellery, or small handheld unit. They should ideally have a bright colour section or a light to show they are producing an energy field, however this is not compulsory.

Energy fields items do not stack; you may only use one piece of Equipment at a time. You may have multiple energy fields on your character to switch between effects (and disable the others) – but cannot use this to “chain” effects such as passive HP-based forcefields.

General Ardent Shop

Item Type Name Description Value
Equipment Forcefield Mk1 Provides 1 E-HP. Recharges using 1 Power or 5 seconds under a building's forcefield. 50
Equipment Forcefield Mk2 Provides 2 E-HP. Recharges using 1 Power or 5 seconds under a building's forcefield. 120
Equipment Forcefield Mk3 Provides 3 E-HP. Recharges using 1 Power or 5 seconds under a building's forcefield. 210
Equipment Camofield Mk1 Use 1 Power to become Invisible. At least half your body must be beside or behind an object. You may walk slowly. 100
Equipment Refractorfield Mk1 Use 2 Power to become Invisible. You must remain still, but do not need to be near cover. 150
Mod Forcefield Boost Mk1 +1 E-HP. 50
Mod Forcefield Boost Mk2 +2 E-HP. 120
Mod Anti-Static While you have E-HP, you are immune to Static. 200

Armour

Armour requires at least one garment that looks defensive on the upper body:

  • Tac vest
  • Torso plate armour
  • Pair of pauldrons
  • Multiple smaller items, such as vambraces with a pauldron

A pair of pauldrons and a full body suit of plate armour grants the same amount of defence when used to represent Basic Armour. Equipment you find during the game may have its own costume requirements. Armour effects do not stack; you may only use one piece of tagged Equipment at a time, and cannot wear multiple to “stack” the effect after each one is depleted.

All armour must be suitable for a sci-fi setting and safe to use in combat. It must not damage melee weapons, not cause injury to yourself or others, and be durable enough to withstand hits without breaking.

Wearing any form of Eye Protection grants +1 A-HP.

General Ardent Shop

Item Type Name Description Value
Equipment Light Armour Grants 1 A-HP. 30
Equipment Basic Armour Grants 2 A-HP. 50
Equipment Reinforced Armour Grants 3 A-HP. 70
Equipment Energy Armour Grants 1 E-HP. 30
Mod Armour Plating Upgrade +1 A-HP. 40
Mod Auto Repair Armour Use 1 Power to fully restore A-HP. 100
Mod Forcefield Boost Mk1 +1 E-HP. 50

Mattock Only

Item Type Name Description Value
Equipment Heavy Armour Grants 4 A-HP. 80
Mod Heavy Plating +2 A-HP. 60
Mod Blast Proof While you have A-HP, only take 1 damage from any Blast call. 150

Blasters

We use toy foam dart blasters to represent blasters. These can be store bought, modded, or home made. You must supply your own Ammo.

Blasters must shoot one of the following types of darts:

  • Nerf elite (130FPS limit)
  • Nerf rival (110 FPS limit)
  • Nerf mega (95 FPS limit)
  • Half darts (130FPS limit)

All blasters must be painted to resemble more believable weapons, and not be the standard orange/blue of many off-the-shelf blasters. Moving parts and magazines do not require painting.

Read more about blaster safety here.

Ardent General Shop

Item Type Name Description Value
Equipment Mini Blaster (1-03) A mini blaster, with 1-3 ammo capacity. 10
Equipment Basic Blaster (1-12) A basic blaster, with internal capacity up to 12 ammo. 20
Equipment Basic Blaster (1-24) A basic blaster, with internal capacity up to 24 ammo. 30
Equipment Magazine Blaster (2-24) A magazine blaster that uses magazines of up to 24 ammo all together. 60
Equipment Belt Blaster (3-01) A belt-fed blaster with a maximum belt size of 40. 120
Mod Capacity Boost Raises ammo capacity by 12. 40
Mod Laser Charge Use 1 Power to call Blast on a target within 25ft. 20
Mod Plasma Charge Use X Power to call Blast X on a target within 25ft. 100
Mod Ammo Chamber You can use Special Ammo with this blaster. 80

Mattock Only

Item Type Name Description Value
Equipment Mattock Blaster 4-M A blaster with unlimited internal capacity. Allows for unlimited hoppers. 100

Special Ammo

Only Blasters with the Special Ammo Mod can use Special Ammo. A dart should not be shot when using it; just use the call.

General Ardent Shop

Item Type Name Description Value
Expendable Blast Round Call Blast on one target within 25ft. 2
Expendable Plasma Round Call Blast 5 on one target within 25ft. 8
Expendable Static Round Call Static on one target within 25ft. 10
Expendable Corroding Round Call Corrode on one target within 25ft. 10
Expendable Pulse Round Call Pulse on one target within 25ft. 4
Expendable Heal Round Call Heal on one target within 25ft. 2
Expendable Repair Round Call Repair on one target within 25ft. 2

Melee

Any foam LARP weapon permitted at the large UK fest LARPs will be suitable here. Non-standard weapons such as flails and scythes will be approved on a case-by-case basis.

Melee weapons should avoid iconic fantasy looks where possible: a plain sword is much better than an ice crystal one. We realise sci-fi specific melee weapons aren’t common, but encourage everyone to seek out sci-fi, post-apoc, modern or plain metal designs when buying new props.

Any throwing weapons, such as small knives or bricks, are classed as free items (like ammo) and do not need purchasing in-game. They must be coreless foam props.

We are provisionally allowing comedy items, however they do not cause damage. Foam food, toys, and bottles are all comedy items. Comedy items can only be used in Base. Kitchen equipment that would cause harm if used properly, such as frying pans, are classed as weapons.

Read more about LARP weapon safety here.

General Ardent Shop

Item Type Name Description Value
Equipment Small Melee Weapon A melee weapon between 7 and 18 inches. 10
Equipment Standard Weapon A melee weapon between 18 and 42 inches. 20
Equipment Great Weapon A melee weapon between 42 and 84 inches. 30
Mod Stun Charge Use 1 Power to call “Stun” on contact. 80
Mod Static Charge Use 1 Power to call “Static” on contact. 100
Mod Pulse Charge Use 1 Power to call “Pulse” on contact. 110

Shields

All shields must be suitable to the setting, looking as if they are made from metal or plastic. Basic plain shields, modern, sci-fi, and post-apoc looks are all appropriate. Historical wood-look shields are not suitable and must have a fabric cover.

We allow two types of shield props: Foam Shields and Riot Shields. Foam Shields must follow standard UK LARP requirements. Riot Shields must be modified to have foam padding around the edge, and covering any protrusions.

We do not allow “shield bashing”. Shields are purely to block attacks, and must not be used as a weapon, to push people away, or hold them to the ground.

General Ardent Shop

Item Type Name Description Value
Equipment Small Shield A shield up to 40 cm diameter. 100

Mattock Only

Item Type Name Description Value
Equipment Large Shield A shield over 40cm diameter. 200
Mod Absorbent Alloy Use 1 Power to resist one call. Within 1 hour, you can make that call to a target within 5ft. You cannot resist further calls while one is being “held”. 120

Grenades

Foam, throw-safe LARP weapons are used to represent grenades. Like Throwing Weapons, they must be coreless.

Grenade physrep guidelines:

  • Provided by the player
  • Throw-safe foam construction, with no rod core
  • Up to 12 inches in any dimension
  • Weigh under 500g

We do not currently allow players to use airsoft smoke grenades.

General Ardent Shop

Name Description Value
Blast Grenade Call Blast Zone around a target. 6
Plasma Grenade Call Blast 5 Zone around a target. 24
Static Grenade Call Static Zone around a target. 16
Healing Gas Call Gas Heal Zone around a target. 4
Pulse Grenade Call Pulse Zone around a target. 8
Stun Grenade Call Stun Zone around a target. 12