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

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.