Weapon Type Damage SS Acc 1/2D Max Wt RoF Shots ST Rcl Cost TLSHOTGUNSBlunderbuss 8G, 18th C, UK, (BP) Cr. 5d 14 3 15 100 12 1/15 1 13 -4 $15 5Ithaca 10G, 1900, US Cr. 5d 12 5 25 150 10 2- 2 13 -4 $45 6Rem M870, 12G, 1950, US Cr. 4d 12 5 25 150 8 3- 5 12 -3 $235 7RIFLESCannon-lock, .90, 16th century (BP) Cr. 2d 20 1 100 600 5 1/60 1 10 -3 $300 4Matchlock Musket, .80, 17th century (BP) Cr. 4d 18 2 100 600 20 1/60 1 12 -2 $400 4Brown Bess, .75, 1720, UK (BP) Cr. 3d 15 5 100 1,500 13 1/15 1 11 -3 $10 5Kentucky Rifle, .45, 1750, US (BP) Cr. 4d 15 7 400 3.700 6.75 1/20 1 10 _2 $40 5Ferguson Rifle, .60, 1777, UK (BP) Cr. 4d 14 7 400 3,700 7 1/10 1 10 -2 $60 5Baker Rifle, .625, 1790, UK (BP)E'53, .577 Br, 1853, UK (BP)Cr.Cr.4d3d1515783007002,5002,1009.258.51/201/15111210-3-2$20$1555MH'71, .45 Br, 1871, UK Cr. 4d 15 7 600 2,030 6.5 1/4 1 10 _2 $20 5Rem Rifle, .45 C, 1871, US Cr. 4d 15 8 700 2,100 9.25 1/4 1 10 -2 $55 5Spr'73, .45-70, 1873, US Cr. 4d 15 8 700 2,100 9 1/4 1 11 _2 $20 5Win '73, .44-40 Win, 1873, US Cr. 3d 13 7 300 2,200 7.1 2- 6 10 -2 $40 5Lebel '86, 8mm L, 1886, FR Cr. 6d+l 15 10 1,000 3,900 10 1/2 8 12 -3 $125 5Sharps 50, .50-90, 1890, US Cr. 6d 15 7 600 3,300 11 1/4 1 12 -3 $150 5Win '94, .30-30 Win, 1894, US Cr. 5d 13 8 450 3,011 7 7- 6 10 -1 $475 5Msr '98k, 8mm Msr, 1898, GE Cr. 7d 14 11 1,000 3,972 9.5 1/2 5 12 -3 $170 6LE Mk3#l, .303 Br, 1903, UK Cr. 6d+l 14 10 1,000 3,800 10.2 1 10 12 -2 $130 6Ml 903 AI,. 30-06, 1906, US Cr. 7d+l 14 11 1,000 3,710 9.5 1/2 5 12 -3 $135 6H&H Express, .600 N, 1923, UK Cr. l0d 16 7 1,500 5,063 16 2 2 13 -6 $200 6Ml Garand, .30-06, 1936, US Cr. 7d+l 14 11 1,000 3,710 10 3- 8 12 -3 $590 6AK-47, 7.62mm R, 1949, SU Cr. 5d+l 12 7 400 3,011 10.5 10* 30 10 -1 $290 7FN-FAL, .308 Win, 1950, BE Cr. 7d 14 11 1,000 4,655 11 11* 20 11 -2 $900 7H&K G3, .308 Win, 1959, GE Cr. 7d 14 10 1,000 4,655 11 10* 20 11 -2 $550 7Ml 6, .223 Rem, 1964, US Cr. 5d 12 11 500 3,843 8 12* 20 9 -1 $540 7AUG, .223 Rem, 1978, AU Cr. 5d 11 10 500 3,843 9 11* 30 9 -1 $540 7H&K PSG 1 , .308 Win, 1982, GE Cr. 7d 15 13 1,200 4,655 11 3- 20 12 -2 $4,500 7Needle Rifle, .01 Ne, SF Imp. 2d 13 9 300 800 5 3- 100 8 -1 $ 1.200 8Laser Rifle, SF (BW) Imp. 2d 15 13 900 1,200 5 3- 12/C - 0 52,000 8Military Laser Rifle, SF (BW) Imp. 2d 12 15 1,500 2,000 9 8* 140/D - 0 $4,000 8Gauss Needle Rifle, .02 GN, SF Imp. 2d+l 14 11 500 1,000 6 20* 100/B 9 -1 $2,500 8Blast Rifle, SF (BW) Imp. 12d 14 13 400 800 10 3- 12/C 9 -1 $53,00 9Disruptor, SF (BW) Imp. 6d 13 10 500 1,000 9 3- 20/C - 0 0 $52,50 9Stun Rifle, SF (BW) - see p. 119 Stun Stun 12 10 300 1,000 4 3- 20/C - 0 0 $51,00 9SUBMACHINE GUNSThompson, .45 ACP, 1922, US Cr. 2d+l 11 7 190 ,750 12 20* 30 11 -3 120 6MP40, 9mm P. 1940. GEPPSh41, 7.62 RP, 1941, USSRCr.Cr.3d-l3d-l101066160160,900,90010.51281632711010-1-1706566IMI Uzi, 9mm P, 1952, IS Cr. 3d-l 10 7 160 ,900 9.5 10* 32 10 -1 150 7H&K MP5, 9mm P, 1966, GE Cr. 3d-l 10 8 160 ,900 7.25 10* 30 10 -1 340 7GRENADESWeapon Type Dmg Wt Fuse TLUS Mk 2 DefensiveUS Mk 67 DefensiveCr.Cr.2d-l5d+2.513-54-567US Mk 68 Defensive Cr. 5d+2 1 impact 7US AN-M8 Smoke - - .5 1-2 7US M59 Offensive Cr. 5d+2 .5 impact 7UK No. 36 Defensive Cr. 2d-l .5 3-5 6UK "jam tin" Cr. 5d .5 0-8 6GE "Potato masher"USSR RGD-5 DefensiveCr.Cr.2d-23d-l.3.62-43-467See p. 121 for grenade rules.AMMUNITIONName DMG Damage Mod. Cost/100TL5 and below x1 xl.5 $2(1850)Most pistols at TL6+ x1 xl $20(1988)Pistols, .40+ caliber xl xl.5 $40(1988)20th-century .22 LR xl xl $2(1988)20th-century military rifles xl xl $10(1988)Other 20th-century rifles xl xl $30(1988)Armor Piercing x2 x.5 x3Hollow Point x.5 x2 Xl.5Needles xl xl $15 (TL8)Gauss needles xl xl $25 (TL8)Note: The bullet, not the gun, determines damage. Changing thetype of bullet can change the basic damage done by the gun. TheDamage Modifier is applied to whatever damage gets through the target'sDR.
ANCIENT/MEDIEVAL ARMORUse this table with the Hit Location rules when you want to buy armor piece by piece. To save space on your Character Sheet, list thepieces of armor on the back of the sheet rather than in the "Possessions" box. Note the PD and DR for each body part beside thecharacter sketch on your record sheet. "Areas" refers to the parts of the body in relation to the die-roll numbers on the Parts of theBody table; see diagram, next page.Headgear and HelmetsCloth cap. A padded cloth cap. PD 1; DR 1. $5; weight negligible. Covers area 3-4.Leather helm. Heavy leather with cloth padding. PD 2; DR 2. $20; weight negligible. Covers areas 3-4, 5Chain coif. A chainmail hood, covering the head and shoulders. * $55; 4 lbs. Covers areas 3-4, 5.Pot-helm. Steel; covers the top of the head. PD 3; DR 4. $100; 5 lbs. Covers areas 3-4.Greathelm. Heavy steel; covers the entire head. All weapon skill rolls are at -1, and all IQ rolls to see, hear,etc., are at -3. PD 4; DR 7. $340; 10 lbs. Covers areas 3-4, 5.Clothing and Torso ArmorIf you are not using the "hit location" rules, the PD and DR of your torso armor are used against all attacksOrdinary clothing. Cost depends on quality. No PD or DR. Weight 1 lb.Peasant rags (random, dirty scraps): $2.Lower-class clothing (tunic and pants, indifferently clean): $10.Middle-class clothing (tunic and pants, or robe, decorated): $40.Upper-class clothing (various types, elaborately decorated): $200.Noble dress (various types, elaborately decorated and jeweled): $1.000 and up. Winter clothing. As above, with no PD. but DR 1 dueto thickness. Double above prices. Also covers arms and legs. 3 lbs. Coversareas 6, 8-14. 17-18. Overcoat. Worn in addition to winter clothing in cold weather. No PD: DR 1. Adds its DR to clothing (orarmor) over which it isworn, but miserably hot except in cold weather. Also covers arms and legs. $50 (or $100 and up for upper-class or better); 10 lbs.Covers areas 6. 8-14. 17-18.Cloth armor. Padded cotton with leather straps. PD 1: DR 1. $30; 6 lbs. Covers areas 9-11. 17-18. Leather armor.Heavy "boiled" leather. PD 2; DR 2. $100: 10 lbs. Covers areas 9-11, 17-18. Leather jacket. Light, flexibleleather. Also covers arms. PD 1: DR 1. $50; 4 lbs. Covers areas 6. 8-11. 17-18. Chainmail. * $230; 25 lbs. Coversareas 9-11, 17-18.Scale armor. Heavy leather armor, padded inside, with metal rings or scales attached. PD 3; DR 4. $420: 35 lbs. Covers areas 9-11, 17-18.Breastplate. Covers neck to groin, but protects against blows from the front only. Bronze: PD 4; DR 4; $400; 20 lbs. Steel: PD 4; DR5: $500: 18 lbs. Covers areas 9-11. 17-18.Corselet. A custom-made plate-armor "back-and-breast" with leather straps. PD 4; DR 6. $1.300; 35 lbs. Covers areas 9-11. 17-18. Heavycorselet. As above, but heavier and of better steel. PD 4: DR 7. $2.300: 45 lbs. Covers areas 9-11.17-18. Backpack. A full backpackprotects against attacks from the rear only. PD 2: DR2. Cost and weight vary. Covers areas 9-10. 17-18.Arms and LegsPrices for arm (areas 6. 8) and leg (areas 12-14) armor are given in pairs. For one arm or leg. pay half the indicated cost and weight.Cloth armor. Padded cotton with leather straps. PD 1: DR 1. Arms: $20: 2 lbs. Legs: $20: 2 lbs.Leather armor. Strong "boiled" leather with articulated joints. PD 2: DR 2. .Arms: $50: 2 lbs. Legs: $60: 4 lbs.Chainmail. Standard "international" four-link mail shirt of steel wire. * .Arms are added to a mail shirt to make it long-sleeved (add$70. 9 lbs.). Legs are usually laced to plate armor as part of a "half plate" outfit: $110: 15 lbs. Scale armor. Padded leather with metalrings or scales. PD 3: DR 4. Arms: $210: 14 lbs. Legs: $250: 21 lbs. Plate armor. Custom-made steel vambraces (forearms), greaves (legpieces), etc.. with articulated joints. PD 4: DR 6. Arms: $1,000;15 lbs. Legs: $1.100: 20 lbs. Heavy plate. As above, but heavier and of better steel. PD 4: DR 7. Arms: $1.500: 20lbs. Legs: $1.600: 25 lbs.Hands and FeetCloth gloves. Heavy canvas. PD 1: DR 1. S15: weight negligible. Covers area 7.Leather gloves. Heavy leather with open palm to allow a better weapon grip. PD 2: DR 2. S30: weight negligible. Covers area 7.Gauntlets. As above, but with steel plates riveted on for better protection. PD 3: DR 4. S100: 2 lbs. Covers area 7.Sandals or slippers. Canvas, cloth, etc. No PD or DR. $10: 1 lb.Shoes. Ordinary leather walking shoes. PD 1: DR 1. $40: 2 lbs. Covers areas 15-16.Boots. Heavy leather boots, laced high. PD 2: DR 2. $80: 3 lbs. Covers areas 15-16.Sollerets. Metal-plated boots, very uncomfortable except in combat. PD 3: DR 4. S150: 7 lbs. Covers areas 15-16.*Normally. chainmail is worn over padded cloth armor. The combination has a PD of 3 and DR of 4. Exception: Against impaling weapons, it hasPD 1 and DR 2. The cost and weight for a complete set of chainmail, as given in the Equipment and Encumbrance chapter (pp. 71-77). as sume thatpadded cloth is included. Worn by itself, without cloth armor underneath, chainmail would have a PD of 3 and a DR of 3 (PD 0. DR 1 vs.impaling). Using chainmail this way is not efficient in terms of cost or weight!'
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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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If the summoning spell is repeated,
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- Page 167 and 168: GlossaryESP - Extra-Sensory Percept
- Page 169 and 170: Psionics and MagicMagic and psionic
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- Page 175 and 176: Limitations(Continued)Fickle: varia
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- Page 205 and 206: Weapons are listed in groups, accor
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- Page 247 and 248: VITAL ORGANSThese are optional rule
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