GURPS Improvised Weapons (TL 7)
Version 1.1
Sometimes it can be preferable to use unusual weapons to mislead the
target about the source or nature of an attack. Easily available or improvised
weapons may deceive the target into assuming unprofessional opposition,
underestimating you if he is foolish enough. Another similar old deceptive
trick is to use the same weapons as your foe to give him a hard time sorting
the sound of your fire from that of his own troops.
The page references are to the GURPS
Basic Set (B), GUPRS
Compendium II (CII), GURPS
Cyberpunk (CY), GURPS
High-Tech (HT) and GURPS
Vehicles, 2nd Ed. (VE).
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| Slingshot |
Crit. |
Cr. |
thr+4 |
12 |
2 |
ST×20 |
ST×25 |
1 |
1/4 |
1 |
- |
- |
$10 |
5 |
-1 |
Note: Rubber slingshots are usually considered a toy and sometimes used
for pest control. But anything can be used the wrong way. In Germany, several
years ago, rioters used slingshots to shatter the visors of police riot
helmets (like the ones on p. B211). This got these items a bad reputation,
still lasting. Treat the slingshot steel balls as bullets rather than ordinary
crushing attacks when using the hit location table on p. COII53. Slingshot
is a P/E skill, defaulting to Bow-4 or DX-4.
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| Hv. Speargun |
Crit. |
Imp. |
3d |
15 |
4 |
380 |
475 |
9 |
1/10 |
1 |
8 |
0 |
$300 |
5 |
No |
Note: The "Black Master" (from Omer Sub in Brescia, Italy) is one of the
finest elastic band powered fishing spearguns commercially available. The
weapon is relatively silent (-5 to hear shoots, -10 to recognize if unfamiliar
with). The RoF is for surface conditions. Under water it takes twice as
long to reload. Range under water is reduced to 1/20 of surface range (p.
COII61), that is 1/2D 19, Max 24. A special quiver wich holds 8 spears
weighs 0.5 lb., costs $15 and is made for underwater use. The spears, sometimes
called "harpoons", cost $15 apiece. Use the Crossbow [Speargun]
skill.
| Weapon |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
Cost |
LC |
Holdout |
| Molotov Cocktail |
fire |
1d/sec |
13 |
0 |
- |
ST×3.5 |
1 |
1 |
6 |
-5 |
Note: Anything you might want to know about Molotov Cocktails in GURPS
you can find at p. B121. Damage for anyone in a burning hex is 1d per second
for one minute. Only one thing to add: Sometimes windows and other openings
are protected by mesh to prevent Molotov Cocktails from entering buildings
or vehicles. A very old countermeasure is to fix fishing hooks on the bottle.
There is a four in six chance that the bottle will cling to the mesh. A
hit by anything hard enough - another Molotov Cocktails or a rock - will
break the bottle. Use the Throwing skill or DX-3. For throwing
distances see p. B90, for scatter rules see p. B119.
| Weapon |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
Cost |
LC |
Holdout |
| Napalm Firebomb |
fire |
3d/sec |
13 |
0 |
- |
ST×3.5 |
1 |
1 |
6 |
-5 |
Note: Napalm is easy to produce even under simple conditions (see pp. VE118,
HT28). - Do not try this at home! Roleplaying is fun, burning down the
house is not. - Use Chemistry+3 or Demolition+3 to make napalm. Without
phosphorous as igniter napalm can be filled into bottles and used just
like a Molotov Cocktail. The differences are that napalm is stickier -
it will cling to whatever it hits - and it burns hotter. Use the Throwing
skill or DX-3. For throwing distances see p. B90, for scatter rules
see p. B119.
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.