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#1 Weapons Checking Procedure

PostPosted: Mon Jul 24, 2006 11:29 am
by Sir Cairbre
    1. Weapons Checking Procedure
    2. Weapons specifactions Rules
    3. Managing a Field
    4. Combat Rules
    5. Safety
    6. Situation Responce


# 1 would be Weapons Checking Procedure.

What are your say 10 musts of Weapons checking procedure?

PostPosted: Tue Jul 25, 2006 2:28 am
by Spriggot
#1 Twist, will the blade of this weapon twist on a hit and hit flat?
#2 Wobble, for all points i.e., stabbing tips, is this tip likley to fold to one side?
#3 Incidental padding, does it cover sufficiently and are there soft spots?
#4 Striking surface, sufficiently padded? Soft spots?
#5Is the flail chain 6in. or less, are dingle berries present
#6 flats, can you feel core?
#7 Polmel, is it padded, is it small enough to take out an eye?
#8 Is this a class 2 weapon? how hard does it hit?
#9 Flex, is this weapon flexing within regs?
#10 The X factor, holes in cover, odd angles, is it not safe to have random player 45 pick up and use, is it marked appropriatly to identify what class of weapon it is, etc...

PostPosted: Tue Jul 25, 2006 2:29 am
by Spriggot
Double post.

PostPosted: Tue Jul 25, 2006 9:04 am
by debuenzo
for the checking procedure itself:

1 a very efficient, organized assembly line type set up

2 one line for blues
3 one line for reds
4 one line for spears
5 one line for missle weapons
6 pass/ fail tape (indicating why a weapon fails)]
7-10 speed and efficiency/ a standard to checking which all checkers adhere to/ control/ safety

there would be 3-5 people per line checking specific things (like what spriggot just posted)