Close Combat Hand Weapons (TL 6/7)
Version 1.3
This is a selection of close combat weapons for special operations in
GURPS. Some are more
like spy gadgets but may be useful for clandestine operations or escape
and evasion.
Close Combat Weapon Tables
| Weapon |
Type |
Dam |
Reach |
SS |
Acc |
1/2D |
Max |
Cost |
Weight |
ST |
LC |
Holdout |
| Combat Knife |
Cut. |
sw |
C,1 |
|
|
|
|
800 |
1 |
- |
5 |
+1 |
| |
Imp. |
thr+2 |
C |
| Combat Knife (thrown) |
Imp. |
thr+2 |
|
12 |
0 |
ST-2 |
ST+5 |
|
|
|
|
|
Notes: Maximum damage 1d+4. Throwable (see below). The weapon described
here is of very fine quality (p. B74). You may use the Fast-Draw
[Knife] skill (P/E) (p. B50). Custom concealment holsters ($200) give +2
to Holdout skill. A dress or suit specifically designed and tailored to
assist in hiding weapons gives a bonus to Holdout skill of up to +4 (GMs
decision).
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Neko-de |
Cut. |
sw |
C |
100 |
1 |
- |
+1/+4 |
| |
Imp. |
thr+2 |
C |
Notes: The Neko-de ("Bladed Hand") is a Japanese edged glove (p. MA84,
MA91, CII23). The weapon described here is of very fine quality
(p. B74). It is +4 to holdout when folded (+1 when worn). Use the Karate
(P/H) skill. Karate bonuses apply when using this weapon.
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| PCCW (Garrote) |
Cut. |
thr |
C |
100 |
1 |
7 |
+2 |
| PCCW (Blackjack) |
Cr. |
thr |
C |
|
|
- |
|
| PCCW (Dagger) |
Imp. |
thr-1 |
C |
|
|
- |
|
Notes: The Peskott Close Combat Weapon (PCCW) is a combination weapon developed
by the British SOE (Special Operation Executive) in WWII and used from
1939-1945. It combines wire garrote, blackjack, and switchblade dagger
in one handy weapon. Use the Garrote (P/E), Blackjack ((P/E), or Knife
(P/E) skill. Standard quality.
| Weapon |
Type |
Dam |
Reach |
SS |
Acc |
1/2D |
Max |
Cost |
Weight |
ST |
Holdout |
| Pen-Knife |
Imp. |
thr+1 |
C |
|
|
|
|
1,000 |
0.25 |
- |
+6 |
| Pen-Knife (thrown) |
Imp |
thr+1 |
|
12 |
0 |
ST-5 |
ST |
|
|
|
|
Notes: An ordinary-looking pen, containing a stiletto (p. CII27) of very
fine quality. Use the Knife skill (P/E) and see p. B51, B206. Maximum
damage 1d+2. Throwable. You may use the Fast-Draw [Knife] skill (P/E) (p.
B50), at +4 if you already hold the pen.
For throwing use the Knife Throwing skill (P/E) and see p. B51, B207.
Maximum damage 1d+2.
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Q Garrote |
cut |
thr |
C* |
5 |
0.25 |
- |
+7 |
Notes: This is a wire garrote concealed in an ordinary-looking wristwatch
(this is shown in the James Bond movie "From Russia with Love" and is actually
feasible to do). Use Garrote skill (P/E), and see p. CI134, CII25, MA29,
MA84. *The garrote damages only if wrapped around neck from behind (-1
to skill), and continues to inflict damage every second. The victim also
starts to suffocate (p. B122) and can try to break free by a quick contest
of ST-5 or Judo-3 against the attackers Garrote skill. Garrotes are LC
0 (highly illegal) almost everywhere.
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Razor blade |
cut |
sw-1 |
C,1 |
30 |
0.25 |
- |
+6 |
Notes: This is a razor sharp small blade concealed in a credit card, a
belt buckle, or something similar small. Treated as a very fine small knife
for damage purposes but not for breaking. Use the Knife skill (P/E). To
make effective use of small cutting weapons one has to aim at vulnerable
hit locations. Cutting across the forehead (-5 to hit; cutting damage ×1.5)
will draw much blood and impair the victims vision (subtract the number
of cutting damage to the forehead ×2 from vision). Cutting the neck
(-5 to hit) may stun the victim and maximizes effect (cutting damage ×2).
Take a further look at p. CII53.
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Tokushu Keibo |
cr |
sw |
1 |
50 |
1 |
7 |
+1 |
| |
cr |
thr |
1 |
Notes: This is a spring-loaded stainless steel baton that easily fits in
a pocket when closed. The baton extends automatically on a successful Fast-Draw
skill roll. Use Short Staff (P/H) skill; parry is 2/3 of skill; parrying
with the off-hand is done at no penalty, although attacks are still made
at -4 unless the Off-Hand Weapon Training maneuver is learned. See p. CI135,
MA30, CII30.
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Tonfa |
cr |
sw+1 |
1 |
40 |
2 |
7 |
-2 |
| |
cr |
thr+1 |
C,1 |
Notes: Use the Tonfa (P/H) skill. Parry is 2/3 Tonfa skill. See p. CI136,
MA30, CII35
| Weapon |
Type |
Dam |
Reach |
Cost |
Weight |
ST |
Holdout |
| Spurs (sharp edge) |
cut |
thr+1 |
C |
40 |
4 |
7 |
-2 |
| Spurs (points) |
imp |
thr+1 |
C |
Notes: These are one or more edged steel bars fixed to leather arm coverings,
usually worn in pairs. They can be hidden from view under most normal long-armed
clothing. The steel bars protrude somewhat at the hand and elbow, forming
short hard points. They cannot be grabbed by the enemy or dropped accidentally,
but give you a -2 to use any other weapon in that hand. Some more elaborate
models (Cost $200) feature spring loaded points that retract when not in
use, eliminating the -2 when using other weapons. Spurs also give PD 3,
DR 4 to the lower arms [partial protection on locations 6 and 8]; roll
1d: PD and DR will protect on a 1-3. Use Karate (P/H) skill for punches
and Karate skill -2 for elbow strikes (p. CI167). Karate bonuses apply
when using this weapon. Use 2/3 of Karate or Tonfa skill for parries. The
weapon is easy to improvise by taping something hard to the forearms (blunt
edges change damage to crushing only; use Scrounging skill to find the
material).
Copyright © 1999 by Christoph
Sticherling. GURPS
is copyright © of Steve Jackson Games.
Thanks to Christoph Sticherling for allowing me to post his page on my page.