Health & Safety
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There are a number of things that are relatively unsafe while onsite at Armourgeddon and while
within the Tank Experience Area. We ask all players to be mindful of their own safety and follow any
instruction given to them by TankLARP and Armourgeddon Crew. While in the Battle or Skirmish
Field Eye Protection is Mandatory. No Eye Protection, No Combat. If you are found to be acting
unsafely, putting yourself or your fellow players or crew members at risk, you will be asked to stop
and possibly leave site. This is also a large field that has Tracked vehicles on it, has ruts, barrels,
barriers, rocks, tree roots and all manner of difficult things that could trip you up or hurt you if you
run into them. Remember to Watch Your Step.
The most important one: There are two safety calls MAN DOWN and TIME FREEZE. If you hear either of these, stop what you are doing immediately. Call Man Down if you or someone near to you are Injured O/C and require medical attention. Time Freeze will only be used by crew to prevent or resolve an unsafe situation
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OH YES!, THERE WILL BE TANKS....
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This is obviously one of the most important parts of TankLARP, both as its primary tool and its most dangerous one. We are using live, fully functioning military grade vehicles. They are both heavy and hard. Please follow these guidelines when in or around the tanks.
(We understand that the specific real world designation of the FV432s are "Fighting Vehicles" and not officially "Tanks". However, for the purposes of In-game designation and ease of memory to those not of the understanding, all vehicles in question are referred to as "Tanks")
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Stay well clear of any tanks in motion or with their engine turned on. There will be a roped off area close to the camps. This will represent the camp boundary and the Tank Loading Bay. If you are due for a skirmish, please wait on the camp side of this rope. Please do not interfere with or cross the rope until you have been told to do so by a referee. Only board or approach a tank which is turned off.
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Be careful when entering the tanks. Mind your heads on the hatch and be sure to take care and time when entering the vehicle
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The tank interiors are quite claustrophobic and can induce motion sickness. Please take this into consideration when deciding whether to go on a sortie. We are aiming to have access to some other military vehicles for certain other encounters and will keep you posted. These may be more open and induce less claustrophobia. These vehicles do have ample air flow so breathing should never be a problem. If you find that for some reason you are encountering breathing difficulties, inform the referee on board and they will halt the vehicle until such time as it is remedied.
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Once you are in a tank, remain seated until the tank comes to a halt and you are instructed to exit the vehicle by a Tanklarp referee or the Armourgeddon designated driver
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Tankers are not allowed to drive the APCs in the player field. This is non-negotiable. The tanks you will be able to drive are in a separate field which is non-accessible to players for health and safety reasons.
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Once you are in the tank, do not attempt to open any hatch or use and handles within the tank. The hatch will be opened by either the driver or a TankLARP referee either inside or outside the tank when it i time to disembark.
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Please do not do a "running mount" into a tank. We will halt combat a safe distance from the tank if you have not wiped out the enemy so it will not hinder you taking care in getting in the tank. Similarly, you cannot shoot out of a tank in motion. All hatches must be sealed before the tank can move.
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There may be instances where smoke or loud noises may be encountered when within the tank for encounter purposes. Please stay calm in these situations. Referees will check O/C before you enter if this is OK for all participants. If your are Asthmatic, please take sufficient precaution. Functioning gas masks are permitted within the game but please keep them relevant to the setting.
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We will deny you access to a sortie if you are too drunk to safely be within a tank. This cannot be contested. There will be a cut-off point for the night when the tanks will be turned off for the night. That would be good time to break the alcohol out.
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No tank sorties are available after dark. This is a strict condition given to us by Armourgeddon and we can understand precisely why. There may be instances where a night sortie may go out and this may either be on foot or by a separate vehicle with full light assistance (EG. floodlights all around the vehicle or on the road depending if it is viable)
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In regards to interaction with other people at the event:
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No physical grappling or manhandling
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No physical contact during fighting. No body-checking or shoulder barging. If you cannot get passed without contact, you are fully unable
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You may not shield bash or barge. You may lightly push into another shield with a shield but take care not to do it overly aggressively
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Everyone is responsible for their own safety and for those around them
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Fires
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All fire pits and boxes must be self contained and be at least 30cm off the ground. No ground fires under any circumstances. There will be a designated receptacle to dispose of ashes after the event. Please ensure all fires are thoroughly doused if you are the last one to leave it.
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Tank Area / Taped off Area for Armourgeddon
This is an IC Area but is also the cross over point into the Armourgeddon Tank Site. While within the
area of the Armourgeddon Tank Site, all players must follow the instructions of authorized crew.
Please be mindful of your personal safety, follow any instructions when given and you should be OK.
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Weapon safety
All LARP weapons will be checked before use by registered weapon checkers. This includes all Nerf Rival Blasters that any player wishes to take into the field. If your weapon fails safety check you will be asked to leave it in the car or your OC tent and not bring it on to the IC field. We ask all players to pull their blows in combat. If you don’t’ know what that is we will be happy to show you.
We also ask players not to intentionally aim to strike the head or face of another player or crew member. Please do not
intentionally aim your Nerf Blaster at any player or crew members’ face. Accidents happen but please act responsibly
and we will hopefully all have a great time. All shields used at TankLARP must be of rigid
construction and only made from foam on the front surface and within the core of the shield. No
wood is allowed. When bringing your weapons to be safety checked, please also bring any shield
that you intend to use to be checked.
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Metal plate armour must also be checked for sharp or protruding edges. Armour must not be a hazard for yourself or others. All metal edges must rolled or trimmed with a softer material such as leather or rubber.
To Confirm in relation to Nerf Rival Blasters, we are only allowing Nerf Rival Blasters that are
manually primed and loaded. Cosmetic modifications will be allowed, which include pump-action
priming mods, barrel extensions, sights and rail-attachable gadgets. What we do Not allow at
TankLARP is modifications that increase the muzzle velocity of the blaster. No internal changes to
the blaster will be acceptable. If you have a Rival Blaster that is modified internally with the express
reason to increase muzzle velocity, flight or range, please do not bring it to site as it will not be
allowed.
We are also not allowing any other blaster from any other manufacturer or range including Nerf Dart or Disc Blasters, only Nerf Rival.
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Blows from melee weapons must be pulled, do not hit with full force. If you are using a weapon in two hands, please do not "Pool Cue" it by sliding through the forward hand. Both hands must have a firm grip on weapons throughout combat
The current list of allowed blasters are as follows:
Kronos (or Deadpool-badged Kronos)
Is the only current “Nerf Rival Pistol.”
Helios,
Atlas,
Apollo,
Hypnos.
All these blasters are classified as “Bolt Rifle” with reference to the rules.
The Helios, Hypnos and Apollo are similar internally and shoot “one round per pull of the trigger.”
The Atlas looks like a Large Shotgun and shoots two rounds per trigger pull. We are still working on how this will work mechanically. Please consider holding off on purchasing one for the system until we find an appropriate use for it or whether or not it will be deemed viable
As we do not want to restrict the ability to “dual wield,” if you feel you are able to do so it is possible
to mix and match weapons in either hand, should the class you have chosen allow the use of two
weapons. Sword and Dagger, Pistol and shield are all perfectly reasonable. Only your ability to
manually load and prime the action of the Rival Blaster may restrict you. The only exception is with Two-handed weapons. If it is a two handed melee weapon, or considered a "Rifle", You must use both hands.
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Ammunition
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At TankLARP, all Rival gun users will need to bring their own ammunition. We unfortunately do not have the capacity to supply your ammunition. We understand this can get quite expensive. There is no limit to how much you can bring, only how much you can carry into an engagement. We are working on getting cheaper alternative ammunition for the game that volunteer vendors will sell on for players to buy on-site.
We will try and recover as many of the rounds as we can from the field and give them back to you by splitting them equally between the camps. We cannot guarantee you'll get all of it back and we will have to dispose of ammunition that is damaged or unusable. When acquiring recovered ammunition, please be mindful of the other players and think about other players. Anyone found bullet hording will be asked to distribute them. Ammunition is not a commodity within the game.
Anyone attempting to sell recovered ammunition for O/C money will be instructed to leave the site. Only registered vendors will be allowed to sell ammunition. Please feel free to contact us if you are a vendor or wish to sell on site.
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Bullets are often cheaper online when bulk ordered. Consider reducing the costs by finding ammo buddies to split the shipping costs and batch discount with.
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Light sources
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Electric light sources are allowed IC within this system, This includes torches and lanterns. However, if you are using a light source within the combat area, we must insist you use either a frosted or coloured Gel over the front lens as many torches are not meant to be shone in peoples faces. If you are using one too bright for use facing another person, you'll be asked to keep it turned off.
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