GURPS Traps (TL 7)
Version 1.0
The art of setting traps is undervalued by some roleplayers,
ignoring or neglecting the obvious uses of traps, as are
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Denying or severely slowing enemy movement
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Ambushing your enemies while you are in safe distance
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Inducing paranoia
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Creating diversions by attracting enemy attention
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Defending your back while you are not able to do so
Beside the types of traps on this page there is a wide range
of other mechanical and explosive traps.
A skilled trapper can set an effective mechanical trap in only 15 minutes.
Examples are deadfalls, pits (with or without sharpened sticks), and snares
(simple ones, spring-loaded hanging ones, or treadle-spring snares). The
traps skill covers both, setting the trap and hiding it. For setting explosive
traps use the Demolition skill to prepare the trap and the Camouflage
or the Traps skill to hide it, if necessary. Some traps, like car-bombs
may not be hidden, but sitting in places most people do not look at very
often. Hand grenades are also easy to use as improvised but effective traps.
Pancor Bear Trap
This is the Jackhammer
shotgun ammo cassette, converted into an anti-personnel mine or trap
device. It has three parts: (1) the ammo cassette, loaded with from 1 to
10 rounds of 12-gauge shot cartridge; (2) the detonator base, containing
the firing mechanism, which surrounds the lower portion of the cassette;
and (3) the detonator plunger or pressure plate which can be set to fire
the contents of the cassette by direct mechanical action when pressed or
by delayed reaction to a spring-loaded twelve-hour timer. Once assembled,
the 'Bear Trap' is placed in a hole in the the ground or other position,
with the open end of the cassette pointing in the desired direction. Upon
pressure being applied to the detonator plunger, whether by pushing or
pulling, the contents of the cassette will be discharged. The cassette
is designed to withstand the blast effect of the discharge of its contents
and be reusable.
Setting the Mine
Use Demolition+3, Traps+1, or IQ-2 to set the mine properly.
Roll two times: 1) for setting the right angle; 2) for arming the trigger.
A critical failure at the first roll means turning the wrong side towards
the enemy; a simple failure that halves all damage to the target. A critical
failure at the second roll blows the mine right now; a simple failure leaves
the mine unarmed (it will not detonate).
Spotting and Disarming the Mine
To spot the mine make a contest of skills: Demolition or
Traps roll, modified by vision, vs. the Camouflage or Traps skill of the
person who placed the mine. To disarm a set mine requires a roll vs. Demolition-4
or Explosive Ordnance Disposal skill.
Effects of the Mine
Anyone in the 30 degree cone of fire is hit on a roll of
17-(distance to the mine in yards) or less, as per chance of a fragment
hit, p. HT24. When the "to be hit" roll reaches 3, it stays 3 to the limit
of fragment range.
Damage is (2d times number of used cartridges), 1/2D
is 12, Max is 29. Each die of damage is rolled individually and applied
separately vs. armor, as per the shotgun rules p. B119. The cover and concealment
rules (p. B118) apply.
Weight is 3 lbs., cost is $100 (without shells).
Caltrops
Caltrops (see p. CII39, VE70 are tetrahedral spikes of medium
size, effective against persons and vehicle tires. Commercial ones are
made from bright orange hard plastic and used by the police to enforce
road-blocks (1 lb. per 10 caltrops, $0.5 per caltrop). Anyone with a welding
torch and some nails can improvise steel caltrops (large "anti-personnel"
caltrops are 0.5 lb. each and cost $1.5 apiece; smaller "anti-vehicle"
caltrops are ten to the pound and cost $0.25 apiece).
Density of pattern depends on purpose. Anything from
10+ per hex to one every three hexes has its applications. At one per hex
anyone crossing the hex must roll vs. DX+1 to avoid stepping on one, at
a -1 penalty for every yard per second moving. Damage is thrust-3 impaling,
based on the victims ST. Damage is to the foot. Roll 1d for each tire of
a vehicle; on a 1-4 it takes 2d damage.
Stationary Stunners
This are devices that work exactly like the Hand
Stunners described under Non-lethal
Weapons. They can be installed in vehicles, safes or cases, and
at doors. Triggered by unauthorized use they are an interesting experience
for any thief or burglar. Some deactivate after some seconds to prevent
lasting harm, others are not so kind.
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.