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.