THE LAST WALK:
Equipment
Shields and Armor
All shields must be approved for contact use. They must have padded edges and be built so that accidental contact will not injure another player or damage approved weapons. The maximum size for a shield is the outline of the users torso. The minimum size for a shield is 12 inches in diameter
Shields may block melee weapons, arrows, and thrown weapons. Firearms ignore shields and all firearms that hit shields count as hits. Siege weapons follow the rules printed on their scenario card. Shields may not be used to strike, shove, trap, or pin another player. Costume armor provides no mechanical protection but should look cool as hell.
Genre-Appropriate Melee Weapons
All contact-safe melee weapons must fit post-apocalyptic setting of Wasteland Chronicle. Weapons should look practical, familiar, scavenged, repaired, or improvised. Clubs, axes, knives, bats, hammers, machetes, tools adapted for defense, and damaged pre-Fall weapons are appropriate starting points.
Clean fantasy weapons, glowing energy blades, oversized decorative weapons, elaborate ceremonial blades, and unsafe spikes do not fit the setting. A weapon should resemble something that could reasonably be found, built, or maintained by survivors after the Fall.
Safety is more important than appearance. Every weapon must be properly padded, securely constructed, and approved before entering play. Staff may inspect its padding, core, flexibility, construction, condition, and overall design. Damaged or inappropriate weapons will be removed until repaired or replaced.
Professionally produced LARP weapons are strongly preferred. Homemade weapons may be approved, but they should expect closer inspection and must meet the same safety requirements.
Firearms
Wasteland Chronicle uses approved single action Foam Ammo Guns to represent functioning firearms. All blasters must be under 120 PSI, maintain their orange safety tip, and fire non-suction dart projectiles. All blasters must have all aspects other than the orange tip to make the blaster look genre appropriate. Stock neon colored blasters will not be allowed. Projectiles must not have additional weight added, straw core reinforcements, stefan darts, and most otherwise be standard production ammo.
All firearms must be used from at least five feet away. A character who is too close must create distance, switch weapons, or disengage. Never aim a firearm at another player’s head or groin. This remains true when the weapon is unloaded, has misfired, or is not being actively fired. Treat every firearm as ready to discharge whenever it is handled in play.
A firearm attack is successful only when both parts of the shot occur:
● The projectile physically strikes the target or the targets shield.
● A successful firearm hit ignores shields and causes two Wounds to the location struck.
● A firearm hit to an already disabled limb applies both Wounds to the torso.
A character may carry no more than two firearms in any combination of rifles and handguns and are limited to a total of 24 rounds of ammo during an entire combat scenario (which can be hours long) regardless of the number of guns you carry.
Local laws and event equipment standards may place additional restrictions on firearm props. Site-specific rules always take priority.
Bows and Arrows
Only approved LARP bows and arrows may be used. Bows must fit the post-apocalyptic setting and may use longbow, horse bow, or recurve designs. The maximum permitted draw weight is 25 pounds.
The approved arrows are teardrop-shaped iDV LARP arrowheads mounted on fiberglass shafts between 28 and 34 inches long with plastic nocks. Damaged, modified, or improvised arrows may not be used. The type may be updated as technology improves, please check regularly for updates.
● Every arrow must be inspected before every shot. Check the head, shaft, fletching, nock, and draw stop.
● The foam head must compress and return to shape. Remove the arrow if the head is cracked, torn, loose, twisted, or waterlogged.
● The head must remain firmly attached and may not rotate independently from the shaft.
● The shaft must be one solid, straight piece without cracks, bends, curves, or sharp edges.
● The nock and draw stop must be present, secure, and undamaged.
● Run your fingers carefully along the shaft before firing. If anything looks or feels wrong, remove the arrow from play immediately.
● Never intentionally aim at the head, neck, hands, or groin. Do not fire into a crowded group where a safe target cannot be identified.
A successful arrow hit causes one Wound to the location struck. Bows do not consume an in-game Ammunition resource, making them reliable as long as the physical equipment remains safe.
Cannons and Siege Weapons
Cannons and siege weapons may appear during vehicle combat, settlement defenses, convoy battles, attacks on fortified positions, or conflicts involving massive infected creatures and vehicles. These devices use contact-safe projectiles. Because they operate at low velocity for safety, their mechanical effects are broader than the physical impact alone.
● Once a cannon or siege weapon has been fired, its attack cannot be blocked. Players should not attempt to catch, strike, or swat the projectile. Characters directly beneath the projectile’s flight path are affected even if the projectile passes overhead. When the projectile lands beside a group,everyone within roughly 10 feet is hit.
● The weapon’s scenario card states what effect an anti-personnel hit causes.
● When firing at a ship, vehicle, building, fortification, massive creature, or other large scenario target, the projectile must physically strike the marked target unless the scenario instructions state otherwise.
● Cannons and siege weapons have slow loading and firing procedures. They normally require several people to operate and consume resources such as Ammunition, Building Materials, or specialized crafted components.
A Guide briefing or scenario card may modify any cannon or siege rule. Those instructions take priority.