Weapon Type Damage Reach Cost Weight Min ST Special NotesTWO-HANDED SWORD (DX-5 or Force Sword -3) Requires two hands.Bastard sword cut sw+2 1,2 $650 5 lbs. 10 Exactly as with Broadsword, butcr thr+2 2 used two-handed.Thrusting " cut sw+2 1,2 $750 5 lbs. 10 As above, with thrusting point.imp thr+3 2Greatsword cutcrsw+3thr+21,22$800 7 lbs. 12 Usually has blunt point.Thrusting " cut sw+3 1,2 $900 7 lbs. 12 As above, with thrusting point.imp thr+3 2Quarterstaff cr sw+2 1,2 $10 4 lbs. 9 Using sword technique with staff.cr thr+1 2WHIP (No default)Whipcr sw-2 1-7 $20/yd 2 lbs./yd. 10 Max. dam. 1d-1 ; see p. 52.* Must be readied for one turn to change from long to short grip or vice versa. *Becomes unready if used to parry.Weapon Type Damage Ranges Cost* Weight* MinAXE THROWING (DX-4) SS Acc 1/2D Max.STSpecial NotesHatchet cut sw 11 1 STxl,5 STx2,5 $40 2 lbs. 1Throwing axe cut sw+2 10 2 ST STxl,5 $60 4 lbs. 11BLOWPIPE (DX-6) Special (p. 49) _ 10 1 STx4 $30 1lb. See p. 49.Blowpipe_ _BOLAS (No default) Special (p. 49) thr-1 12 0 STx3 $20 2 lbs. See p. 49.BolasBOW (DX-6) 2 hands to fire. 2 turns to ready.Short bow imp thr 12 1 STxl0 STxl5 $50/$2 2 lbs. 7 Max. dam. ld+3.Regular bow imp thr+1 13 2 STxl5 STx20 $100/$2 2 lbs. 10 Max. dam. ld+4.Longbow imp thr+2 15 3 STxl5 STX20 $200/$2 3 lbs. 11 Max. dam. ld+4.Composite bow imp thr+3 14 3 STx20 STx25 $900/$2 4 lbs. 10 Max. dam. ld+4.Quiver $10 1/2 lb. Holds 10 arrows/bolts.CROSSBOW (DX-4) 2 hands to fire, 4 turns to ready (8 if ST is greater than yours).Crossbow imp thr+4 12 4 STx20 STX25 $150/$2 6 lbs. 7 Max. dam. 3d.Prodd cr thr+4 12 2 STx20 STx25 $150/$.10 6 lbs. 7 Fires lead pellets.Goat's-foot - - To cock crossbow $50 2 lbs. 7 See p. 114.KNIFE THROWING (DX-4)Large knife imp thr 12 0 ST-2 ST+5 $40 1 lb. - Max. dam. ld+2.Small knife imp thr-1 11 0 ST-5 ST $30 1/2 lb. - Max dam. ld+1.Dagger imp thr-1 12 0 ST-5 ST $20 1/4 lb. - Max. dam. 1d.LASSO (No default)LassoSpecial Special 16 0 $40 3 lbs. See p. 51 .NET (No default)Large net Special (p. 51) - 131- ST/2 + Skill/5 $40 20 lbs. - See p. 51.Melee net Special (p. 51) - 12 1 - ST + Skill/5 $20 5 lbs. - See p. 51.SLING (DX-6) 2 hands to load, I to fire. 2 turns to ready.Sling cr sw 12 0 STx6 STxl0 $10 1/2 lb. - Fires rocks.Staff sling cr sw+1 141STxl0 STxl5 $20 2 lbs. - Fires rocks.SPEAR THROWER (DX-4 or Spear Throwing-4)Atlatl $20 2 lbs.w/Dart imp SW-1 111STx3 STx4 $20 1 lbs. -w/Javelin imp sw+1 11 3 STx2 STx3 $30 2 lbs 7w/Spear imp sw+3 12 2 STxl,5 STx2 $40 4 lbs. 9SPEAR THROWING (DX-4 or Spear Thrower-4)Javelin imp thr+1 10 3 STxl,5 STx2,5 $30 2 lbs. 7Spear imp thr+3 11 2 ST STxl,5 $40 4 lbs. 9DX-3 or THROWING SKILL (See p. 90)RockOil flaskcrfirethr-1see p. 121121300STx2-STx3,5STx3,5-$50*1 lb.1 lb._-*Cost: The number after the slash is the cost per shot (arrow or other missile) for a missile weapon.*An arrow weighs 2 oz.; a crossbow bolt, sling-stone or prodd pellet weigh 1 oz.*Fantasy, or TL4; costs $1 at TL6+.
MODERN AND ULTRA-TECH WEAPONSWeapons in the tables are described in the following format:Weapon: Name of the manufacturer; most common name of theweapon and (for guns) the ammo caliber; date of introduction; nationality.Letters in parentheses indicate the skill to use: (BP) = BlackPowder. (BW) = Beam Weapons. If no code is given, use Guns skill, orThrowing (or DX-3) for grenades.Letter codes indicate the nationality of original manufacture: AUAustria, BE Belgium, FR France, GE Germany, IS Israel, IT Italy, SFscience fiction, UK United Kingdom, US United States of America,USSR Union of Soviet Socialist Republics.Type: The type of damage the weapon does.Damage: The number of dice of damage the weapon does.SS: This is the snap -shot number- the final to-hit number necessary toavoid a penalty of -4 on a snap-shot with the weapon.Acc: The accuracy modifier of the weapon. See p. 115.1/2D: The range at which the accuracy modifier of the weapon dropsto zero and the damage done by the weapon is halved.Max: The maximum range of the weapon. Maximum range as givenhere is the maximum range which the bullet can reach when theweapon is at the most efficient angle for the given combination of bulletand weapon under Earth-normal conditions.Wt: The weight of the loaded weapon in pounds.RoF: The rate of fire for the weapon. In some cases it is given as acombination. The number to the left of the slash is the number of shotsthe weapon can fire; the number to the right is the number of turns. If thenumber is greater than one, the weapon is capable of automatic fire. i.e..that many shots will be fired if the trigger is held down for the entireturn. A * indicates that it is capable of selective-fire, i.e.. it may fireeither automatic or semi-automatic. A ~ indicates that the weapon is notautomatic, but can fire up to the indicated number of times each turn.Shots: The number of shots that the weapon holds. A /B or /C refers toshots per power cell - see Power Supplies, p. 119.ST: Minimum strength necessary to avoid an additional turn readyingthe weapon after it is fired, and extra recoil penalties.Rcl: The recoil penalty of the weapon. See p. 120.Cost: The retail price of the weapon when first introduced. Someweapons remain in use long after their introduction. To find the currentprice in an era with a different starting wealth, multiply the cost by thefactor of different starting wealth (see p. 16). A .45 Auto that costs $30 in1910 (starting wealth of $750) cost $600 in 1985 (starting wealth of$15,000).TL: The tech level at which the weapon first appears.Abbreviations: ACP Automatic Colt Pistol, Br British. C Colt. CACharter Arms, E Enfield, H&H Holland & Holland, H&K Heckler &Koch, IMI Israeli Military Industries, G Gauge, GN Gauss needles. LLebel, LE Lee Enfield, LR Long Rifle, M Magnum. MH MartiniHenry, Msr Mauser, N Nitro, Ne needles, P Parabellum, Pz Polizei. RRussian, Rent Remington, RP Russian Pistol, S Short. Sp Special, SprSpringfield, S&W Smith & Wesson. W Webley, Win Winchester. WltrWalther.WeaponTypeAUTOMATIC PISTOLSDamage SS Acc 1/2D MaxMauser '96, 7.63mm Msr, GE cr 2d+l 11 3 140 1,800Msr Luger, 9mm P, 1904, GE cr 2d+2 9 4 175 1,900CM1911..45 ACP, 1910, USWltr PPK, .32 ACP, 1929, GEcrcr2d2d-l1010221751001,7001,467FNHP35, 9mm P, 1935, BE cr 2d+2 10 3 150 1,867Ruger STD, .22 LR, 1949, US cr ld+1 9 4 75 1,200AMT Backup, 9mm S, 1976, US cr 2d 11 0 125 1,467Beretta 92, 9mm P, 1976. ITClock 17, 9mm P, 1982, AUcrcr2d+22d+21010331501501,8671,867IM1 Eagle, .44 M. 1984, IS cr 3d 12 3 230 2,500Needler, .01 Ne, SF imp ld+2 9 1 100 300Gauss Needler, .02 GN, SF imp ld+2 10 4 100 300Laser Pistol, SF (BW) imp 1d 9 7 400 500Stunner, SF (BW) - see p. 119 stun* Sp. 10 3 12 20Blaster, SF (BW) imp 6d 10 6 - 300REVOLVERSColt Texas, .34, 1836, US (BP) cr 2d-l 10 1 100 1,100S&W Russian, .44R, 1871, US cr 2d 10 3 150 1,700W Nol,.455W, 1877, UK cr 2d112 160 1,600S&WM10, .38Sp, 1902, US cr 2d-l 10 2 120 1,934Colt Python, .357M, 1955, US cr 3d-l 10 3 185 2,034S&WM29, .44M, 1956, US cr 3d 10 2 200 2,500NON-REPEATING PISTOLSWheellock Pistol, .60, 17th century (BP) cr ld+1 13 1 75 400Flintlock Pistol, .51, 18th century (BP) cr 2d-l 11 1 75 467Wogdon Pistol, .45, 1800 (BP) cr 2d-l 10 3 75 467Wt RoF Shots ST RclCostTL2.75 3~ 10 10 -1 20 62 3~ 8 9 -1 25 62.75 3~ 7 10 -2 30 61.25 3~ 7 8 -1 75 62.5 3~ 13 9 -1 80 62.5 3~ 9 7 -1 25 61 3~ 5 8 -2 180 72.5 3~ 15 9 -1 400 72 3~ 17 9 -1 450 74.5 3~ 9 12 -3 750 71 3~ 100 - -1 800 81.5 12 100/B - -1 2.000 8214*3~20/C40/C-—001,000800892 3~ 20/C 8 -1 2,000 94 1 5 10 -1 10 52.5 1 6 10 _7 20 53 3~ 6 11 -3 40 52 3~ 6 8 -1 20 63 3~ 6 10 -2 100 73.25 3~ 6 11 -3 100 73.25 1/60 1 10 -1 700 43 1/20 1 10 -1 200 52.75 1/20 1 9 -1 20 5
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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MEANING OF SKILL LEVELSSo you have
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Teamster (Mental/Average)Defaults t
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Skiing (Physical/Hard)Defaults to D
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Guns/TL (Physical/Easy)Defaults to
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Any of these skills can be self-tau
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Levels of Language SkillThis table
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Most outdoor skills can be learned
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PSIONIC SKILLSThese are special men
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Forensics/TL (Mental/Hard)Defaults
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Few Hundred Acres: Knowledge of far
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Many skills in this category are ta
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Lockpicking/TL (Mental/Average) Def
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Gunner/TL See Combat Skills, p. 50M
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Now you need to decide what equipme
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Each suit of "real" armor includes
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Listing Weapons On Your Character S
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Recording Encumbrance on YourCharac
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Passive Defense. The first blank is
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The longer (and the more skillfully
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When you improve a skill, the cost
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Not all the advantages and disadvan
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But remember . . . some skills have
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ClimbingTo climb anything more diff
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SwimmingThe Swimming skill (p. 49)
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WILL ROLLSWhen a character is faced
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The GURPS combat system is designed
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WaitDo nothing unless a foe comes w
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You may only block one attack per t
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Missile WeaponsMissile weapons are
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At the end of your move, if you hav
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The rules for attacking a foe are e
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tell you how long it will take. In
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You may normally parry only one att
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CLOSE COMBATUsing the Move, Step an
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(adjusted) ST! Note that a shield h
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Ranged Weapon StatsFor each ranged
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second. On the table, this rounds u
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If you are using the "hit location"
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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INSTANT CHARACTERSThis quick refere