GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
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Melee Weapons and Firearms<br />
Weapon malfunctions in the wastes: In the wastes, weapons are often old and have been exposed to dust and other severe conditions. These weapons<br />
are more supposed to suffer a malfunction. So, Malf. value will usually be one or two points below the usual Malf. of the weapon.<br />
Thus Malf. will be usually 15 for TL 5 and 16 for TL6+.<br />
These weapons cost the listed price.<br />
Weapons with Malf. 14 at TL5 and 15 at TL 6+ will usually cost half the listed price (well, if you find an honest merchant). However, new weapons (never<br />
used or just built) have the same Malf. than described in <strong>GURPS</strong> 4ed p279. They cost twice the price listed on the <strong>Fallout</strong> Weapons tables.<br />
Melee Weapons (Look at <strong>GURPS</strong> 4ed. pp. 271-274 and High Tech p. 100 for more info on other melee weapons.)<br />
Two-Handed Sword (DX-5; Broadsword-4)<br />
TL Weapon Damage Reach Parry Cost Weight ST Notes<br />
7 Spring Sword sw+2 cut<br />
thr+3 imp<br />
1,2<br />
2<br />
0 150 5 10 2H, 1 turn to ready<br />
Two-Handed Axe/Mace (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)<br />
7 Steel Mace sw+3 cr 1,2 0U 150 5 12 2H, throwable, 1 turn to ready<br />
8 Super Sledgehammer sw+8 cr 1,2 0U 5000 12 14 2H, 1 turn to ready<br />
Short Sword (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)<br />
7 Cattle Prod 1d-3 burn<br />
HT-3(0.5)aff<br />
7 Super Cattle Prod 1d-2 burn<br />
HT-4 aff<br />
1 0 600 4 7 Uses 1 small energy cell, which provides 25<br />
hits.<br />
1 0 1200 5 8 2H, Uses 1 small energy cell, which provides<br />
25 hits.<br />
8 Ripper sw+4(2) cut C,1 0 4350 5 10 Maximum damage is 4D+4(2). Uses 1 small<br />
energy cell, which provides 25 hits.<br />
7 Survival Knife sw-2 cut<br />
thr imp<br />
Knife (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)<br />
C,1<br />
C<br />
-1 100 1.5 6<br />
Boxing, Brawling, Karate, or DX<br />
7 Spiked Knuckles thr+3 cr C,1 0 60 1.5 - - -<br />
7 Punch Gun 4d (pi++) C,1 0 120 3 7 Reloading takes 2 seconds, also inflicts<br />
normal punch damage in addition to the blast.<br />
8 Power Fist thr+2 cr C 0 1800 1.25 8 Uses 1 small energy cell, which provides 25 hits<br />
8 Mega Power Fist thr+3 cr C 0 2200 1.5 8 Uses 1 small energy cell, which provides 25 hits<br />
Spring Sword: This sword is made out of a large truck leaf-spring,<br />
straightened with hammer and anvil, sharpened at the edges, sword is<br />
otherwise durable (and somewhat flexible) but does not hold its edge as<br />
well as a 'real' quality sword. For breaking purposes, treat as Fine weapon,<br />
but for<br />
damage, treat as only Good quality weapon.<br />
Rolls to Build: Scrounging +2, Armoury/TL7(Hand Weapons) +4<br />
Tools: Hammer, anvil and sharpening wheel.<br />
Limited Production: 5 hours<br />
Steel Mace: Lethal melee weapon, this mace has been made out of a<br />
steel tube and choice bits of tool steel pieces for flanges. It is very durable<br />
and not too difficult to make with the right tools. Weapon is effectively of<br />
Very Fine quality.<br />
Rolls to Build: Scrounging -2, Armoury/TL7(Hand Weapons) +0<br />
Tools: Portable Armoury Toolkit<br />
Limited Production: 5 hours<br />
Super-Sledgehammer: This ultra-tech melee weapon is manufactured by<br />
the Brotherhood of Steel. It uses a kinetic energy storage device to<br />
increase the impact of blows, and the all metal construction makes it an<br />
extremely durable weapon of effectively super-fine quality.<br />
Super-Sledgehammer is powerful enough to cause some impact damage<br />
even if targets body armor stops the blow - In the case of a blow stopped<br />
by DR, divide super-sledges damage by target locations hit points and<br />
round up - The resulting number is hit points of 'impact' damage suffered<br />
by the target location (for the purposes of impact damage, head counts as<br />
having only half of the total hit points).<br />
Against non-rigid armors, super-sledge also causes blunt-trauma damage<br />
in addition to the impact damage.<br />
Durability: DR 70, HP 10<br />
Cattle Prod: Since this weapon is designed to knock a cow unconscious,<br />
imagine what it can do to a human. The cattle prod looks a little like an<br />
overgrown tuning fork, except that an arc of electricity passes between the<br />
prongs on the end whenever the user presses the button.<br />
Super Cattle Prod: An upgraded cattle prod. Any biological critter hit with<br />
this tool has a 75% chance of being knocked unconscious. The Super<br />
Cattle Prod requires two hands to use.<br />
Ripper: Bastard offspring of a shortsword and an electric chainsaw, the<br />
Ripper cuts through meat and bone like a hot knife through butter. Powered<br />
by a single small enery cell, the weapon has an operating endurance of<br />
about 25 minutes before needing a recharge/replacement cell.<br />
The Chain consists of linked superalloy teeth, which are a lot tougher than<br />
steel and thus the chain does not break as easily as that of an ordinary<br />
chainsaw - the weapon is effectively of very fine quality.<br />
Durability: DR 30, HP 6<br />
Survival Knife: A large knife with built-in survival accessories. Allows for<br />
survival rolls at no penalty and includes compass, small saw, fishing lines<br />
with hooks and a small whetstone on the scabbard for sharpening the<br />
knife. Fine quality combat blade is at +1 to damage.<br />
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