Weapons

   

Weapon Stats

GURPS weapon statistics are defined below (summary excerpt from page B268-271).  Note that the following items are specified in the rules, but not included in the weapon tables on this site.  In all cases, the setting-specific rules override the rules in the basic set.

  • TL (Tech Level) 
  • LC (Legality Class)
  • Cost (sometimes)

  

Sample Ranged Weapon Stat Block    

  

Weapon Name

Dmg Acc Rng Wt RoF Shots ST Blk RCL Cost

  

                                            

   

Stat Block Quick Summary

  • Dmg – Damage – usually in Dice format with damage type category, some weapons have multiple types
  • Acc – Accuracy – add this to the skill roll if the user takes an Aim maneuver
  • Rng – Range – Half-Damage after the first number/Max Range for the second, in meters or yards (yards = meters for purposes of GURPS rules in the Dominion)
  • Wt – Weight – In pounds for GURPS encumbrance rules, usually with a kg conversion
  • RoF – Rate of Fire – Maximum shots per second
  • Shots – Shot capacity – How many shots before reloading, plus reloading time in parentheses if not 1
  • ST – How strong you have to be to use the weapon without penalty
  • Blk – How heavy/bulky the weapon is, modifies Holdout rolls and some To Hit rolls
  • RCL – Used with the rapid fire rules, success by each multiple of this number adds an extra damage roll, up to the RoF. 
  • Cost – If shown, the default is GURPS $ if not specified 

  

GURPS Weapon Statistics Tables Key

Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill in Chapter 4 or applicable section of Chapter 13 for special rules.

  

Weapon

The general class of weapon in question; e.g., “shortsword” or “assault rifle.” Each entry represents a wide range of individual types. For guns, this entry includes a projectile diameter, or “caliber,” given in millimeters (e.g., 9mm) or fractions of an inch (e.g., .50), as customary for the weapon. The letters M (Magnum), P (Pistol), R (Revolver), and S (Short) appear after caliber in situations where different guns have the same caliber but fire different ammunition; for instance, 7.62mm ammo is not interchangeable with shorter 7.62mmS ammo.

  

Damage

For muscle-powered melee and missile weapons, such as swords and bows, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. 16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage.

For firearms, grenades, and some powered melee weapons, damage is given as a fixed number of dice plus adds; e.g., a 9mm auto pistol lists “2d+2,” which means that any user would roll 2d and add 2 to get damage.

  

Armor Divisors

A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.

  

Damage Type

An abbreviation indicating the type of injury or effect the attack causes.

      

Damage Type Table
Abbreviation Damage Type Effect
aff affliction Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes.
burn burning  
cor corrosion  
cr crushing  
cut cutting Increase damage that penetrates his DR by 50%
fat fatigue Subtract fatigue damage from FP instead of HP.
imp impaling Double damage that penetrates DR
pi- small piercing Halve damage that penetrates his DR
pi piercing  
pi+ large piercing Increase damage that penetrates his DR by 50%
pi++ huge piercing Double damage that penetrates DR
spec. special – see  
weapon notes  
tox toxic  

  

Explosions

An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. 414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target that takes a direct hit – not to those caught in the blast radius or hit by fragments.

  

Afflictions

Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness).

For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 – HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.

  

Other Effects

 A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p.  381) and Follow- Up Damage (p. 381).

  

Acc (Accuracy)

Ranged weapons only. Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a built in scope, the bonus for this appears as a separate modifier after the weapon’s base Acc; e.g., “7+2.”

  

Range

Ranged weapons only. If a weapon has only one range number, this is the Maximum Range (Max) in yards at which it can attack a target. If two numbers appear, separated by a slash, the first is Half-Damage Range (1/2D) and the second is Max. Damaging attacks on targets at or beyond 1/2D inflict half damage, and those that require a HT roll to resist are resisted at +3.  

Muscle-powered weapons usually list 1/2D and Max as multiples of the wielder’s ST, not as a fixed range. For example, “x10/x15” means 1/2D is 10xST and Max is 15xST, so someone with ST 10 would have 1/2D 100 and Max 150. For bows, crossbows and mechanical artillery, use the weapon’s ST in these formulas. 

A few weapons have a minimum range, given in their Notes. The weapon cannot attack a target closer than this range – usually because it fires in a high arc, or has safety, fusing, or guidance limitations.

  

RoF (Rate of Fire)

Ranged weapons only. The maximum number of shots an ordinary shooter can fire in a one-second turn.

A weapon can normally fire fewer shots (to a minimum of 1), if you wish, but some special notes apply: “!” means the weapon can only fire on “full auto,” like many machine guns.

Minimum RoF is 1/4 the listed RoF, rounded up.

“m x n” (e.g., 3×9) means the weapon can fire a number of shots per attack equal to the first number (m), and that each shot releases smaller projectiles equal to the second number (n); see Shotguns and Multiple Projectiles (p. 409).

“Jet” means the weapon shoots a continuous stream of fluid or energy, using the jet rules (p. 106).

  

Shots

Ranged weapons only. The number of shots the weapon can fire before you must reload or recharge it.

“T” means the weapon is thrown. To “reload,” pick it up or ready a new weapon!

The parenthetical number following Shots indicates the number of one second Ready maneuvers needed to reload all of the weapon’s shots (e.g., by changing magazines) – or, for a thrown weapon, the time needed to ready another weapon. An “i” next to this means you must load shots individually: the time listed is per shot rather than for all shots.  Refer to the basic rules for additional information about crossbows and related weapons.

  

Weight

The weight of the weapon, in pounds; “neg.” means “negligible.” For missile weapons with Shots 2+, this is loaded weight. The weight of one full reload appears after a slash.

Exception: If the weapon has Shots 1 (like a bow or guided missile launcher) or has a backpack power supply (noted with a “p”), the unloaded weight is given. The weight after the slash is that of one shot (e.g., one arrow or guided missile) or the backpack.

Note that a metric value (kg) will usually be provided in the tables on this site.  

  

ST (Strength)

The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.  For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18. 

Natural weapons (e.g., a punch or kick) have neither minimum nor maximum ST.

“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST.

“‡” means the weapon requires two hands and becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round up). To use it in one hand without it becoming unready, you need at least three times the listed ST.

“R” indicates a firearm that uses a musket rest. The weapon’s weight includes that of the rest. It takes a Ready maneuver to balance the weapon on the rest – but after that, any aimed shot fired while stationary and standing up is automatically braced (see Aim, p. 364).

“B” indicates a firearm with an attached bipod. When firing from a prone position using the bipod, treat the weapon as if it were braced and reduce its ST requirement to 2/3 of the listed value (round up); e.g., ST 13 becomes ST 9.

“M” means the weapon is usually mounted in a vehicle or gun carriage, or on a tripod. Ignore the listed ST and Bulk when firing the weapon from its tripod or mount; the ST requirement only applies when firing the weapon without its mount. Removing the weapon from its mount (or reattaching it) takes at least three one-second Ready maneuvers.

Refer to the basic rules for additional information about crossbows and related weapons.

  

Bulk

Ranged weapons only. A measure of the weapon’s size and handiness. Bulk modifies your weapon skill when you take a Move and Attack maneuver (see Move and Attack, p. 365). It also serves as a penalty to Holdout skill when you attempt to conceal the weapon.

 

Rcl (Recoil)

Firearms only. A measure of how easy the weapon is to control when firing rapidly: the higher the value, the less controllable the weapon. Rcl 1 means the weapon is recoilless, or nearly so.

When firing at RoF 2+, every full multiple of Rcl by which you make your attack roll means you score one extra hit, to a maximum number of hits equal to total shots fired; see Rapid Fire (p. 373). (Firearms with RoF 1 still list Rcl, for use with certain rules.)

    

Reach

Melee weapons only. This is the distance in yards at which a human-sized or smaller wielder can strike with the weapon. For example, reach “2” means the weapon can only strike a foe two yards away – not a closer or more distant one.  “C” indicates you can use the weapon in close combat; see Close Combat (p. 391).  Some weapons have a continuum of reaches; e.g., a spear  with reach “1,2” can strike targets either one or two yards away. An asterisk (*) next to reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can strike at foes that are at any distance within the weapon’s reach.

  

Parry

Melee weapons only. A number, such as “+2” or “-1,” indicates the bonus or penalty to your Parry defense when using that weapon (see Parrying, p. 376). For most weapons, this is “0,” meaning “no modifier.” “F” means the weapon is a fencing weapon (see p. 404). “U” means the weapon is unbalanced: you cannot use it to parry if you have already used it to attack this turn (or vice versa).  “No” means the weapon cannot parry at all.

  

  

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