Weapons & armour
Update: 2025-07-29
Description
Weapons & armour
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Weapons
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All weapons must be at least 8” (20 cm) long All weapons must be a phys-rep of a weapon Some categories require you to use a set grip to fight with the weapon All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the Weapon Master skill to use anything larger. Weapon categories are also important for enchantments. One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat'leths are not allowed. Some phys-reps can be used but are less appropriate for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The costume page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.
### Daggers
Must be between 8” and 24” long
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any heroic skills or with enchantments suitable for one-handed weapons.
### One-handed Weapons
Must be between 24” and 42” long
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.
### Great weapons
Must be over 42” and up to 60” long You must hold the weapon in both hands
Any character with the Weapon Master skill may use a weapon up to 60" long provided they hold it in both hands.
### Polearms
Must be between 60” and 84” long You must hold the weapon in both hands with at least 18” separating them Can have a thrust-safe tip
Any character with the Weapon Master skill may use a weapon between 60" and 84" long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.
### Pike
Must be over 84” and up to 108” long You must hold the weapon in both hands with at least 18” separating them Must be a phys-rep of a pike Must have a thrust-safe tip and only be used for thrusting
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.
### One-handed Spear
Must be over 60" and up to 84" long You must hold the weapon within 6" of the centre of the shaft Must be a phys-rep of a spear Must have a thrust-safe tip and only be used for thrusting
A one-handed spear must be a phys-rep of a spear which is between 60" and 84" long. The weapon can be wielded in one hand - but you must hold the weapon within 6" of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.
Implements
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Offensive spells can only be delivered using an implement Must be a safe phys-rep of a wand, rod or staff Should not look like a weapon Cannot be used with heroic skills
An implement is a magical tool that allows a magician to deliver an offensive spell. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as mend or heal.
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and not weapons. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills cleaving strike, mortal blow or mighty strikedown.
Implements come in three broad classifications; wands, rods, and staves. Any character with the magician skill can wield a wand or rod effectively, but the Battle Mage skill is needed to wield a staff.
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.
### Wands
Must be between 8” and 18” long
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as restore limb or utility incantations such as mend
### Rods
Must be over 18” and up to 42” long
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as repel or empower.
### Staff
Must be over 42” and up to 84” long You must hold the weapon in both hands A staff that is at least 60” long must be held in both hands with at least 18” separating them Can have a thrust-safe tip
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician's reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the Battle Mage skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.
A staff that is between 60" and 84" in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18" separation between your hands when wielding a staff that is 60" or longer.
Bows
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You must have the Marksman skill to use a bow or crossbow You must hold the weapon in both hands to shoot Participants under 18 years of age cannot use a crossbow
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).
Thrown Weapons
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You must have the Thrown skill to use a thrown weapon Must be 8" or longer and passed by weapons check as safe for throwing
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long.
Shields
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Any character can use a buckler up to 15” (40 cm) in diameter A shield must be gripped by a handle held in the hand Characters with the shield skill can use larger shields You can push with a shield, but you cannot shield barge another character
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.
Some special calls still effect a character even if the blow is blocked by a shield. A character is still repelled, entangled, or knocked off their feet if the blow strikes their shield, although they do not lose any hits.
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.
Armour
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All characters can wear armour The phys-rep
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Weapons
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All weapons must be at least 8” (20 cm) long All weapons must be a phys-rep of a weapon Some categories require you to use a set grip to fight with the weapon All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the Weapon Master skill to use anything larger. Weapon categories are also important for enchantments. One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat'leths are not allowed. Some phys-reps can be used but are less appropriate for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The costume page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.
### Daggers
Must be between 8” and 24” long
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any heroic skills or with enchantments suitable for one-handed weapons.
### One-handed Weapons
Must be between 24” and 42” long
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.
### Great weapons
Must be over 42” and up to 60” long You must hold the weapon in both hands
Any character with the Weapon Master skill may use a weapon up to 60" long provided they hold it in both hands.
### Polearms
Must be between 60” and 84” long You must hold the weapon in both hands with at least 18” separating them Can have a thrust-safe tip
Any character with the Weapon Master skill may use a weapon between 60" and 84" long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.
### Pike
Must be over 84” and up to 108” long You must hold the weapon in both hands with at least 18” separating them Must be a phys-rep of a pike Must have a thrust-safe tip and only be used for thrusting
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.
### One-handed Spear
Must be over 60" and up to 84" long You must hold the weapon within 6" of the centre of the shaft Must be a phys-rep of a spear Must have a thrust-safe tip and only be used for thrusting
A one-handed spear must be a phys-rep of a spear which is between 60" and 84" long. The weapon can be wielded in one hand - but you must hold the weapon within 6" of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.
Implements
----------
Offensive spells can only be delivered using an implement Must be a safe phys-rep of a wand, rod or staff Should not look like a weapon Cannot be used with heroic skills
An implement is a magical tool that allows a magician to deliver an offensive spell. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as mend or heal.
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and not weapons. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills cleaving strike, mortal blow or mighty strikedown.
Implements come in three broad classifications; wands, rods, and staves. Any character with the magician skill can wield a wand or rod effectively, but the Battle Mage skill is needed to wield a staff.
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.
### Wands
Must be between 8” and 18” long
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as restore limb or utility incantations such as mend
### Rods
Must be over 18” and up to 42” long
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as repel or empower.
### Staff
Must be over 42” and up to 84” long You must hold the weapon in both hands A staff that is at least 60” long must be held in both hands with at least 18” separating them Can have a thrust-safe tip
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician's reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the Battle Mage skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.
A staff that is between 60" and 84" in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18" separation between your hands when wielding a staff that is 60" or longer.
Bows
----
You must have the Marksman skill to use a bow or crossbow You must hold the weapon in both hands to shoot Participants under 18 years of age cannot use a crossbow
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).
Thrown Weapons
--------------
You must have the Thrown skill to use a thrown weapon Must be 8" or longer and passed by weapons check as safe for throwing
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long.
Shields
-------
Any character can use a buckler up to 15” (40 cm) in diameter A shield must be gripped by a handle held in the hand Characters with the shield skill can use larger shields You can push with a shield, but you cannot shield barge another character
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.
Some special calls still effect a character even if the blow is blocked by a shield. A character is still repelled, entangled, or knocked off their feet if the blow strikes their shield, although they do not lose any hits.
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.
Armour
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All characters can wear armour The phys-rep
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