Muscle-Powered Ranged Weapons

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Muscle-powered ranged weapons are hurled weapons (axes, spears, etc.) and low-tech missile weapons such as bows and slings. Weapons appear under the skill required to use them, along with skill defaults. Some thrown weapons also appear on the Melee Weapon Table; use the statistics below when they are thrown.

BLOWPIPE (DX-6)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Blowpipe 1d-3 pi- 1 ×4 1/0.05 1 1(2) $30 2 -6 [1,2,3]

BOLAS (No default)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Bolas thr-1 cr 0 ×3 2 1 T(1) $20 7 -2 [4]

BOW (DX-5)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Longbow thr+2 imp 3 ×15/×20 3/0.1 1 1(2) $200 11† -8 [3]
0 Regular Bow thr+1 imp 2 ×15/×20 2/0.1 1 1(2) $100 10† -7 [3]
0 Short Bow thr imp 1 ×10/×15 2/0.1 1 1(2) $50 7† -6 [3]
1 Composite Bow thr+3 imp 3 ×20/×25 4/0.1 1 1(2) $900 10† -7 [3]

CLOAK (DX-5, Net-4, or Shield-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Heavy Cloak spec. 1 2 5 1 T(1) $50 8 -6 [4]
1 Light Cloak spec. 1 2 2 1 T(1) $20 5 -4 [4]

CROSSBOW (DX-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Crossbow thr+4 imp 4 ×20/×25 6/0.06 1 1(4) $150 7† -6 [3]
3 Pistol Crossbow thr+2 imp 1 ×15/×20 4/0.06 1 1(4) $150 7 -4 [2, 3]
3 Prodd thr+4 pi 2 ×20/×25 6/0.06 1 1(4) $150 7† -6 [3]
3 "Goat's Foot" 2 (20) $50 7† [5]

LASSO (No default)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Lariat spec. 0 spec. 3 1 T(spec.) $40 7† -2 [4]

NET (Cloak-5)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Net spec. 1 spec. 20 1 T(1) $40 11 -6 [4, 6]
2 Melee Net spec. 1 spec. 5 1 T(1) $20 8 -4 [4, 6]

SLING (DX-6)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Sling sw pi 0 ×6/×10 0.5/0.05 1 1(2) $20 6 -4 [2, 3, 7]
1 Staff Sling sw+1 pi 1 ×10/×15 2/0.05 1 1(2) $20 7† -6 [3, 7]

SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Atlatl 1 1 1(1) $20 [2]
  with Dart sw-1 imp 1 ×3/×4 1 $20 5 -3 -
  with Javelin sw+1 imp 3 ×2/×3 2 $30 6 -4 -

THROWN WEAPON (AXE/MACE) (DX-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Hatchet sw cut 1 ×1.5/×2.5 2 1 T(1) $40 8 -2 -
0 Throwing Axe sw+2 cut 2 ×1/×1.5 4 1 T(1) $60 11 -3 -
2 Mace sw+3 cr 1 ×0.5/×1 5 1 T(1) $50 12 -4 -
2 Small Mace sw+2 cr 1 ×1/×1.5 3 1 T(1) $35 10 -3 -

THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Harpoon thr+5 imp 2 ×1/×1.5 6 1 T(1) $60 11 -6 [8]

THROWN WEAPON (KNIFE) (DX-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Knife thr imp 0 ×0.8/×1.5 1 1 T(1) $40 6 -2 -
0 Small Knife thr-1 imp 0 ×0.5/×1 0.5 1 T(1) $30 5 -1 -
0 Wooden Stake thr(0.5) imp 0 ×0.5/×1 0.5 1 T(1) $4 5 -2 -
1 Dagger thr-1 imp 0 ×0.5/×1 0.25 1 T(1) $20 5 -1 -

THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
3 Shuriken thr-1 cut 1 ×0.5/×1 0.1 1 T(1) $3 5 0 -

THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Spear thr+3 imp 2 ×1/×1.5 4 1 T(1) $40 9 -6 -
1 Javelin thr+1 imp 3 ×1.5/×2.5 2 1 T(1) $30 6 -4 -

Notes

[1] Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison.
[2] Requires two hands to ready, but only one hand to attack.
[3] An arrow or bolt for a bow or crossbow is $2. A dart for a blowpipe, or a lead pellet for a prodd or sling, is $0.1. Sling stones are free.
[4] May entangle or ensnare the target; see Special Ranged Weapons.
[5] Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers.
[6] A net has no 1/2D range. Max range is (ST/2 + Skill/5) for a large net and (ST + Skill/5) for a melee net.
[7] Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range.
[8] Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in.

Bodkin Points (TL3)

At TL3+, arrows and bolts may have armor-piercing "bodkin" points instead of standard "quarrel" or "broadhead" points. This changes damage from impaling to piercing, and adds an armor divisor of (2). No effect on cost or weight.

Muscle-Powered Ranged Weapon Quality

Blowpipes, bows, and crossbows may be fine weapons. Increase 1/2D and Max range by 20%. They cost 4 times list price.

Thrown weapons, and arrows and bolts, use the rules under Melee Weapon Quality.