TEXT: INTRODUCTION … 4
  About the Compiler......….....….4
  About GURPS .............…….…..4
  1. EQUIPMENT ………. 5
  Breakdowns and Maintenance.….......6
        Slime, Sand and
  Equipment Failure.......... 6
  Strength …......................…………… 7
  Ground Vehicle Breakdowns..7
  Alien Devices, New Inventions,
   and Weird Gadgets............… 8
  Alien Technology…...........…....8
          Prices and Character
   Starting Wealth ............. 8
          Improvements at
   Higher Tech Levels ......... 8
  Advanced Technology......... …10
  Weird Technology .........…. ….11
  Anachronistic Devices......……11
       Data Penetration
  (Computer Hacking! ....... 11
  Computers .................…………… 12
  Hardware ................…………. 13
  Power Cells ..............………... 15
  Software.................………….. 16
  Muscle-Powered Weapons....……... 19
  Use of Human Bodies .....……. 19
  It Doesn 't Have to be Steel .... 20
  Options for Low-Tech Swords. 22
  Blade Quality and TL......….... 24
  Options for Ultra-Tech Swords.25
  Archery Gear.............……….. 27
  Firearms Accessories.......…… 31
  Pre-Gunpowder Artillery......……… 37
  Ammunition for Firearms....… 37
  Firearm Quality...........……… 39
  Traps and Hazardous Barriers .39
  Armor.......................………………..40
  Equipment for Horses …......... 41
          Other Materials for
  Low-Tech Armor .......... 42
  Shields.................…………… 43
  2. COMBAT ......……….47
  How Combat Works.........……….... 48
  Detailed Combat Checklist .... 48
  Understanding Sequences, Turns
  and Maneuvers........... 48
  Hit Locations …………................... 52
  Hit Location for Humanoids ... 52
   Hit Location for Animals....…. 54
       Cover Value of Some Common
  Materials................ 54
  Dodging Explosions.……........ 54
  Hit Location tor Vehicles…..... 55
  Bullet Damage......………....... 55
  Optional Realistic Combat Rules….. 56
  All-Out Charge...........………. 56
         All-Out Defense Option:
  Increased Defense ......... 56
  Animals in Combat …............ 57
  Bullet Knockback……............ 58
  Multiple Projectiles …............ 58
  Critical Hit/Miss Tables.......... 59
         Ranged combat -
  Special Situations ......... 60
           Blow-Through, Weapon Type
  and HT..................62
  Concentrated Defense: Protecting
  Your Vital Interests ........ 62
  Dodge and Drop……............. 63
         Knockback, Weapon Type and
  Weight .................. 63
  Explosives in Combat ............ 64
          Flinch, Buck Fever and
  Bullet Shyness ............ 64
          Firearms in Combat -
  Expanded Rules........... 66
         Other Problems With Accurate
  Shooting................. 66
          Reduced Hit Probability
  for Heavy Weapons ........ 67
  Aiming Successive Groups...... 67
  Weapons without SS Numbers..67
  Retreating Clarified........……. 68
  High-Skill Feinting ........……. 69
  Grappling - Expanded Rules... 69
  Invisibility and Darkness....…. 70
  Shield PD as Cover ...……..... 70
    Optional
  Cinematic Combat Rules.…... 71
  Chambara Fighting .....……... 71
           Multiple Actions for
  High Move............... 71
  Initiative................………….... 71
  Multiple Attacks...……..……... 72
  Multiple Attack Rules......……. 72
  Controlling Multiple Attacks ... 72
  Faster Combat.………............. 73
  Flying Characters in Combat.... 74
        Only the Best Shall Win:
   An Optional Rule............. 74
  Swashbuckling Maneuvers ..… 74
  Nonhuman Foes...........……… 75
  Silly Combat Rules.........…….. 76
  Sweeping Counter Parry ....….. 79
    3. OTHER COMBAT
   SYSTEMS...... 80
  Ritualized Combat...........………… 81
  Jousts and Competitions.......……... 81
          The Fight's Over Already?
  Optional Rules for
   Pacing Combat .............. 81
          The One-Minute Jouster:
  Quick Tournament Rules.84
  Duelling ……………...................... 85
  The Gentleman's Code…....... 85
  Severity of Duels...……........ 85
  The Particulars of the Duel.... 86
  Weapons of the Duel ...…..... 86
  Showdowns and Shootouts.……..... 87
  Showdowns ……………................. 87
  Draw!..………….................. 87
  Fire!...…………................... 89
      Very Basic Melee Combat:
  Really Simple Shortcuts
   for Really Quick Battles..... 89
  Shootouts .…………….................. 90
  Competition Fighting........... 92
  Roleplaying Tournaments ..... 92
   ABSTRACT VEHICULAR
   COMBAT............. 94
  Naval Combat System ..………....... 94
  Ships...............…………....... 94
  Combat.............…………...... 94
  Player Character Survival...... 98
  Boarding............………........ 98
  Space Combat System ...……….... 100
  Spacecraft............……….... 100
  Combat Rounds.......…….... 101
  
  This chapter contains rules for equipment,
  including rules for operating, repairing and
  maintaining it. Stats for computers, power
  cells, weapons and armor are given, and
  various accessories and options are presented
  in the sidebars.
  
  Slime, Sand and
  Equipment
  failure
  During the course of an adventure,
  equipment often takes as much punishment
  as people. To reflect this in game terms,
  whenever mechanical equipment (guns,
  cameras, vehicles, etc.) is dropped in a
  swamp, exposed to a sandstorm, buried in
  volcanic ash or similarly abused, it has a
  chance of jamming or failing completely.
  Roll three dice for each piece of gear - a 6
  or less indicates failure;
  Equipment in an extreme environment
  (deserts, swamps, steaming jungle, etc.)
  should be rolled for once per day regardless
  of; (and in addition to) rolls far mis-
  treatment. The GM may. wish to keep the
  rolls secret and let the malfunction be dis-
  covered, during normal use, A +1 may be
  applied if the users are constantly cleaning
  and maintaining their gear, and, a modifier
  of -1 to -3 may be used if the abuse is
  unusually brutal.   Repairing jammed or
  broken equipment requires a success roIl of
  the GM's choos-ing (such as Photography to
  repair a movie camera, or Mechanic or
  Armoury of the appropriate specialization).
  BREAKDOWNS AND
  MAINTENANCE
  Equipment (including weapons, vehicles and any gadget more complex than a
  simple screwdriver or knife) requires regular maintenance to work properly.
  Exception: Equipment built from TL13 "living metal" does not require maintenance
  - if the entire item is made of living metal, it is totally maintenance-free: see p.
  UT18.
  Personal weapons, gadgets and other small items of equipment should get a
  maintenance checkup every week or so if they are being used at all; very large or
  complex items (such as factories or fighter jets) may need more frequent checkups.
  To find out how many hours a piece of large equipment can safely operate between
  maintenance checkups, divide 20,000 by the square root of its cost. The quotient is
  the "maintenance interval" in hours.
  Example: A jet fighter cost $15,000,000. It requires maintenance every
  20,000/(square root of 15,000,000) = 5 hours, or about after each flight.
  If an item of equipment has not been used and has been placed in storage (not
  sitting out in the rain or desert sand), or has a sealed case, then it doesn't require
  routine maintenance checkups.
  Each maintenance checkup requires 4 hours and should be performed by some-
  one with the appropriate Armoury, Mechanic or Electronics skill at 9 or better and a
  tool kit or workshop.
  If a checkup is missed, roll against the skill of the character who made the last
  checkup (use the average skill, if multiple mechanics were involved). Apply a -4
  modifier per additional checkup missed after the first.
  If that roll fails, then roll versus the item's Health (not hit points). GURPS
  Vehicles and Robots have rules for assigning HT scores to equipment; for most
  equipment, roll versus 12 or the equipment's TL, whichever is higher. Failure means
  the equipment's HT drops by I, representing wear-and-tear; this will increase the
  chance of a critical failure.
  A critical failure means a serious breakdown. Some feature ceases to work, or an
  individual part of a more complex item breaks down. For any potentially dangerous
  article of personal equipment (especially weapons), roll on the Mechanical,
  Electronic and Biochemical Critical Failure Table, p. 7. For vehicles and robots, the
  breakdown will often be the propulsion system (it can no longer move) or the motive
  system (movement is reduced due to a damaged wheel, leg, track or whatever). For
  computerized equipment, the computer may malfunction, causing the device to
  become quirky or unreliable. The GM decides when the breakdown actually occurs;
  this could be in the middle of an adventure, as breakdowns often occur during use!
  Note that ground vehicles, even "healthy" ones, can break down due to stress
  during routine travel; see the Ground Vehicle Breakdowns sidebar (p. 7). Likewise,
  harsh conditions may result in more frequent breakdowns regardless of mainte-
  nance; see the Slime, Sand and Equipment Failure in the sidebar.
  If equipment has lost Health due to missing maintenance checkups, this loss is
  cumulative. Lost Health can be regained: treat regaining a point of Health as making
  a minor repair (see Making Repairs, p. 7).
  
  mechanical, electronic and
  biochemical critical failure table
  Use this table for breakdowns, or whenever else a critical failure occurs and it seems
  appropriate: when alien or ultra-tech equipment is being examined by someone
  unfamiliar with it, when scientists are experimenting, when ultra-tech gadgetry is
  being repaired, when damage control is attempted on a spaceship, or (at the GM's
  option) when a critical failure is rolled during use of an ultra-tech weapon.
  3,4 - Your equipment shorts out catastrophically, a vital part breaks or your chemicals
  interact cataclysmically. Roll 2d for the number of hours/days/weeks (as the GM
  rules appropriate) it takes to repair damage, get replacement parts, or remix the
  proper chemicals to compensate for the setback.
  5 - An explosion occurs, doing 2d of damage to you and anyone in an adjacent hex.
  6 - Same as #5, above, but doing only 1d damage.
  7,8 - The botch or breakdown costs you 1 day or 1 hour of time, as appropriate:  your
  next roll (for whatever reason) involving that device is at -3.
  9,11 - You narrowly avoid a disaster, by catching the problem in time. No time is lost,
  but your confidence is shaken. You have a -3 on your next attempt to use or repair
  the equipment (if you just made the final roll, roll again at -3).
  12,13 - Yon lose 1/2 day or 1/2 hour of time, as appropriate, and have a -3 to your
  next attempt to repair or use the equipment.
  14 - You think something is wrong, or that you may have used the wrong procedure,
  but you're not quite sure because your notes or the repair manual have been mis-
  placed, gotten out of order, etc. Roll IQ-3 to know for sure (the GM determines
  truth). If you miss the IQ roll or you did goof, either start from scratch or attempt
  to complete the work or repairs with a -5 to your skill roll (your choice).
  15 - A serious accident or error: a toxic chemical cloud, a sizeable shock or a heavy
  component falling on you. Roll HT-5 or go to 0 HT. If you make your roll, you
  still take 1d of damage and pass out for 20-HT minutes.
  16,17 - As #15, but you automatically go to 0 HT and take an additional 2d damage. If
  working with electrical equipment, you take a point of damage every five seconds
  until someone shuts the power off. You can do nothing during this time except use
  psionic abilities (at -6) if you have them.
  18 - A major explosion. Effects are as #16, 17 above, except that you take 4d damage
  after going to 0 HT. Anyone within 10 hexes takes 2d damage. Better hope some-
  one stays conscious and gets you medical aid quickly!
  Making Repairs
  Minor Repairs: Repairing damaged equipment that still has hit points remaining
  requires a half-hour's work per attempt. Roll versus an appropriate skill (usually
  Mechanic, Electronics, or Armoury). Success restores 1 hit point times the amount the roll
  succeeded by (minimum 1). All normal modifiers for using the skill apply -see p. B54 for
  Mechanic skill modifiers. Some items may be more difficult to repair; in general, if an
  item costs $1,000 or less, roll at +1. If it costs $10,001-$100,000, roll at -1, or at -2 if it
  costs $100,001-$1,000,000 and at -3 if it costs over $1,000,000.
  Major Repairs: A disabled component (one reduced to negative hit points) is
  seriously damaged. It requires spare parts that cost 1d x 10% of the original price. All rolls
  are at an extra -2. Otherwise, use the rules above.
  Replacement: If a component is utterly destroyed (at –5 x hit points) it cannot be
  repaired, and must be replaced at 100% of the original cost. Replacement normally takes 1
  hour per hit point the component had and a skill roll; use the modifiers for minor repairs.
  A successful skill roll means the replacement is installed, while a failed roll wasted the
  time, but further attempts can be made at no additional penalty.
  Hiring Help: If a character isn't capable of doing repairs himself, he can usually hire a
  mechanic. A typical rate is $20 per hour; typical skill level is 11 + 1d. Mechanics with
  esoteric skills, e.g., Armoury (Artillery), may be more difficult to locate.
  Ground Vehicle
  Breakdowns
  Early automotive vehicles (TL5 and
  pre-1930 TL6 vehicles) and heavy tracked
  vehicles like tanks are notorious for being
  less than mechanically reliable. Even
  today, armored vehicles traveling long dis-
  tances are likely to shed tracks or suffer
  damage to their suspensions. As such,
  armies prefer to ship tanks on wheeled
  transports for long distance travel.
  A powered ground vehicle that (a)
  doesn't use wheels, or (b) has HT less than
  10, or (c) was built in TL5 or the first half
  of TL6 must make a HT roll for every six
  hours of continuous travel.
  Modifiers depend on how it is moving:
  +5 if on wheels, +3 if halftrack, skitrack or
  legs, +2 if on tracks or a "flexibody" (see
  GURPS Vehicles). If TL5: -6. If TL6
  between circa 1900 and 1910. -4. If TL6
  between circa 1910 and 1920, -2.  If TL6
  between circa 1920 and 1925, -1. If legs at
  TL7: -4. If legs or flexibody, at TL8: -2.
  If a roll fails, the vehicle's drivetrain or
  suspension system has malfunctioned in
  some way: a blown tire, slipped track, etc.
  It will require 1d man-hours and a
  Mechanic roll to repair it.
   If the roll was a critical failure, the mal-
  function is more: serious - the vehicle's
  motive subassembly or drivetrain loses all
  its hit points and is effectively disabled
  until repaired. Also, the GM may rule that
  an accident of some sort takes place.
  
  Prices and
  Character
  Starting Wealth
  The prices of equipment in GURPS are
  even in "dollars" ("$"), which are
  assumed to be a unit of currency suitable
  to the campaign - see pp. B16, B71. One
  "$" may be a silver piece, dollar, galactic
  credit, 
  Fnordian 
  cockle 
  shell, 
  etc.
  Whatever the units, the following values
  for starting wealth are assumed:
  TL4- Earth,most fantasy settings:$1,000
  TL5 Earth:$750
  TL6 Earth:$750 at 1900-1930, $1,000
  at 1931-1940 and $3,000 at 1941-1950
  TL7 Earth:$5,000 at 1951-1960, $7,500
  at 1961-1970,$10,000 at 1971-1980 and
  $15,000 after 1980
  TL8+, cyberpunk settings: $10,000
  TL8+, most other settings: $15,000
  When a cost is listed for a piece of
  equipment, it is usually the cost paid at
  the TL where the device is first
  introduced; 
  the 
  exceptions 
  are 
  the
  equipment lists in the various wordbooks,
  which generally give the cost in that
  setting - which, for various  world-
  specific reasons, may have nothing  to do
  with TL or inflation (see below). Where
  costs are not listed, assume that rice is
  generally reduced at higher TLs, as for
  Improvements at Higher TLs, below.
  Inflation: At least on Earth, the value
  of unit of currency tends to decrease with
  me, for a variety of reasons: To reflect
  this, the GM may also wish to apply an
  inflation multiplier to prices. This
  multiplier is equal to (starting wealth of
  campaign/starting wealth when device
  was first introduced).
  Improvements at
  Higher TLs
  The TL listed for equipment is
  generally  the TL at which it was first
  introduced. Any technology from lower
  TLs might be -available at higher TLs. Its
  price varies  with the game world: 0ld
  devices might be  junk; they might be rare
  and valuable antiques.The creator of the
  universe, or the GM, decides. In general:
  One TL after it first appears; any item
  of equipment, including drugs,computer
  programs and services-like cloning or
  psionic operations, costs half as much.
  Two TLs after introduction, prices are 1/4
  the original cost. There is no further
  reduction to price, unless specified for a
  particular device.
  For some-equipment, there are.
  additional modifications:  
  Continued on next page...
  ALIEN DEVICES, NEW INVENTIONS AND
  WEIRD GADGETS
  Adventurers seem to come across alien artifacts routinely, are often asked to
  try out experimental devices, and occasionally even invent weird, new gadgets of
  their own. The sections below present a few ways to handle this; with very minor
  changes all of these rules can also be applied to strange magical artifacts.
  Alien Technology
  When someone attempts to operate an alien device of unknown purpose, first
  have him choose a skill and roll against it. If the skill is inappropriate and the skill
  roll is a success, he realizes that skill doesn't apply and may try another; otherwise.
  he continues with the useless skill (treat as a failure by 10 for an appropriate skill).
  The GM then rolls 3d, adds the amount the skill roll was made or failed by, and
  consults the Enigmatic Alien Device Button-Pushing Table, below.
  Each attempt takes one minute. Repeated attempts are possible: for each failure
  of the skill roll, apply a cumulative -1 modifier to the next attempt. The table
  assumes a device of moderate complexity, including a number of controls without
  comprehensible labels, e.g., a TL10 blaster rifle, a radscanner or a space suit. Very
  simple or very complex devices should have appropriate modifiers applied to the
  GM's roll. The Intuition advantage can be useful in selecting the right skill, and
  also provides a +4 bonus to the GM's roll.
  Example: Hal has found a Precursor artifact that resembles a glowing potato
  with warts. He wants to figure out what it is, so he uses his Weird Science skill
  (see p. CI159) of 15 (lacking anything obviously more suitable). Hal's player rolls
  a 16, so the modifier is a -1. The GM rolls a 7, so poor Hal decides the device is
  some sort of musical instrument and tries to blow into a hole he finds in one of the
  warts. Hal breathes in some toxic cooling vapors and suffers 3 points of damage.
  Note that Earthlings are unlikely to completely figure out alien tech, unless
  they happen to have very high levels in relevant skills (or Weird Science), or get
  very lucky - the cumulative failure modifier will eventually get them in trouble if
  they don't stop random button-pushing fairly quickly. A different character can
  start from scratch, though: other people can bring fresh insights on the problem.
  These rules can also be used when characters analyze magical devices enchant-
  ed with unknown spells and when attempting to understand forgotten research pro-
  jects. In the latter case, apply a +2 modifier to the GM's roll - at least some of the
  device's labels will help. If notes regarding the device can be located (taking a
  Research-5 skill roll), an additional bonus of +4 should be applied to the roll on
  the table. But even with the manual, operation isn't automatic - the documentation
  rarely matches the prototype, and someone may have fudged the data!
  
  enigmatic alien device
  button-pushing table
  GM rolls 3d. On repeated attempts by the same character, re-roll results that
  duplicate or are subsumed by previous results
  0 or less - The character takes 3d of damage, and the device is destroyed. (If
  thedevice is indestructible, it vaporizes everything within 10 yards instead, and
  islater recovered from the crater by an NPC
  1 - The device's primary effect is applied to the experimenter, if possible; if not, the
  character takes 2d damage.
  2 - The device's primary effect is applied to a nearby character, if possible; if not, a
   nearby character takes 2d damage from a side-effect.
  3 - The experimenter takes 3d damage from the device.
  4 - A nearby character takes 3d damage from the device.
  5 - The experimenter takes 1d damage from a device side-effect.
  6 - A nearby character takes 1d damage from a device side-effect.    
  7 - The experimenter suffers superficial damage from a device side-effect.
   
  8 - A nearby character suffers superficial damage from a device side-effect.
  9 - The experimenter suffers an embarrassing mishap while trying to operate the
  device: he gets a body part stuck to it, or suffers some unpleasant minor side-
  effect.
  10 - The PC forms an erroneous theory concerning the device's purpose, possibly
  being misled by a secondary function or side-effect.
  11 - Nothing happens: the PC gains no useful insight into the device's nature or
  operation, but at least it didn't do anything nasty...
  12 -The character locates one of the device's less-obvious controls (but doesn't find
  out what it does),
  13 - The PC discovers the power switch that turns the device on and off.
  14 - The experimenter gets a clue concerning the purpose of the device.
  15 - The device's main function is clearly demonstrated (possibly by blowing a large
  hole in something inanimate - and expensive - nearby), and the character can now
  operate this function, at a skill penalty of -4.
  16 - A procedure is discovered that reliably operates a single secondary function
  (with no skill penalty).
  17 - The location and genera] nature of all secondary device controls is deduced,
  and these functions can be used at a skill penalty of -4.
  18 - The PC figures out how to operate the major controls and can use the main
  function of the device at no skill penalty.
  19 - The operator discovers all the functions of the device, and all relevant operating
  procedures, and can use all device functions at no skill penalty.
  20 or higher - As 19, plus the character finds a totally serendipitous - and useful -
  application of the device that the creators never thought of!
  Modifiers:
  Amount character skill roll was made or failed by
  -1 for each skill-roll failure after the first
  +5 if the device controls are simple and obvious
  +1 to +5 for a device of simple function
  -5 for an incredibly complex device with lots of controls (e.g.. a starship. a computer
  or a TL7 VCR).
  -4 for poking at device with a stick
  -2 for decent waldos (remote manipulators)
  -1 for using psi or magic to manipulate the device from a theoretically safe distance
  +4 if the PC has Intuition
  +2 if the character has Danger Sense
  Improvements at
  Higher TLs
  (Continued)
  Gadgets
  Unless specified otherwise, all devices,
  except for weapons and survival suits or body
  armor, weigh half as much one TL after being
  introduced and 1/4 as much after 2 or more
  TLs (round down). Many gadgets also
  improve in effectiveness.
  Armor
  Higher-TL versions of armor generally
  have increased DR; see the individual
  descriptions for each type.
  Power
  Any equipment that runs on power cells (see
  sidebar, p. 15) gains shots or increased
  operating time at higher TLs- This adds 50% of
  the original operating time or shots to the listed
  number for each TL after the one at which the
  device was first introduced. This is because the
  high-tech cells contain more power (see p. 15).
  However, many devices also make better use of
  the power they have available. For weapons,
  that means that they have more shots, and that
  the shots are more
  powerful!
  Weapon Improvements
  Energy Weapons: Energy weapons are
  weapons powered by power cells. This includes
  all beam weapons, all Gauss
  weapons and all powered melee weapons,
  For each TL after the types' first appearance,
  add +1 to an energy weapon's damage for every
  1d of damage it normally inflicts. For weapons
  with damage adds, 3+ points of:
  damage adds also gives a +1.
  Range also increases. Add 10% to 1/2D
  and Max range per TL after the weapon fust
  appears.
   Example:  TL9 blaster rifle normally does
  12d damage, with a 1/2D and Max range of 300
  and 800. It gains +12 damage  per TL above 9
  (+1 for each die of damage  done normally), so
  at TL10 it does 12d+12 damage. In addition, its
  1/2D and Max ranges improve by 10% to 330
  and 880.
  Improvement Limits: Unlike Dumber of
  shots (see Power, above), damage and range
  only increase for the first three TLs after the
  weapon's introduction.
      Needlers: Regular and Gauss needlers get 20
  more shots per magazine at each TL after the
  TL of introduction.
  Other 
  Weapons: 
  Conventional 
  slug-
  throwers and other chemical or. spring-powered
  weapons do not increase in damage, but
  advanced ammunition types do come into use:
  Explosive warheads have a 50% increase  in
  damage at TL9, but after that do not gane in
  power, however, other types of warheads
  (sonic, nuclear, etc.) become available.
  
  Advanced Technology
  When someone invents something of a higher tech level than his "normal" TL,
  whether using the invention or Gadgeteering rules (see pp. CI121-127), or simply
  knowledge of a higher TL, the GM should roll 3d on the Guaranteed Play-Balance
  Table, below (or simply pick something appropriate). For very complex gadgets (or
  very unbalancing ones), the GM may want to roll multiple times. At a minimum.
  gadgets should double in size and weight for every tech level below their nominal TLs.
  These rules can also be used for new and innovative magical enchantments.
  guaranteed play-balance table
  GM rolls 3d, or picks something appropriate.  
  3 - Roll 3d for each use (each hour of use for continually-operating devices). On a
  result of 6 or less, an agent of the Interstellar T' vorging Commission teleports in
  and tells the operator to cease generating k'fith particles at once! If the PC doesn't
  comply, the agent will frown at the gadget and it will disappear, immediately
  followed by the agent.
  4 - If the gadget is normally hand-held, it is so large and heavy as to need a cart or
  vehicle to move it around; if normally a vehicle-borne device, it needs a really big
  vehicle, like a battleship, or must be mounted in a building; if normally the size of
  a small building, the device takes up a city block.
  5 - Each use of the gadget (or hour of constant use) consumes $250 worth of exotic
  chemicals, rare herbs or the like.
  6 - The device has 1d+1 side-effects (see the Random Side-Effect Table, below).
  7 - The PC carrying the gadget is so inconvenienced by its awkward shape and balance
  that all his DX rolls are made at a -2 penalty.
  8 - The gadget has Id-2 (minimum one) side-effects.
  9 - If normally powered by batteries or power cells, the device requires a large power
  supply, like building power or a vehicle power plant; if normally requiring power
  in the megawatt range, it needs to be tied into a continental power grid and causes
  brownouts whenever used. (Magical devices use three times normal fatigue.)
  10 - The gadget is twice as large, twice as heavy and uses twice as much power as it
  should. (Magical items use 50% more fatigue than normal.) If it is a weapon, dam-
  age, range and Acc bonus are halved, and SS increases by 4.
  11 - The gadget gets too hot to handle after one or two uses, and must cool down for
  ten minutes before it can be used again. (If used before it cools off, it bums out in a
  shower of sparks and inflicts Id bum damage on the user.)
  12 - Each use of the gadget (or hour of use for constantly-operating devices) consumes
  $25 worth of exotic chemicals, rare herbs or the like.
  13 - The gadget is unreliable, and fails on a skill roll of 14 or higher.
  14 - The device requires repairs after every use; it will not work until repaired.
  (Magical items require a Repair spell after every use.)
  15 - The device has a recoil like a heavy projectile weapon (even if it isn't a gun). The
  user must make a DX roll for every use to avoid being knocked down.
  16 - The gadget is very unreliable, and fails on a skill roll of 10 or higher.
  17 - The device is very complicated to operate. If a weapon, it takes five seconds to
  ready. (This represents pushing buttons, setting dials, chanting, etc.) Non-weapon
  gadgets require two hours of painstaking preparation before each use.
  18 - On any critical failure using the device, it self-destructs in some appropriately-
  spectacular fashion. The user must make a DX roll at -2, or take 2d damage as the
  gadget vaporizes itself. The entire gadget is gone, and cannot be repaired or even
  broken down for usable parts.
  
  Weird Technology
  These rules are best suited to Cinematic or silly campaigns; proceed at your
  own risk ...
  Weird Science (p. CI159) can be used in conjunction with the inventing and
  Gadgeteering rules on pp. CI121-127. A successful roll gives a +5 bonus to both
  the "conception" and "working model" rolls for regular inventions. Gadgeteering
  gets a +1 to effective skill from a successful Weird Science roll, and Weird Science
  skill can also reduce or eliminate TL penalties when building gadgets using primi-
  tive equipment. The drawback to using Weird Science is that all devices built using
  this skill have strange side effects - Id-3 of them (minimum one). The GM should
  roll for these (or choose them) using the Random Side-Effect Table, below.
  This table can also be used for "experimental" devices that the PCs are given by
  or steal from mad scientists who use Weird Science and mad wizards who use
  Weird Magic.
  random side-effect table
  The GM rolls 3d, or chooses something appropriate.
  3 - Each use causes a small, cumulative change in the user's body or mind. Roll
  vs. HT+4 (IQ+4) for each use, or acquire -1 point toward a physical
  (mental) disadvantage of the GM's choice.
  4 - Every use of the device inflicts Id damage on the user (bypassing DR).
  5 - Each use causes 1 point of damage to the operator (bypassing DR).
  6 - The gadget mutates one person (choose randomly) within 10 yards into an
  animal (GM's choice) for 10 turns.
  7 - The device makes an incredibly annoying, high-pitched screech when used-
  This gives everyone within 20 yards a headache for ten minutes (-1 to all
  rolls). The user gets a migraine (-3 to all rolls for 20 minutes). Earplugs
  don't help, although Deafness does.
  8 - Use of the gadget disrupts electronics of a lower TL: TVs and radios within
  one mile get nothing but static, computers within 100 yards crash on a roll
  of 7 or less on 3d; within 10 yards, even flashlights and other simple
  devices are affected. This effect is popular with scanning devices on
  UFOs. (Magical items produce local mana disruptions that cause a -3
  penalty to all spellcasting within 10 yards for me next ten turns.)
  9 - The device produces noxious fumes in a 4-hex radius. These do no damage,
  but are extremely unpleasant to breathe. Characters must make HT+3 rolls
  each turn they breathe in the area, or suffer mild nausea for five minutes (-
  1 to all rolls).
  10 - The gadget produces a loud hum in operation (+3 to Hearing rolls to
  notice it).
  11 - Use of the device is accompanied by impressive, but harmless, special
  effects -beams of colored light, showers of sparks, et cetera. The source of
  the effect will be obvious to any watcher, and anyone in the area gets a +5
  to Vision to notice something is going on.
  12 - The gadget emits dense clouds of steam or smoke while in operation.
  Treat as a Fog spell of radius 4 (see p. B 159 or M40).
  13 - Every use of the gadget attracts swarms of vermin of the GM's choice.
  The swarms disperse ten minutes after the device is shut off.
  14 - Using the gadget renders the operator unconscious for 1d minutes.
  15 - Each use of the device attracts the attention of nearby demons or punches
  holes into random dimensions through which strange creatures appear.
  16 - The device inflicts one point of damage (bypassing DR) per use, on
  everyone within 10 yards, including the user.
  17 - Every use of the gadget opens a gate into a random dimension for 1 turn;
  the user must roll vs. DX to avoid falling into the hole before it closes.
  18 - Each time the device is used, roll for a different random side-effect. (If
  this result comes up, roll for two side-effects!)
  Anachronistic Devices
  The lech levels listed for most equip-
  ment are aimed at "realistic'' campaigns. In
  more cinematic or fantastic campaigns.
  these limits can be stretched. For each TL
  "early." add 50% to the cost and 25% to the
  mass and volume of such a device.
  Example: A TL9 Gatling laser, normally
  $20,000 and 75 Ibs., would cost $40,000
  and weigh 112.5 Ibs. in a TL7 Supers game
  with comic-book-style energy weapons.
  Data Penetration
  (Computer Hacking)
  Adventurers may want to break into •a
  computer system, usually to steal informa-
  tion. The first requirement is access to the
  computer system itself, whether through a
  communicator or an actual terminal, using a
  Datalink program (see p. 17). A totally self-
  contained system cannot be penetrated from
  outside - but few systems (except military
  defense-control systems) are totally self-
  contained.
  Many military systems (including all TL7
  systems in the U.S. containing anything
  other than Unclassified data) and some
  civilian 
  systems 
  are 
  protected 
  by
  Cryptographic barriers from outside intru-
  sions via the Net. Access to these systems
  requires compatible cryptographic systems
  (military-grade 
  systems 
  are 
  usually
  unavailable - consider them LC 0) and
  current crypto keys. The latter are normally
  carefully guarded, and may not even be
  known to the users of the system.
  It may be possible to "crack" keys,
  depending on the level of protection of the
  crypto gear. Unlike simple passwords.
  crypto keys are usually very large random
  numbers, and can only be attacked by using
  Cryptanalysis skill (p. CI156) on the text of
  a message. At late TL7, this normally
  requires both specialized programs  and
  enormous computing power - tens or
  hundreds of millions of dollars worth.
  The easiest way to penetrate a system
  protected by crypto barriers is to acquire the
  keys 
  somehow. 
  For 
  modern 
  military
  settings, this typically means suborning a
  Security; officer who handles keys (many
  Social skills are useful here), breaking into a
  high-security safe (which will. generally
  leave enough traces that all the protected
  keys will be immediately invalidated), 01
  physical access to a crypto unit containing
  the key of interest; plus lots of time and very
  specialized gear and training.
  Once you get past the crypto barrier to
  talk to the target system, you still typically
  have to get past password: protection (see
  below) to access specific data. Some very
  secure 
  systems 
  use 
  cryptographic
  identification devices (like physical keys)
  instead  of passwords, so this may present
  significant additional problems.
  Continued on next page...
  
  Data Penetration
  (Computer Hacking)
  (Continued)
  Once the intruder is accepted as a legit-
  imate user of the system, he can try to gain
  access to its databases or programs. Some
  databases are open to any user, while others
  require special passwords and are defended
  by security programs (see below). For
  instance, once inside a military installation's
  computer system, a user will have access to
  dozens of separate databases. Some will be
  unrestricted, such as the public relations
  biographies of senior officers. Others, such as
  the program controlling the installation's
  recognition monitors, will have limited
  access and alarm programs if unauthorized
  attempts are detected.
  Any attempt to break into a secure data-
  base or program requires a roll against
  Computer Hacking (see p. CI155). Add
  bonuses depending on the quality of Worm
  program 
  (see 
  Intrusion 
  and 
  Security
  Programs, p. 14) the intruder is using, and
  subtract penalties if the database or program
  is defended by an attached Security program-
  The GM may also add bonuses of up to +5 if
  the intruder, has obtained passwords or codes
  that provide partial access to his target.
  In some settings (especially less cine-
  matic ones) a specific Computer Hacking
  skill may not exist: instead, hacking is a
  process, not a skill. In this case, the roll
  above is against Computer Programming.
  Other useful skills include many Social skills
  (especially Fast-Talk) for getting passwords,
  Thief/Spy skills for stealing keys and gaining
  physical access to the system, Scrounging for
  "dumpster diving" (finding useful notes and
  manuals; even-passwords; in the garbage)
  and Computer Operation skill (see below).
  As well, "connected" Allies, Contacts and
  Patrons may be able to provide passwords, as
  can a sufficiently high Security Clearance
  (see p. CI29). Any of the above can give up
  to a +5 bonus, at the GM's option.   
  Each attempt takes one hour. Success
  means that any defenses are unlocked, and
  the intruder is inside. If he was trying to
  break into a database, he can now access it,
  and 
  alter, 
  erase, 
  insert 
  or 
  retrieve
  information. If he was trying to get into an
  existing 
  program, 
  he 
  can 
  attempt 
  to
  reprogram it.
  Failure by 1 to 2 means that the attempt-
  fails and must be tried again, taking another
  hour; failure by 3 or more indicates that the
  computer's defenses, if any, are alerted - see
  the Defense program, below.
    Continued on next page...
  COMPUTERS
  At TL7, computers are already vital to the operation of society. At higher TLs,
  their importance continues to increase. These rules cover "generic" computers, with
  emphasis on TL7-8 systems (TL6- computers are rather limited in capacity, while
  given the speed of the computer revolution, anything could happen by TL9!)
  Complexity
  Computers have Complexity ratings, which govern the type of software they can
  run and how fast they can run it. Complexity 1 is the simplest; Complexity 6+
  computers may be self-aware. Each jump of +1 Complexity marks an order of
  magnitude performance increase.
  Programs are also rated for their Complexity. A computer cannot run programs
  of a higher TL or Complexity (but see Program Types, below). The number of pro-
  grams that can be run concurrently is based on Complexity: a computer can run (wo
  programs of its own Complexity, or 20 programs of one Complexity lower, and so
  on. This can be combined; for instance, a computer could run one program of its
  own Complexity and ten programs of one lower Complexity level.
  Using Computers
  Computer Operation skill is required at TL7-. At TL8+, all computers can have
  voice-instruction capability; Computer Programming rolls are not required for most
  purposes, and Computer Operation rolls are at +3. At TL9, Computer Operation
  skill is almost never necessary, and is therefore almost unknown.
  Complexity 2 computers can give simple spoken replies; Complexity 4+ sys-
  tems can understand idiomatic conversation and reply in kind (within the machine's
  realm of expertise); users may give any instructions to computers they control (if
  they have the appropriate programs). The GM has the ultimate decision as to the
  capabilities of a program and the response of a computer when given an order that
  is impossible be follow. Simple systems can be dangerously literal-minded!
  The exact capabilities of a computer depend on its library of programs. Running
  or switching a program takes one second. Maximum memory storage (for
  databases) is 100 gigs x Complexity at TL8+, 10 gigs x Complexity at TL7.
  Program Types
  For gaming purposes, programs
  are broken down into two types:
  analysis and real-time. Real-time
  programs are things like Personality
  Simulation and robot skill programs
  that must be able to run at full speed
  at all times. Analysis programs
  include databases, Environmental
  Analysis, Navigation, etc. They
  generally take about 10 minutes to
  execute when run on a system of
  their own Complexity.
  A real-time program is useless
  on a machine of lower Complexity
  than the program - it simply can't
  run fast enough. An analysis pro-
  gram can be run on a lower-
  
  Complexity machine from the same TL, but each 1-point deficit in Complexity
  increases the time it takes to run the program by a factor of 100! Increases in
  Complexity reduce the time by a factor of 10, but only if the computer treats
  the program as if it were +1 Complexity.
  TL Differences
  No system can run a program of a later TL. Systems can run programs from
  the immediately previous TL without difficulty; beyond this, specialized (and
  archaic) hardware will have to be found to interpret the media, and the GM
  should decrease effective Complexity of the computer by 1 ... most systems
  lack the capability to translate archaic machine languages!
  Other Capabilities
  Any computer can also be linked via a communicator or cable to another
  computer. The smaller computer then becomes a terminal of the larger one,
  giving access to all its power. Of course, to communicate with a computer, the
  communicator must first have its comm-number and any necessary passwords.
  Accessing an otherwise secure computer is difficult,
  In addition, any computer equipped with a microphone or camera can be
  used as a digital recorder, to the limit of its storage capabilities.
  Hardware
  Small ("Personal") Computer
  The computer itself easily fits into a pocket or a briefcase, but is usually
  linked to peripherals that are considerably larger. They can be linked to
  mainframes for even greater data access. A TL8 personal computer is
  Complexity 2 and runs for one year on a B cell.
  Minicomputer
  This is the workhorse of the computer business. Almost every middle-class
  household at TL8 has a system like this, serving as the "house brain." Small
  businesses, or separate departments within a larger business, also use mini
  systems. Using its integral modem, a minicomputer can be linked to a network
  for even greater data access. At TL8. a minicomputer is Complexity 3 and uses
  building power, or can run for six months on a C cell.
  Microframe
  These multi-user systems are used in such situations as large passenger
  ships and university learning centers. A TL8 microframe is Complexity 4. It
  runs for six months on an E cell, or indefinitely if connected to the mains.
  Mainframe
  Used for control and systems-monitoring functions for a major business,
  manufacturing complex or laboratory. It normally uses vehicle or building
  power. If it has an emergency power backup, this will be a bank of 50+ E cells
  (which will keep the computer running for about a week). A TL8 mainframe is
  Complexity 5.
  Macroframe
  Sometimes referred to as a supercomputer or megacomp, it is most often
  found administering the traffic, sewage, power and other maintenance
  functions for an entire city! It will also handle the local government's
  bureaucracy and paperwork. Until TL9, these systems must be installed in
  buildings or vehicles. The machine
  Data Penetration
  (Computer Hacking)
  (Continued)
  A large computer may have thousands of
  gigabytes ("gigs") of information in its
  databases, and finding a single item can be
  difficult, but the more time spent in an ille-
  gal search, the more chance of tripping an
  alarm program. To make such a search,
  determine the size of the database being
  examined before rolling against the ques-
  tioner's Computer Operation skill Penalties
  are -1 for a database of up to 10 gigs, -2 for
  11 to 100 gigs, -3 for 101 to 1,000 gigs, and
  so on. 
    
  Each search attempt requires 10 minutes.
  If the user is unauthorized, failure by 3+
  activates the system's Defense programs (if
  any). On a legal search, each attempt still
  takes 10 minutes and has the same penalties
  for amount of information stored. Failures
  simply mean no informa-tion for that search
  - a long enough search will find anything in
  the system! Of course, the information
  simply might not be there; that is up to the
  GM, and characters may or may not even
  discover that the search is futile.
  Continued on next page...
  
  Data Penetration
  (Computer Hacking)
  (Continued)
  Intrusion & Security Programs
  These specialized programs are used 10
  protect against data penetration - or to facil-
  itate it. Remember that more complex and
  expensive versions of these programs give
  higher skill levels (see p. 16).
  Defense: A Defense program does not
  prevent intrusion - but if an intruder fails his
  skill roll by 3+ and is detected, it goes into
  action. A Defense program has an effective
  skill of 14. Roll a Quick Contest of Skill
  between the Defense program and the
  Computer Hacking skill of the intruder. If
  the intruder wins, he escapes, and may try to
  reenter the system again later. If the Defense
  program wins, it pinpoints the location of the
  intruder terminal and alerts human security
  forces. An Active Defense program may also
  insert a computer virus (see below) into the
  intruder's system. Active Defense programs
  are often illegal (Legality Class 1). A Passive
  Defense program is Complexity 3 and costs
  $5,000. 
  Active 
  Defense 
  programs 
  are
  Complexity 6 and cost $250,000.
  Security: A Security program is assigned
  to a particular program or database in the
  computer to protect it against unauthorized
  access- Any data penetration attempt has a
  penalty of -8. Additional protection can be
  bought just as for raising the skill of a pro-
  gram - doubling the cost and adding 1 to the
  Complexity adds another -1 to any penetra-
  tion altempt Complexity 2, $30,000.
   Virus: These are special programs that
  may be used to infect other programs or
  databases. If an infected program is loaded
  into a compuler, or a virus is inserted into
  the system by an Active Defense program.
  all programs on that computer will become
  infected (and can pass it along if copied!).
  Some time (delay varies with the program)
  after the virus has been initially released, it
  activates its programming. Typical programs
  erase everything stored in the computer, or
  change random pieces of stored information
  (-4 to all skill rolls augmented by the
  computer), or can even cause  the computer
  to 
  physically 
  damage 
  itself! 
  More
  sophisticated virus programs might subvert
  the target computer, turning it into a spy for
  the virus creator. $1,000, Complexity 2.
  A Target Virus is written to get into a
  specific system (or type of system) and
  change specific pieces of data. Otherwise it
  functions as a normal virus. $10,000 (in
  custom  programing fees), Complexity 3.
  Worm: A Worm program adds 2 to any
  Computer Hacking/TL roll for a data
  penetration attempt, or provides a skill level
  of 12. In some places, Worm programs may
  be illegal (Legality Class - 3 or less).
  Complexity 3, $25,000.
  uses building or vehicle power, but will almost definitely have a large bank of E
  cells (usually 100+) in case of long-term power outages. They are usually the
  property of government agencies or major corporations.
  Options
  Several options may be added to any computer to alter its capabilities. For
  strict accuracy, all computers up to late TL6 should be built with the "dedicated"
  option. representing simple mechanical or electro-mechanical analog computers.
  Compact (TL6): The computer is substantially reduced in size and weight, but
  is much more expensive as a result.
  Dedicated (TL5): A dedicated computer can only run a single software pro-
  gram. Historically, all computers up to late TL6 should be built as dedicated com-
  puters.
  Dumb (TL7): The computer is less sophisticated than usual. This subtracts 1
  from Complexity but makes it much cheaper.
  Genius (TL7): The computer uses state-of-the-art processing technology. This
  adds 1 to its Complexity, but greatly increases price.
  Hardened (TL7): The computer is built with optical systems, or more
  sophisticated forms of hardening at higher TLs, in order to resist attacks such as
  electromagnetic pulses, as well as computer surveillance systems such as
  TEMPEST.
  High Capacity (TL7): The capacity of a system can be enhanced by 50% (to
  three programs of its own Complexity, etc.) for a 50% price increase.
  Neural-Net (TL8): The computer is built to simulate the way an animal (such
  as human) brain structure works. This makes it self-programming. The "mega-
  computer" described in Space and Ultra-Tech is a TL9 macroframe with the
  neural-net option. A neural-net's main advantage is its ability to learn programs on
  its own, gaining skills in much the same way as a human with Eidetic Memory 2.
  By itself, the neural-net option gives an effective IQ of Complexity + 4 for
  learning purposes, but no DX; the computer cannot learn DX-based skills.
  Combined with a robot brain, this option makes the computer semi-sentient, with
  limited self-initiative; however, it has no interest in anything beyond following its
  user's orders - it is not "self-aware." Treat this combination like a normal robot
  brain, but one that can learn. It has its usual DX, but its effective IQ is Complexity
  + 4.
  Robot Brain (Late TL7): The computer has a brain optimized to control a
  vehicle or robot. This option gives it a built-in operating system that allows it to
  move, control its limbs (if any), run built-in equipment, process information from
  its sensors, and understand orders to the limit of its IQ. The robot has an effective
  DX of (Complexity/2) + 8 and IQ of Complexity + 3. It is programmed to obey its
  owner and will follow commands literally. The disadvantage of this option is that
  it halves the number of programs a robot can run (one program of its own
  Complexity, 10 of one less Complexity, etc.). For more details on robot brains, see
  pp. R57-65.
  Sentient (TL10): Any computer with a Complexity of 6 or higher (after
  options) can be built to be sentient. A sentient computer is a fully self-aware
  "artificial intelligence," or "AI," with the same capabilities as a neural-net, but
  with an IQ equal to Complexity + 5. The robot brain option is still required to give
  the computer a DX and enable it to learn DX-based skills.
  Fully-sentient AI systems are considered people in some places; they can't be
  "enslaved" and are eligible for citizenship. In some places they are property, with
  varying degrees of "civil rights," but never equal to "natural sentients." Other gov-
  ernments outlaw AI completely.
  Sentient computers should be considered characters, complete with quirks and
  disadvantages.
  
  Select the computer from the table below (small to macroframe), decide which
  options it has. and work out and record its statistics:
  Type of Computer
  Weight
  Cost
  Complexity
  Macroframe 
  4.000 
  $2 million 
  TL-2
  Mainframe
  500
  $200,000
  TL-3
  Microframe 
  200 
  $40.000 
  TL-4
  Minicomputer
  40
  $15,000
  TL-5
  Small computer 
  2 
  $1,000 
  TL-6
  TL Modifier
  Built at Late TL5 
  x5 
  x2 
  -2**
  Built at TL6
  x2
  xl.5
  -2**
  Built at TL7 or TL8 
  x1 
  x1 
  -
  Built at TL9
  x1/2
  x1/2
  -
  Built at TL10+ 
  x1/4 
  x1/4 
  -
  Options
  Compact 
  x1/2 
  x2 
  -
  Dedicated
  x1/2
  x1/5
  -
  Dumb 
  x1 
  x1/5* 
  -1
  Genius
  x1
  x7*
  +1
  Hardened 
  x3 
  x5 
  -
  High-Capacity
  x1
  xl.5
  -
  Neural-Net 
  x1 
  x2 
  -
  Robot Brain
  x1
  x1
  -
  Sentient 
  x1 
  x3 
  -
  Weight: This is the weight of the computer. If the computer has
  multiple modifiers or options that affect weight, then all multipliers that
  affect weight are applied in succession.
  Cost: Just as with weight, if a computer has TL modifiers or options
  that affect cost, multiply the cost by each in turn.
  * For small computers, "genius" multiplies cost by 20 instead of 7,
  and "dumb" multiplies cost by 1/20 instead of 1/5. For mainframe and
  macroframe computers, "genius" multiplies cost by 20 as well; "dumb"
  versions still cost only 1/5 as much.
  Complexity: The computer's Complexity is based on its type and
  TL, modified by the options chosen. E.g., a TL10 minicomputer with
  the "genius" option has 10-5+1 = Complexity 6.
  ** Penalty does not apply if computer has the "dedicated" option.
  Terminals
  All computers require at least one terminal if they are to be used by humans.
  (Exception: At TL10+, holographic displays remove this limitation for small com-
  puters, making "wristcomps" feasible.) Each terminal allows one person to use the
  computer. Note that terminals do not come with computers. Unless the computer is
  intended strictly for an unmanned vehicle, or as a backup, it should have at least
  one terminal!
  A single terminal can be connected to multiple computers, giving a single user
  access to them all; however, the user is still restricted to working with one comput-
  er at a time, and it takes one second to switch a terminal between computers.
  Adding a terminal to a computer does not increase its capacity in any way. If
  multiple users try to exceed its capacity (e.g., by running more programs of a given
  complexity than the computer can handle), then they will simply be unable to do
  so.
  Terminals are assumed to have a keyboard and monitor; the standard terminal
  of TL7-8 has a high-resolution color display and a keyboard input device, supple-
  mented by a voice input system at TL8+. Holographics appear at TL9, neural inter-
  faces at TL10. As well, TL8+ terminals for Complexity 3+ computers come with
  sound synthesizers, enabling them to convey information through speech, to play
  music, etc.
  Power Cells
  At TL8+ most equipment runs on stan-
  dardized power cells. How they work is up to
  the GM, These rules assume that they use
  plutonium, metastable helium, antimatter or
  something equally esoteric and expensive.
  They can't be recharged, and can't be dis-
  charged quickly enough to explode. Any cell
  will store power indefinitely if not in use; they
  have indefinite shelf lives. Unless otherwise
  specified, they are good for 2 years continuous
  use.
  Higher-TL cells contain more energy: at
  each successive TL after the introduction of a
  device that takes power cells, increase the
  number of shots or the operating time by 50%.
  Power cells are heavy for their size. The
  consequences of breaking a cell depend on
  what is in it; the more destructive the contents,
  the harder they are to break, Antimatter or
  plutonium cells are not fragile.
  Types of Power Cells
  There are six sizes of power cells, desig-
  nated by letter from AA (the smallest) to E (the
  largest). Power cells increase in power
  exponentially. An A cell is ten times as pow-
  erful as an AA cell, a B cell has ten times the
  power of an A cell, and so on.
  AA cell: This cell is a disk the size of a
  pinhead, 1/16" in diameter and 1/32" thick. AA
  cells are used to power microbots, brain
  implants, calculators, etc. They cost $2; 500
  AA cells weigh 1 ounce.
  A cell: An A cell is a cylinder 1/4" in
  diameter and 1/8" tall, A cells are used to
  power wristcomps, short-range radios and other
  devices with smalt power requirements. An A
  cell costs $10; 25 weigh 1 ounce.
  B cell: B cells are cylinders 1/2" in diameter
  and 1/2" tall. They are used to power various
  sorts of hand-held equipment, including small,
  easily-concealable weapons. B cells cost $30;
  20 weigh 1 pound.
  C cell: This is a 1" diameter by 2" tall
  cylinder. C cells are the most common power
  source for personal weapons, tools and
  equipment They are the most familiar power
  source in most advanced societies; equipment:
  designed for larger or smaller cells often has an
  adapter for C-cell operation. C cells cost $100
  and weigh 1/2 pound.
  D cell: A D cell is a cylinder 2" in diameter
  and 4" tall. D cells power military weapons and
  heavy equipment; TL8+ battlefields are littered
  with expended D cells in the way that TL7
  battlefields 
  are 
  littered 
  with 
  expended
  cartridge-cases and machine gun links. Each D
  cell costs $500 and weighs 5  pounds.
  E cell: Each E cell is a cylinder 4" in
  diameter and 6" tall. E cells power vehicles,
  support weapons and other power-intensive,
  systems. An E cell costs $2,000 and weighs  20
  pounds
  Continued on next page...
    computer table
  
    terminal table
  Power Cells
  (Continued)
  Replacing Power Cells
  It takes 3 seconds to replace an A, B, C
  or D cell with a new one, or 6 seconds to
  replace a tiny AA or large E cell. Speed-
  Load (Power Cell) skill (see p. B52) applies
  to B, C and D cells being reloaded into
  weapons. Successful use of this skill
  reduces the time to 1 second. Life-support
  systems, and other items that cannot afford
  power interruptions, have two or more
  cells, so that if one is drained another takes
  over immediately. They are also usually
  equipped with a warning system to notify
  the user that one cell has been expended.
  Jury-Rigging
  In an emergency, wrong-sized cells can
  be used. To do this requires a roll against
  Electronics-2 and 3d+10 minutes of work. A
  failure means the jury-rig delivers no power;
  a critical failure damages the gadget- A
  larger cell can be substituted for a smaller
  one, lasting no more than twice as long. A
  set of 10 smaller cells can be substituted for
  the next larger size, usually lasting only a
  short time (details are up to the GM,
  depending on the Electronics skill of the
  tinkerer; on a good roll, the GM should warn
  the technician what to expect from his jury-
  rig).
  The GM may also rule that different
  planets or nations use different voltages or
  sizes for their power cells. This means an
  Electronics roll, of difficulty set by the GM,
  will be required to use familiar power cells
  in strange equipment (or vice versa).
  Lower-TL cells can be used to power a
  higher-TL device, but this is always a jury-
  rig. High-TL devices using lower TL cells
  will, at best, function like the lower-TL
  version of that same device; a bad roll on the
  jury-rig could result in failure to oper-ate, or
  even damage to the device. The  penalty to
  the 
  Electronics 
  roll 
  for 
  jury-rigging
  increases by -2 for each difference in TL
  (Electronics-4 for one TL of difference,
  Electronics-6 for two TLs, etc.).
  Low-TL devices can use higher-tech
  cells, getting increased operating time (see
  p. 9) but no other increase in efficiency.
  However, if the TL of the cells is more
  than 1 greater than the device's TL, the GM
  may require an Electronics roll, with
  appropriately cinematic results on a failure.
  (''The TL13 power cells just destroyed your
  flashlight, but before it melted, the beam
  went through the wall.")
  Example: A TL8 laser rifle gets 12 shots
  from a TL8 C cell. Using a TL9 C cell, it
  would now get 18 shots, but no extra
  damage. With a TL10 cell, it could  get 24
  shots, if it worked at all.
   Continued on next page...
  TL8+ Storage Devices
  Mass Storage: As storage capabilities rise, system storage capacity (hard disk,
  laser disk, etc.) will increase beyond the normal user's ability to fill it.
  However, systems running truly massive database programs will require extra
  storage capacity. If a system is to hold databases of more than (Complexity x 100)
  gigabytes ("gigs"), it will need extra mass storage. At TL8, one terabyte of protect-
  ed memory (1,000 gigs) costs $10,000. weighs 500 IDS., and takes up about a cubic
  yard.
  Removable Media: Software is stored on memory units called disks. A TL8
  optical disk is about 3" across and holds 10 gigs of data. At TL9, they are dime-
  sized, with the same capacity. At higher TLs. size stays the same, with memory
  density increasing by a factor of 10 per TL. Blank disks are always $5 apiece.
  Other Peripherals
  Printer (TL7): Attached to any computer (even a wristcomp), the printer can
  produce typeset quality printouts or photographic-quality color pictures. It uses the
  computer's power cell. The printer weighs 4 pounds and costs $100 at TL8. A hun-
  dred sheets of paper or printing plastic weigh 1/2 pound and cost $1.
  Text Scanner (TL7): This is a light-sensitive plate which can read a document
  or picture (10" x 15" or smaller) into a computer's memory, either as a graphic
  image or text. Cost is $40 and weight is two pounds at TL8.
  Software
  A variety of programs are available. The cost listed is for an original copy of
  the program with documentation. Programs are rated for Complexity, as described
  above.
  Increased Skill
  Some programs provide a bonus to operator skill, or have a built-in skill level.
  Standard programs give a +2 bonus to appropriate skills, or an effective skill level
  of 12. More expensive and sophisticated versions of these programs may be pur-
  chased, for every +1 skill over and above this, double the cost and increase the
  program's Complexity by one. (This is an expansion of the Expert System rules in
  Ultra-Tech and Space, replacing the previous rules for automatic skill bonuses at
  TL 
  Weight 
  Cost
  5-6
  100
  $2,000
  7-8 
  40 
  $1,000
  9
  20
  $500
  10+ 
  10 
  $250
  Weight and cost are for typical terminals suitable for use as work stations. Personal
  terminals (e.g.. on laptops) may be cheaper, smaller and lighter.
  
  increasing TLs.) This does not apply to skill programs for robot brains, which pro-
  vide character points toward a skill rather than a level or bonus.
  Note that bonuses to the same skill from multiple programs are not cumulative.
  New or Custom Programs
  At TL8+, a system can be programmed to do just about anything. Good pro-
  gramming is expensive at any Tech Level. The GM should allow custom programs
  to be ordered, but make them costly. Some programmers are better than others,
  regardless of cost. A custom program is very likely to have some amusing bugs in
  it when it is first used.
  If someone wants to write his own computer program, see Reinventing
  invention (p. CI125).
  Copy Protection
  Copy protection for computer programs is a dead issue at TL7 and 8. As pro-
  grams become more sophisticated, a user simply cannot run them without the
  appropriate documentation. On the other hand, more advanced tech levels may dis-
  pense with paper entirely. When the documentation is also on a program disk, pira-
  cy may become practical again, and copy-protection schemes may reappear.
  Thus, the GM has two options. A simple projection of current trends would
  indicate that no copy protection will exist. Documentation and technical assistance
  will be available only to authorized owners, making "stolen" copies worthless.
  For a more Cinematic future, effective copy protection could be common.
  When trying to load a pirated version of a program onto a computer, a roll at
  Computer Operation-2 or Computer Programming is required to successfully defeat
  the copy protection. A failed roll corrupts the program that is being loaded -a
  critical failure loads the program normally, but introduces a virus into the system.
  Needless to say, the GM should make all of these rolls in secret.
  Copy protection also provides for some interesting adventure threads - the PCs
  as a group of intergalactic game pirates, for instance!
  Sample Programs
  For detailed lists of programs, see GURPS Cyberpunk, Robots, Space, Ultra-
  Tech and Vehicles.
  Accounting: Used to manipulate numbers, do financial projections, and so on.
  Complexity 2; $1,000.
  Datalink: This enables a computer to link (through a cable or communicator)
  with another electronic device, such as a computer, portable radar, scanner, etc. - at
  TL8+, almost all computers have universal jacks for attaching other devices. The
  computer can now display data from the other device on its screen, and can be used
  to give instructions through the link. This is also the program used to communicate
  with other computers through communication networks. Complexity 1; $400.
  Electronics Repair: In conjunction with the probes from an electronic tool kit,
  this program troubleshoots any electronic device in its technical manual database
  (roll against the program's skill). A success tells the operator what to fix and how to
  fix it (it gives a +2 to Electronics or Electronics Operation or a 12 in the appro-
  priate skill, whichever is higher, for repairs only). Complexity 2; $500. See below
  for databases.
  Engineering: This is an advanced CAD (computer-aided design) engineering
  program. There are different programs for each Engineer specialty. It adds +2 to
  the appropriate Engineer specialty. Complexity 2; $5,000 plus cost of databases.
  Expert Systems: These are programs with the knowledge of an expert in a par-
  ticular skill, such as Shipbuilding, Biochemistry or Arctic Survival. Although they
  can be asked what-if questions, they are unlikely to bring any new insights to a
  Power Cells
  (Continued)
  Explorers, merchants or diplomats who
  must spend a long lime in a culture of a
  lower TL are well advised to have equip-
  ment adapted to the power sources of the
  lower TL. Higher-TL devices can be per-
  manently adapted (as distinct from jury-
  rigged) to lower-TL power cells. Number of
  shots or operating time is the same as that of
  the equivalent lower TL weapon. For
  devices that do not exist at a lower TL, shots
  and operating time are up to the GM. The
  rule of thumb is to halve shots and time for
  each drop in TL (round down).
  It is possible to adapt even more archaic
  power sources to the operation of higher-TL
  equipment. This is normally a Task (see
  long Tasks. p. B93) and the details are up to
  the GM. One Task that may be especially
  useful is adapting a recharger unit to
  primitive power sources.
  The GM who feels that these calcula-
  tions don't add to the game is free to declare
  that power cells were perfected at TL8 and
  don't change with increasing tech levels.
  Rechargeable Power Cells
  (TL8+)
  At the GM's option, any TL8+ society
  can have rechargeable power cells. In this
  case, they last only half as long, or provide
  half as many shots, but may be recharged  at
  any power plant, including that of a
  spaceship, in about a day. This amount of
  power should be available at negligible cost
  though a futuristic power grid. These are
  otherwise identical to normal power cells
  (p.15).
  Continued on next page...
  
  Each 8 extra skill points (or fraction thereof) increases Complexity by +1.
  Mental skill programs cost $2,000 per character point, while physical skills cost
  $4,000 per point. For programs granting more than 8 character points to a skill,
  multiply cost by 2.5; for more than 20 points, multiply by 5. At TL9, halve the cost;
  at TL10+, quarter the cost.
  Because computer brains have perfect recall, skill points placed in mental skills
  effectively count quadruple, just like a human with Eidetic Memory 2. Multiply
  character points after calculating the Complexity and cost of the program.
  Translation (TL11): This program can analyze and translate entirely new lan-
  guages with as little as ten minutes' exposure to conversation, starting at a skill level
  of 5, and adding a point to skill for each additional half-hour of exposure, up to a
  maximum of 11. Non-verbal languages can be handled if appropriate sensors and
  "speakers" are available; cost varies widely. The program is Complexity 6. Cost
  depends on the level of language that can be translated: $5,000 for Easy only,
  Power Cells
  (Continued)
  Energy Banks
  An energy bank stores electrical power.
  Energy stored in an energy bank is mea-
  sured in kilowatt-seconds (kWs) - one kilo-
  watt of power for one second. An energy
  bank consists of a bank of power cells plus
  their housings and power conduits. The
  four types of power cells commonly used in
  an energy, bank are B, C, D and E cells.
  Energy banks use either rechargeable or
  non-rechargeable batteries or cells. Non-
  rechargeable cells must be replaced when
  the energy bank is drained. Rechargeable
  cells can be recharged by plugging into any
  power plant. Rechargeable cells are usually
  written with an r in front of the type; for
  instance, rC indicates a rechargeable C cell.
   To design an energy bank, decide on the
  type and number of batteries or power cells
  that make it up, then add up the stored kWs
  of power, weight and cost as shown below.
  Energy Bank Table
  problem, and cannot be used for original research or invention. Expert systems are
  available for all Professional and Scientific skills and for Survival, Diagnosis and
  Intelligence Analysis.
  Expert system programs have an effective skill level of 12 for Mental/Average
  skills, 11 for Mental/Hard skills and 10 for Mental/Very Hard skills. They are used
  in place of the character's own skill, but the time taken to perform a skill with the
  assistance of an Expert System is doubled. Expert System programs cost $10,000
  for Average skills, $20,000 for Hard skills and $50,000 for Very Hard skills, and
  are Complexity 3.
  Interpreter: This program translates from any language to any other language,
  as long as appropriate databases are on line. Nonverbal languages can be handled if
  appropriate sensors and "speakers" are available; costs vary widely. Typical lan-
  guage skill is 14, although this depends on the database. Complexity 4; $10,000.
  News Daemon: This program constantly scans news channels for stories and
  articles on subjects it is set to look out for. It can mark them for later retrieval, flash
  a message on the screen, or call a communicator code for an instant alert.
  Complexity 1; $500.
  Personality Simulation: The computer can simulate emotions, quirks, etc., and
  use highly idiomatic speech. In a robot, it can also simulate gestures and physical
  mannerisms. It can be programmed with a specific personality (even duplicating a
  real or fictional person) or left to develop its own (generally based on those around
  it). Simulators can be very simple, but one good enough to fool those "talking" to it
  for any length of time is Complexity 5 and costs $20,000.
  Robot Skill Programs: These can only be run by computers with the robot
  brain, neural-net or sentient options. Each skill program grants the computer a
  number of character points in a specific skill. In theory, any skill can be bought as
  a skill program, but to properly use many of them will require the robot to have
  limbs or built-in equipment, and tasks that require true creativity or empathy (GM's
  option) are impossible unless the computer is sentient. Note that neural nets and
  sentient computers can only learn IQ-based skills. Use the table on p. B44 to deter-
  mine the skill level. The more points the program grants, the higher the
  Complexity:
  Type
  TL
  Weight
  (lbs.)
  Cost
  Energy
  (kWs)
  9v cell
  7
  0.1
  $2
  18
  r9v cell
  7
  0.1
  $2
  9
  12v cell
  7
  20
  $50
  1,800
  r12v cell
  7
  20
  $60
  900
  B cell
  8
  0.05
  $30
  (TL-6)x180
  rB cell
  8
  0.05
  $30
  (TL-6)x90
  C cell
  8
  0.5
  $100
  (TL-6)x1,800
  rC cell
  8
  0.5
  $100
  (TL-6)x900
  D cell
  8
  5
  $500
  (TL-6)x18,000
  rD cell
  8
  5
  $500
  (TL-6)x9,000
  E cell
  8
  20
  $2,000
  (TL-6)x180,000
  rE cell
  8
  20
  $2,000
  (TL-6)x90,000
  The cost, weight and energy are per cell in the
  energy bank.
  Continued on next page…
  Points 
  Complexity
  0.5
  1
  1 
  2
  2
  3
  3-4 
  4
  5-8
  5
  
  $7,500 for Average, $10,000 for Hard and $25,000 for Very Hard languages. When
  confronted with a language above its program level, (for instance Hard when it is
  programmed only to Average) the machine may refuse to attempt translation, turn
  out gibberish, or make dangerous errors.
  Word Processing: A complete, state-of-the-art desktop publishing system used
  to create and manipulate text and image files. Complexity 2; $850.
  Databases
  These hold basic information. Normal cost is about $1,000 per gigabyte for
  sensitive or technical information. Database access is considered to be a
  Complexity 1 task. Some representative databases:
  MUSCLE-POWERED
  WEAPONS
  Below is a selection of muscle-powered weapons taken from various GURPS
  supplements, broken down by skill used to wield the weapon. Many of these are
  variations on the weapons listed on pp. B206-207. Where this is stated, assume that
  they are identical in all respects to the weapons listed in the Basic Set, except as
  noted - damage, reach, cost, weight and so on may differ slightly. For wholly new
  weapons, full statistics are given.
  AXE/MACE (DX-5); p. B49
  Boarding Axe (TL4): A billed axe used during Age-of-Sail boarding actions.
  Not made for throwing. Treat as an axe from the Basic Set.
  Cleaver (TL3): A heavy-bladed meat cleaver, used as a weapon. Treat as a
  hatchet.
  Francisca (TL2): See the entry under Axe Throwing, below. When used in
  hand-to-hand combat, treat the francisca as a hatchet.
  Hammer (TL2): A short, metal-headed club with a flat striking surface.
  Heavy Club (TL1): The wooden club existed in many varieties. Some ended in
  stone and some had a wooden ball at one end. Still others had four knobs of wood
  at one end with a pointed dp.
  Kama (TL3): A long-handled, Japanese sickle. When the sickle-blade is
  attached to a chain, it creates the kusari-gama (see p. 28).
  Masakari (TL3): A Japanese axe; treat as an axe.
  Nata (TL3): A Japanese hatchet; treat as a hatchet.
  Gumbai (Iron Fan) (TL3): A Japanese "combat fan" - a concealable weapon
  made of iron. The gumbai is a non-folding fan with a large, flate blade.
  Tomahawk (TL1): Western-manufactured trade tomahawks are made of iron
  and can be used as either small maces or axes, depending on their edges. Some
  tomahawks are spiked like a small fireman's axe and can be used for piercing skulls
  (impaling damage). Traditional axes are stone.
  Power Cells
  (Continued)
  Fatigue and Power Cells
  In some settings, the energy stored in
  ultra-tech power cells can be used as
  fatigue to power magical spells. The rules
  for fatigue in relation to Energy Spells
  given in GURPS Grimoire are, unfortu-
  nately, incorrect. The actual relationship is:
  1 kWh = 10 Fatigue.
  Fatigue stored in a particular type of
  power cell will vary by TL. At TL8 it is:
  AA cell =0.01 Fatigue.
  A cell =0.1 Fatigue.
  B cell = 1 Fatigue.
  C cell = 10 Fatigue.
  D cell = 100 Fatigue.
  E cell =1,000 Fatigue.
  At higher TLs, increase TL8 Fatigue by
  50% per extra TL. Thus, a TL9 D cell
  stores 150 Fatigue, a TL10 D cell stores
  200 Fatigue, and so on.
  As well:
  1 megawatt = (approximately) 2.8
  Fatigue per second.
  These corrections will affect the exam-
  ples given for the Lend Power, Conduct
  Power and Draw Power spells.
  Use of Human Bodies
   An environment with limited resources
  demands that nothing be wasted. Human
  bodies can be used to produce many items.
  Hair can be spun and woven, and the skin
  can be tanned to produce a thin-leather. The
  bones can also be used to make knives and
  arrowheads, as well as jewelry for
  adornment or trade. Tendons can provide
  sinewy material for binding. Even teeth
  have trade value; some cultures use them
  for decoration.
  Lengthy novel ...............................................................0.01 gig
  Complete national road atlas ..........................................0.1 gig
  Navigation charts of entire ocean or country .....................1 gig
  Plans of 100 small or 10 complex vehicles .......................1 gig
  Detailed global navigation charts ..................................100 gig
  Public or school library ..................................................100 gig
  City or college library .................................................1,000 gig
  Big city or university library ....................................10,000 gig
  Large university or copyright library ......................100,000 gig
  Everything ever printed ..............................100.000,000 gig (?)
  
  It Doesn't Have
  to be Steel
  Although steel is the default material
  for bladed ancient and medieval hand
  weapons in GURPS, not all such weapons
  are made from it. At TL2 or less, steel
  simply hasn't been invented yet, while
  even high-tech adventurers may find
  themselves in an area where-for economic,
  cultural or mystical reasons-steel is known
  but unavailable.
  Stone Weapons (TL0)
  In terms of breakage, all long stone
  blades and points (e.g., knives, swords and
  spear heads) are considered to be of Cheap
  quality, while stone axes are treated as
  Good quality. This does not affect price
  until 
  TL1, 
  when 
  bronze 
  becomes
  available: then, all stone weapons become
  available for Cheap prices. Note also that
  even a Cheap metal weapon from a more
  advanced culture is superior to a stone
  point, in that a broken metal weapon can
  be reforged and reshaped, while broken
  stone is worthless.
  Obsidian (TL1): Obsidian is a shiny,
  jet-black rock (actually a kind of glass)
  found only in volcanic areas. Contrary to
  ''pulp realism," it isn't much better than
  flint or any other kind of stone for making
  weapons from: honed to a keen edge, it is
  very sharp, but also becomes extremely
  vulnerable 
  to-blunting 
  and 
  breakage.
  Assume that any obsidian blade can be
  given a keen edge (+1 damage, like a Fine
  weapon); however, such a blade will break
  on 1-5 on 1d if used to parry a heavy
  weapon (see p. B111), and will lose its
  keen edge (and the +1 damage bonus) if
  used to parry or to strike DR 2+.
   Continued on next page...
  AXE THROWING (DX-4); p. B49
  Francisca (TL2): The francisca is the Norse throwing axe. It is essentially a
  hatchet with a large curved head. This was often elaborately decorated with inlays
  of silver wire. It can be used as a hand weapon, but only as a last resort - it's small.
  Treat it as a hatchet.
  Mace (TL3): Maces were often thrown in combat.
  Tomahawk (TL1): See the entry under Axe/Mace, above. The tomahawk can
  also be thrown.
  BLOWPIPE (DX-6); p. B49
  Fukiya (TL3): See the description under Blowpipe (Fukiya), below. Use the
  Blowpipe rules on p. B49, but with the stats given on the table.
  Weapon 
  Type Damage Reach
  Cost
  Weight Min ST Special Notes
  Hammer
  cr.
  sw+2
  1
  $35
  4
  12
  1 turn to ready after swing.*
  Heavy Club 
  cr. 
  sw+2 
  1 
  $20 
  2 
  7 
  1 turn to ready after swing.*
  Kama
  cut.
  sw+2
  1,2
  $70
  3
  11
  1 turn to ready after swing.*
  Gumbai 
  cr. 
  sw+2 
  C.1 
  $100 
  3 
  11 
  1 turn to ready after swing.*
  Tomahawk
   (metal)
  cut.
  sw+1
  1
  $45
  2.5
  8
  May be thrown.
  imp.
  sw
  1
  Using spike on had of blade.
  Tomahawk
   (stone)
  cr.
  sw+1
  1
  $10
  3
  9
  * Becomes unready if used to parry.
  Weapon 
  Type Damage 
  Ranges 
  Cost 
  Weight 
  Min
  SS
  Acc 
  1/2D 
  Max 
  ST
  Mace
  cr.
  sw+3
  12
  1
  ST/2
  ST
  $50
  5
  12
  Small Mace 
  cr. 
  sw+2 
  11 
  1 
  ST 
  STx1.5 
  $35 
  3 
  11
  Tomahawk (metal)
  cut.
  sw+1
  10
  2
  STx1.5
  STx2.5
  $45
  2.5
  8
  Tomahawk (stone) 
  cr. 
  sw+1 
  11 
  1 
  ST 
  STx1.5 
  $10 
  3 
  9
  Weapon 
  Type 
  Damage 
  Ranges 
  Cost 
  Weight 
  Min
  SS
  Ac
  c
  1/2D 
  Max 
  ST
  Fukiya
  Special
  See p.B49
  10
  1
  -
  ST/2
  $30
  1
  none
  
  BLOWPIPE (FUKIYA) (DX-4 or Blowpipe); p. CI132
  Fukiya (TL3): A small, Japanese blowpipe, used by ninja at close range (reach
  C, 1) to blow powder or bamboo slivers with various effects. It is a hollow tube two
  or three feet long which can be easily concealed. When firing bamboo slivers, use
  the regular Blowpipe skill (see Blowpipe, above). When blowing powders, use the
  Blowpipe (Fukiya) skill and the stats below.
  Weapon
  Type
  Damage
  Reach Cost Weight Min ST Special Notes
  Fukiya
  See above
  See above
  C.1
  $30
  1
  none
  Can also be used as a
  ranged weapon; see
  Blowpipe, above.
  BOW(DX-6);p.B50
  Dai-kyu (TL3): A Japanese composite longbow, made of wood sandwiched
  between two pieces of fire-hardened bamboo. The staff is held together with glue
  and thread. It is asymmetrical, with two-thirds of its length rising above the archer's
  left shoulder. This allows it to be used on horseback, unlike the European longbow
  which can only be used on foot. Use the composite bow stats in the Basic Set.
  Han-kyu (Half-bow) (TL3): The han-kyu is a small bow, used by ninja, that can
  be concealed in the sleeve of a kimono (+1 to Holdout). A ninja's quiver (made of
  cloth) holds 12 arrows and can also be hidden in his kimono sleeve. Use the stats for
  the short bow in the Basic Set, but it's composite construction and concealability
  change cost to $600. Weight is 2.5 lbs.
  BROADSWORD (DX-5, Shortsword-2 or Force Sword-3);
  p. B50
  Backsword (TL4): The primary weapon of the Elizabethan Englishman was a
  basket-hilted, single-edged broadsword or "backsword." While the backsword
  lacked a reverse edge, it had a stronger blade. It is similar to a broadsword with a
  thrusting tip, but parries gain +1 PD from the full basket hilt, which also gives DR 4
  to the sword hand.
  Cavalry Saber (TL4): A heavy, slightly-curved broadsword used to chop down
  at foes from horseback.
  Dau (TL3): A heavy-bladed Chinese scimitar, the dau can be used for chopping
  or thrusting.
  Estoc (TL3): A narrow stabbing sword, three to four feet long and weighing
  about two pounds. The blade is round, square or triangular in cross-section, with no
  sharpened edges, for forcing its way through the links of chain mail. An estoc is
  normally used for thrusting attacks.
  Hook Sword (TL3): A bizarre Chinese sword. This blunt weapon has a hooked
  "point," used to snare weapons using the Jitte/Sai skill. To strike with it, use the
  Broadsword skill. If the Jitte/Sai skill is not known, attempts to disarm are resolved
  normally (see p. B111), but this weapon gets a +1 bonus to the attempt (reducing the
  penalty to -1). Its handguard is usually edged, allowing the user to slash enemies
  with it; use Brawling or Karate for this attack. Use the normal damage for a punch,
  but make it cutting instead of crushing.
  Jiann (TL3): A straight, Chinese sword tapering to a point. It is used primarily
  for thrusting. The jiann is sometimes known as the "T'ai Chi Sword."
  Kombo (TL1): A Japanese club. Treat as a light club.
  Macauitl (TL1): This is an Aztec sword about 3' long. Both blade and pommel
  are made of wood, and cutting power comes from obsidian or flint blades glued into
  grooves at each side of the wooden blade. Most swords lack points, and are used as
  cutting weapons; rare pointed swords can also impale.
  It Doesn't Have
  to be Steel
  (Continued)
  Silver Weapons (TL1)
  Characters who must combat demons,
  undead, were-creatures and so on may
  wish to purchase silver weapons.
  Pure silver hand weapons (swords,
  daggers, etc.) or arrowheads cost 20 times
  the price of ordinary steel ones, but break
  as though they were of Cheap quality.
  Silver - coated or edged weapons cost
  only three times the listed value. Silver
  bullets (TL4+) must be made of solid
  silver, and cost 50 times the normal price!
  Note that these prices assume availabili
  ty - silver weapons will probably be
  unavailable except in superstitious areas
  that have recently suffered a plague of
  weres!
  A PC with the appropriate Armoury
  skill can make silver bullets or weapons
  given time. Note that silver has a much
  higher melting temperature than lead (well
  over 1700°, compared to just over 600°
  lead can be melted on a kitchen stove; sil-
  ver takes at least a blowtorch. Silver is
  soft, 
  however, 
  and 
  can 
  easily 
  be
  hammered or swaged into a chosen shape.
  Pure silver weapons do full damage
  against creatures that are affected only by
  silver; coated or edged weapons do -1
  damage per die. Either will do double
  damage to a were-creature. Against target
  that can be damaged by normal weapons
  silver weapons and silver-coated weapons
  do their regular damage.
  Bronze Weapons (TL1)
  Bronze weapons may be of any cost but
  those which cost more than the listed price
  are still only of Good quality; they are
  simply more lavishly ornamented that
  normal. They do no extra damage and have
  a 1-in-3 chance of breaking when used in
  parry a very heavy weapon that is also
  bronze (see pp. B99 and B111). Any
  bronze weapon, no matter what its price, is
  considered to be of Cheap quality, with a
  2-in-3 chance of breaking, when used in
  parry a heavy weapon of superior metallur-
  gy (iron or steel). In a bronze-using cul-
  ture, iron weapons can only be had at Fine
  prices; once iron becomes common, bronze
  weapons can be had for Cheap prices.
  Iron Weapons (TL2)
   Use the rules for bronze weapons
  (above), except that iron is considered to be
  superior to bronze - but still inferior
  steel - for breakage purposes. In an iron
  using culture, steel weapons can only be
  had for Fine prices: once steel becomes
  common, iron weapons can be had for
  Cheap prices.
  
  Options for
  Low-Tech Swords
  Scramasax (TL2)
  The scramasax was a type of blade
  rather than a class of weapon. It was made
  by grinding an iron bar to a single edge,
  and then clipping off one corner diagonally
  to give a point. They range from a few
  inches to three feet long. The shorter ones
  were almost certainly tools rather than
  weapons - the equivalent of a pocket-knife.
  Larger blades might be used as daggers or
  machetes, and the three-foot versions were
  almost certainly the poor man's sword.
  The scramasax was a cheap, low-quality
  blade, made with the minimum of effort.
  No decorated examples have been found.
  Any sword or knife can be a scramasax.
  Treat It as a "cheap" weapon (p. B74), It
  has a 2/3 chance of breaking when it par-
  ries a heavier weapon. Furthermore,
  because it's iron or very poor steel, it
  doesn't hold an edge well: -1 to all damage
  rolls. The price of a scramasax is half that
  of the equivalent sword or knife.
  Falchion (TL3)
   A falchion was a woodsman's and
  hunter's sword, with a single-edged blade
  which flared out to a deep, rounded tip,
  almost like that of a meat cleaver. It was a
  machete as much as a sword. Falchions
  came in all sizes from large knife to two-
  handed sword; short swords were most
  common. They do damage as a blunt-
  pointed sword of the same size, but are +1
  to cutting damage on a swinging attack and
  -1 to crushing damage on a thrusting attack.
  Falchions are half again as heavy as a sword
  of the same size. Because of the thick blade,
  they break as if they were one level of
  quality better. Any falchion of broadsword
  size or greater is an unbalanced weapon and
  takes one turn to ready.
  Continued on next page...
  The obsidian blades require frequent repairs. A sword can take 30 points of
  damage (or 15 per edge for purists) before becoming totally useless. A cheap sword
  can take 15, a fine one 60, and a very fine one 90. A blow through cloth, flesh, or
  living bone will cause 1 point of damage to the blade. A blow through wood causes
  3 points; metal does 5 points. A blow at stone shatters the side that hits (i.e., 50%
  of the total points of the sword).
  The sword is rarely used to parry; to do so, use the flat surface of me sword. A
  critical failure on a parry shatters the obsidian blades and destroys the sword as a
  cutting weapon, although it can still be used as a club.
  Otta (TL3): A son of Indian club, the otta is a curved stick that resembles an
  elephant's tusk.
  Scimitar (TL3): A long, curved broadsword designed for chopping, usually
  from horseback.
  Spatha (TL2): An iron thrusting broadsword used by Roman cavalry troopers;
  treat as a thrusting broadsword.
  Sword-Rapier (TL4): This Elizabethan blade was a compromise between the
  rapier and the broadsword. It was more slender than a broadsword but shorter than
  a rapier. The resulting weapon was held in favor among military men long after the
  rapier died out. Sabres carried by infantry officers in the U.S. Civil War had blades
  very similar to those of sword-rapiers.
  Weapon 
  Type Damage Reach
  Cost
  Weight Min ST Special Notes
  Backsword
  cut
  sw+1
  1
  $550
  3
  10
  Has a full basket hilt. (See p.
  23)
  imp
  thr+1
  1
  Cavalry Saber
  imp
  thr+1
  1
  $500
  3
  9
  or Scimitar
  cut
  sw+1
  1
  Dau
  cut
  sw+2
  1
  $700
  5
  11
  imp
  thr
  1
  Estoc
  imp
  thr+2
  1
  $500
  2
  10
  cr
  sw+1
  1
  Blunt-edged.
  Hook Sword
  cr
  sw+1,
  1
  $200
  3
  10
  Can disarm.
  cut
  thr
  C,1
  Bladed hand guard.
  Jiann
  imp
  thr+1
  1,2
  $700
  3
  8
  Used primarily for thrusting.
  cut
  sw
  1
  Macauitl
  cut
  sw+1
  1
  $500
  3
  10
  Usually blunt-ended.
  1 turn to ready after swing.
  imp
  thr
  1
  $550
  3
  10
  Stats for a sword with a point.
  Otta
  cr
  sw+1
  1
  $60
  3
  10
  S-shaped club.
  cr
  thr+1;
  1
  Sword-Rapier
  cut
  sw+l
  1
  $500
  2.75
  10
  Can also be used with Fencing
  skill.
  imp
  thr+1
  1,2
  CLOAK (DX-5, Buckler-4 or Shield-4); p. CI132
  There are a wide variety of special techniques involving the cloak. The use of
  cloaks is detailed under the Cloak skill, pp. CI132-133.
  Heavy Cloak (TL3): The heavy cloak is used as a shield; treat the defensive
  maneuver as a Block, figured at 1/2 Cloak skill. The cloak provides PD 2. The
  cloak has DR 1, and it takes 5 points of cutting damage to render a heavy cloak
  useless. An impaling attack of 2 points of damage is necessary to penetrate a
  heavy cloak - damage over that amount gets through to the cloak wielder.
  Crushing damage has no effect on it. Note that the cloak is damaged (and impaling
  attacks get through) only if the defense roll was made by only the number of
  points of its PD.
  Light Cloak (TL3): Also used to Block, the "light cloak has PD 1. It has DR 1,
  and it takes 3 points of cutting damage to render a light cloak useless. Any
  impaling damage over 1 point gets through to the attacker.
  
  Weapon
  Type
  Damage
  Reach
  Cost Weight
  Min. ST
  Special Notes
  Heavy Cloak
  Special
  See p. CI132
  1+
  $50
  5
  none
  Used to Block (PD 2).
  Can be thrown.
  Light Cloak
  Special
  See p. CI133
  1+
  $20
  2
  none
  Used to Block (PD 1).
  Can be thrown.
  CROSSBOW (DX-4); p. B50
  Chu-Ko-Nu (TL3): The infamous "Chinese repeating crossbow." It contains a
  magazine of 10 bolts over the stock, with an automatic loading mechanism. It can
  fire once per turn until the magazine is empty; treat it like a gun with RoF 1, Shots
  10 and Rcl -2. Unlike most crossbows, it has a Malf number (see p. 68): on a roll of
  14 or higher, the complicated mechanism suffers a malfunction. It requires two
  hands to operate.
  Composite Crossbow (TL3): This is a Middle Eastern crossbow which replaces
  the plain bow of more traditional designs with a composite bow, making for a supe-
  rior weapon. Treat the composite crossbow exactly as any other crossbow in
  GURPS, but with the better statistics listed.
  Pistol Crossbow (TL3): A light, one-handed crossbow. Although the weapon
  has a minimum ST of 7 to operate, the bow itself cannot have a ST above 5.
  DX, BRAWLING (p. B50) or KARATE (p. B51)
  Tessen (Combat Fan) (TL3): These fans were specially made of hardwood
  and added metal blades to provide both a cutting and blunt weapon. Closed, the
  fan could be used with the Karate skill to do extra damage (count as brass
  knuckles). Open, it was used as a slashing weapon (roll vs. DX-2), although it did
  not do much damage. It was not uncommon for the fan blades to be poisoned.
  Neko-de (Cat's Claw, Bladed Hand) (TL3): This edged glove - a ninja
  specialty - is +4 to Holdout when folded (+1 when worn). Karate bonuses apply
  when using this weapon.
  Shuriken (TL3): See the entry under Shuriken, p. 31. Shuriken can be held in
  the hand and used in melee combat, adding +2 damage to Karate or Brawling
  attacks.
  Tekko (TL3): Japanese "brass knuckles" (see p. B 112).
  Options for
  Low-Tech Swords
  (Continued)
  Basket Hilt (TL4)
  A basket hilt is a metal guard on the hilt
  of a sword, wrapping around the swords-
  man's hand. It is intended to protect the
  hand from blows, and can itself be used as a
  weapon. They can be used on any weapon,
  including two-banded weapons (note that
  very few Asian weapons used basket hilts).
  A basket hilt weighs one pound, has PD
  3 and DR 5, and adds 25% of the cost of a
  Good weapon. This PD applies only to the
  sword hand and only when the weapon is in
  hand. The basket hilt gives PD 1 to the
  entire body when used against melee
  weapons (counting as a very small shield)
  but does not count against missile weapons
  and does not protect against attacks from
  behind. This PD also applies only when the
  weapon is in band, not when it is sheathed.
  DR only applies to the covered hand. A
  basket hilt costs the same, no matter what
  the quality ot the weapon: For example, a
  good broadsword costs $500. A basket:
  Hilt: for it costs $125. A fine broadsword
  costs $2,000, but a basket hill for it still
  costs $125. Of course, much more money
  could be spent on elaborate  decoration.
   A normal basket hilt is not large enough
  to allow one to wear a gauntlet on the
  sword hand. One could be custom built, so
  that a hand wearing a gauntlet would fit:
  this would double the cost of the hilt. A
  hand inside a gauntlet, that is inside the
  basket has the DR of both but only the PD
  of the basket.      
   A basket hilt changes the balance and
  grip characteristics of a sword. There is a -2
  penalty for unfamiliarity unless the user has
  spent one day familiarizing himself with the
  feel of the hilt.
  Using the basket hilt in close combat is
  at -2, and uses DX, Brawling, Karate or
  Boxing (this penalty can be eliminated With
  the Close Combat maneuver on p. CI167).
  The basket acts as brass knuckles, giving
  +2 to punching damage.
  Weapon
  Type Damag
  e
  Ranges
  Cost*
  Weight
  Mill
  Min Special Notes
  SS Acc
  1/2D
  Max
  ST
  Chu-Ko-Nu
  imp
  thr+2
  10
  4
  STx15
  STx20 $500/$2
  10
  9
   2 hands to fire.
  Composite Crossbow
  imp
  imp
  thr+5
  12
  4
  STx25
  STx30 $950/$2
  7
  7
  Max. dam. 3d+2.
  2 hands to fire.
  Pistol Crossbow
  imp
  thr+2
  10
  3
  STx15
  STx20 $150/$2
  4
  7
  * Cost: The number after the slash is the cost per bolt.
  Weapon
  Type Damage Reach Cost Weight Min ST Special Notes
  Tessen
  cut
  thr-2
  C
  $40
  1
  none
  Max. damage 1d-1.
  Combat Fan
  Uses Karate or DX-2.
  cr
  thr
  C,1
  Receives Karate bonuses.
  Neko-de
  cut
  sw-2
  C
  $100
  1
  none
  Receives Brawling
  or Karate bonuses.
  imp
  thr
  C
  
  Blade Quality and TL
  Advanced materials and machining
  allow blades to hold a keener edge At
  TL7+ bladed weapons are Fine quality by
  default with Good weapons costing only
  40% the listed price and Very Fine
  weapons available for 4 times the listed
  cost At TL8+, any blade can be made
  Superfine for 20 times the listed cost, a
  superfine blade does +3 damage
  High-Tech Materials (TL7)
  Alternatively, high tech hand weapons
  can be made of fiberglass high-impact
  plastic or carbon fiber composites Such
  weapons are light (weight is halved),
  expensive (cost doubles) and cannot be
  detected by metal detectors. They have the
  same number of hit points as regular
  weapons (most of these materials are very
  strong for their weight) and damage is like
  wise unaffected the power lost due to
  reduced weight is more than made up for
  by the speed at which the tip of a long,
  light weapon can be swung In all other
  respects, treat these as Good quality
  weapons of the appropriate type (unlike
  TL7+ steel weapons, which are treated as
  Fine) Blunt weapons (batons, clubs,
  tonfas, whips and so on) are available in
  all the usual quality grades, edged
  weapons can be no better than Good
  quality, and are often Cheap.
  FENCING (DX-5); p. B50
  See p. B99 for fencing parry rules.
  Dress Smallsword (TL4): A shorter, lighter version of the smallsword (below),
  designed specifically to be worn around town and on formal occasions as a dress
  piece.
  Fencing Saber (TL4): An edged sword, but not heavy enough for chopping.
  Maximum cutting damage is 1d. It has a 1-in-3 chance of breaking if it hits DR 2
  or more when swung.
  Foils (TL4): A "foil" was any blade with a blunt tip and no edge. Foils are
  identical to real weapons except that they do only crushing damage, and thrusting
  attacks do 1 point less damage than a sharp-tipped sword. It is possible to mistake a
  "sharp" for a "foil" if one does not look closely.
  Jiann (TL3): See the description under Broadsword, p. 24. It can be used with
  the Fencing skill if the fighter's encumbrance is Light or less.
  Rapier (TL4): A light, stiff, long and narrow thrusting sword. The rapier par-
  ries with 2/3 Fencing skill, rounded down, but can make only 1 parry per turn.
  Most rapier fencers carry a main-gauche (p. 29) for additional parrying, or a
  buckler for blocking. A rapier can be up to 2/3 a character's height plus 6" in length
  before it becomes too long to use easily. Divide length in excess of this (in inches)
  by 6 and round to nearest whole number. The result is the penalty to all attacks,
  parries and fencing maneuvers made by that person while using such a weapon.
  Rapiers became narrower over time, going from 1 1/8 inches wide in 1550 to
  5/8 inches in 1660. "Extra-narrow" rapiers could be more effective against fine
  mail (see p. 43), but they would also be more fragile. If an "extra-narrow" is used
  to parry a swung attack from a weapon three or more times its own weight, it has a
  l-in-2 (1-3 on 1d) chance of breaking instead of the usual 1-in-3 chance.
  Slashing Rapier (TL4): Like the rapier (above), but with a cutting edge. This
  weapon was popular with Italian fencers. Thrusting damage is still thrust+1 impal-
  ing, but it can also do swing/cutting damage. It takes 1 turn to ready after a cut,
  because the long blade overbalances the hilt.
  Smallsword (TL4): A short, light and relatively flexible sword intended only
  for stabbing. Often carried when something more serious than a dress piece but less
  unwieldy than a rapier (above) is needed.
  Swordcane (TL4); A smallsword can also be concealed in a heavy cane. This
  costs $450 and weighs 4 lbs. When drawn, the fencer has a smallsword (above) in
  one hand and a light club (use the Broadsword skill) in the other. For $350, a
  sleeker version is available, which weighs 2,5 lbs. When drawn, the fencer is
  armed with a dress smallsword (above) and a baton (use the Short Staff or
  Shortsword skill).
  Sword-Rapier (TL4): See the description under Broadsword, p. 22.
  Weapon
  Type Damage
  imp
  Reach
  Cost
  Weight Min ST Special Notes
  Dress Smallsword
  imp
  thr
  1
  $300
  1
  none
  Max. damage 1d.
  Fencing Saber
  imp
  thr+1
  1
  $400
  2
  none
  Max. thrust damage 1d+2.
  cut
  sw-1
  1
  Max. swing damage 1d
  May break.
  Jiann
  imp
  thr+1
  1.2
  $700
  3
  8
  Parry is 2/3 Fencing skill.
  cut
  sw
  1
  Rapier, Early
  imp
  thr+1
  1.2
  $500
  2.5
  7
  Before 1620.
  Max. damage 1d+1
  Rapier, Late
  imp
  thr+1
  1.2
  $500
  2
  7
  Extra-narrow blade. After
  1630
  Max. damage 1d+1.
  Slashing Rapier
  imp
  thr+1
  1.2
  $1,000
  2
  7
  Max. thrust damage 1d+1.
  cut
  sw
  1.2
  1 turn to ready after a
  swing.
  Smallsword
  imp
  thr+1
  1
  $400
  1.5
  none
  Max. damage 1d+1.
  Sword-Rapier
  imp
  thr+1
  1.2
  $500
  2.75
  10
  
  FLAIL (DX-6);p.B50
  Any attempt to parry a flail is at -4; attempts to block are at -2. Fencing
  weapons cannot parry flails.
  Collapsible Nunchaku (TL7): These 20th-century models are concealed in a
  belt-case (+1 to Holdout) and are opened with a fling of the wrist (1 turn to ready
  unless a Fast-Draw (Collapsible Nunchaku) roll is made). Damage and other stats
  are the same as a nunchaku, below.
  Grain Flail (TL1): An agricultural implement pressed into service as a weapon.
  Kusari (TL3): See the entry under Kusari, p. 28. If used with the Flail skill, it
  does its listed damage but does not have the special Kusari skill abilities.
  Nunchaku (TL3): An Okinawan flail, made of wood. It consists of two short
  sticks joined together by a length of rope or (in more recent times) a short chain.
  Three-Part Staff (TL-3): This nunchaku variant (see above) is an extremely
  hard weapon to learn; any attack with it is at -3 to skill until 24 hours have been
  spent in practice, and even after that, attacks are at -1 to regular Flail skill. It can
  attack once using the reach listed on the table, or it can be treated as two separate
  nunchakus, able to attack twice in the same turn (see Dual-Weapon Attack, p.
  CI167). In the latter case, reach is 1 or C.
  Weapon 
  Type Damage Reach Cost Weight MinST Special Notes
  Grain Rail**
  cr
  sw+2
  2.3
  $20
  8
  12
  1 turn to ready.* -2 to block.
  Nunchaku 
  cr 
  sw+2 
  1.2 
  $20 
  2 
  10 
  1 turn to ready.* -2 to block.
  Three-Part Staff**
  cr
  sw+4
  1-3
  $60
  5
  11
  1 turn to ready.* -2 to block.
  All attacks are at DX-1.
  cr
  sw+2
  C,1
  Used as two separate attacks.
  * Becomes unready if used to parry.
  ** Requires two hands.
  GARROTE (DX-5);p. CI134
  Any garrote requires two hands.
  Garrote (TL1): A favorite assassin's weapon. Its effects are described under
  the Garrote skill (p. CI134). Wire garrotes are not available until TL6. A combina-
  tion rope garrote or wire garrote/nunchaku can be made; it does -1 damage when
  used as a nunchaku (see above). Treat the wire garrote version as a Cheap weapon
  for breakage purposes.
  Monowire Garrote (TL9): This is identical to the wire garrote described
  above, but it does +1d damage and has an armor divisor of (10).
  HARPOON (Spear Throwing-2); p. CI134
  Harpoon (TL2): A large iron spear with a line attached. Used almost exclu-
  sively for hunting.
  Options for
  Ultra-Tech Swords
  Vibroblades (TL8) These vibrate sev-eral
  thousand times per second adding +1d to
  cutting or impaling damage and an armor
  divisor of (5). Any bladed weapon can be
  made in a vibro version. Turning on the vibro
  effect takes a turn but a successful Fast-Draw
  roll activates the blade as it is drawn. When
  not activated a vibroblade performs like a
  normal one. Adds $200 to the price of a knife,
  $400 to the price of a sword or $1,000 to the
  price of any other bladed weapon. Weapon
  quality modifiers are applied to the final cost.
  Monomolecular Blade (TL9) This is an
  edged 
  weapon 
  with 
  a 
  strand 
  of
  monomolecular wire stretched along the edge,
  giving +1d additional cutting damage and an
  armor divisor of  (10). Any swung cutting
  weapon (but not thrusting or impaling
  weapons) can be made in the monowire
  version. Adds $500 to the cost of a knife,
  $1,000 to the cost of a one-handed sword and
  $1,500 to the cost of a larger cutting weapons,
  including two-handed swords. Weapon quality
  modifiers are applied to the final cost.
  Monowire 
  weapons 
  cannot 
  also 
  be
  vibroblades.
   Continued on next page...
  Weapon
  Type
  Damage 
  Reach 
  Cost 
  Weight 
  Min ST
  Special Notes
  Rope
  cr
  thr
  C*
  $1
  2oz.
  none
  Damage only if wrapped
  around neck.
  Wire
  cut
  thr
  C*
  $5
  1oz.
  none
  See p. CI134.
  *Must be wrapped around the neck from
  behind.
  Weapon 
  Type 
  Damage 
  Ranges 
  Cost 
  Weight 
  Min
  SS 
  Acc 
  1/2D 
  Max 
  ST
  Harpoon
  imp
  thr+5
  11
  2
  ST
  STx15
  $60
  6
  11
  
  Options for
   Ultra-Tech Swords
  (Continued)
  Sonic Blade (TL10): A powered hilt
  which, when activated, projects a two-foot
  blade of coherent sound, powerful enough to
  liquefy tissue or tear the flesh off bones. It is
  used with the Force Sword skill. It can be
  activated as it is being readied on a suc-
  cessful Fast-Draw roll; otherwise it requires
  a turn. A sonic blade does 5d(5) crushing
  damage; if damage from the weapon is more
  than double that necessary to cripple a limb
  that is hit, that limb is completely torn off.
  Any hit to the head requires a HT roll or the
  target's eardrums will be shattered, rendering
  him deaf. Any armor hit by a sonic blade
  loses 1 DR at the location hit. Natural aimor
  (fur, scales, etc.) loses as many points of DR
  in that spot as the damage it blocks.
  A sonic blade cannot physically parry
  another weapon (except for a force sword,
  see below), nor can it be parried, but it can
  damage a weapon. If a sonic blade hits a
  weapon (or is hit. by one), it does normal
  damage to that weapon rather than parrying
  the blow. If the opposed weapon is an
  activated vibroblade, damage is doubled. A
  sonic blade can physically parry a force
  sword and vice versa without damage, but it
  cannot parry (or damage) another sonic blade
  $2,500, 2 lbs.
  Force Sword (TL11) This weapon is
  described on p. B50. It can be used with
  either the Force Sword skiIl or with a vari-
  ation of the Katana skill Katana (Force
  Sword) defaults to and from the normal
  Katana skill at 3. When used two-handed
  and with Light Encumbrance or less, Parry is
  2/3 skill. A force sword does 4d(5)  impaling
  or 8d(5) cutting damage $3,000, 2 lbs.
  KATANA (DX-5 or Broadsword-2); p. CI134
  Most of these weapons can be used either one- or two-handed. Swing damage
  is +1, Parry is 2/3 skill and default is Two-Handed Sword-2 for two-handed use.
  See p. CI134.
  Bokken (TL3): This hardwood katana replica was used for practice. It is only
  slightly less dangerous than a real katana, however. Its hardness and weight make
  it a formidable blunt instrument. When used two-handed, the bokken adds +1 dam-
  age to the swing.
  Gum (TL3): This long, Korean sword can be straight and double-edged or
  slightly curved and single-edged like the Japanese katana. Traditionally, the quality
  of Korean swords was very high; like the katana, they are generally of Fine quality.
  Jo (TL3): See 70 under Short Staff, p. 30. Used with the Katana skill, treat it as
  a bokken, doing -1 damage.
  Katana (TL3): The definitive Japanese sword. It is long and slightly curved,
  with a two-handed grip, and can be used one- or two-handed. When used two-
  handed, the weapon does +1 swinging damage and Parry is 2/3 skill. A scabbarded
  katana was used against unworthy enemies to subdue without killing. The katana
  on the weapon table is of Good quality; most katanas are of Fine quality or better.
  Shinai (TL3): As safety rose in importance during sword drill, many schools
  abandoned the dangerous bokken in favor of a more lightweight, less damaging
  weapon. The shinai, built with bamboo strips bound together with cloth, proved to
  be ideal. Close in dimension and balance to the katana, it delivers (relatively) little
  actual damage. In a pinch, it can still strike effectively.
  Tachi (TL3): A Japanese sword, nearly identical to the katana, designed for
  use from horseback.
  Weapon
  Type Damage Reach Cost Weight Min ST Special Notes
  Bokken
  cr
  sw+1/+
  2
  1,2
  $40
  5
  11
  Wooden training sword.
  cr
  thr+1
  1
  Gum
  cut
  sw+1/+
  2
  1,2
  $650
  5
  11
  Usually of Fine quality;
  imp
  thr+1
  1
  add +1 to listed damage.
  Katana
  cut
  sw+1/+
  2
  1,2
  $650
  5
  11
  Usually of Fine quality;
  imp
  thr+1
  1
  add+1 to listed damage.
  scabbarde
  d
  cr
  sw+1/+
  2
  1,2
  Used to subdue.
  Shinai
  cr
  sw-1/sw
  1,2
  $40
  3
  9
  Bamboo training sword.
  cr
  thr-1
  1
  Tachi
  cut
  sw+1
  1,2
  $650
  5
  11
  Used on horseback..
  imp
  thr+1
  2
  JITTE/SAI (DX-5 or Shortsword-3); p. CI134
  Jitte (TL3): A blunt, forked disarming baton.
  Sai (TL3): A small, forked disarming baton, similar to the jitte, above. It some-
  times has a stabbing point.
  Tjabang (TL3): This Indonesian weapon is identical to either a jitte (if blunt) or
  a sai (if sharp).
  Tokushu Keibo (TL7): See the description under Short Staff, p. 30. The weapon
  also has jitte-like hand guards, and it can be used as a jitte, but at -3 skill - the
  guards are very small.
  Weapon
  Type Damage Reach Cost Weight Min ST Special Notes
  Jitte
  cr
  thr
  C,1
  $20
  1
  7
  Blunt point; used to disarm.
  cr
  sw
  C
  Sai
  imp
  thr
  C,1
  $30
  1
  8
  Sharp point; can also disarm.
  cr
  sw
  C
  Swing strike is like jitte.
  
  KNIFE (DX-4); p. B51
  Badik (TL3): An Indonesian knife with a peculiar pistol-like handle. It comes in
  the usual sizes. Treat as a knife or dagger that cannot be thrown.
  Balisong Knife (TL3): This Philippine knife is a distinctive weapon, character-
  ized by a split handle which folds over the blade, serving as a sheath and halving
  the size of the weapon when not in use. Due to this, the balisong is at +1 to Holdout
  for a knife of the appropriate size. The weapon is opened by flipping one of the
  handles end-over-end while holding the other. The Fast-Draw (Balisong) skill
  covers this opening skill. Characters without this skill must take one turn to ready
  the knife after removing it from a pocket or other place of concealment. Modern
  versions have a good swivel system (giving +1 to Fast-Draw).
  Hishi (TL3): A Japanese dagger, often carried by women. Treat as a dagger.
  Katar (TL3): This exotic, Indian knife is gripped like a corkscrew. The handle
  is perpendicular to the blade. The knife has an odd triangular shape. Katars vary in
  length from shortsword-sized to as small as daggers. There is a -2 penalty for
  unfamiliarity; 20 hours of practice will reduce it to -1, and 45 hours will eliminate
  it. A katar cannot be thrown.
  Kozuka (TL3): A Japanese small knife carried in the same scabbard as the
  katana; samurai use it to carry the severed head of an enemy. Treat as a small knife.
  Kris (TL3): This is as much a national weapon in the Indonesian Archipelago as
  the katana is in Japan. There are many types of kris blades and handles, but they all
  share a wavy blade, almost like a twisting snake. The kris comes in all sizes -use
  the appropriate stats in the Basic Set. Blade quality varies; many kris blades are
  rather brittle and blunt. Most kris knives are of Good quality; Fine and Very Fine
  weapons are also available.
  Pen-Knife (TL6): This ordinary-looking pen contains a stiletto. Treat it as a
  dagger in combat. $50, negligible weight.
  Pisau (TL3): An Indonesian knife, meant to be carried in concealment. Treat as
  a small knife.
  Punal (TL3): A Philippine knife; treat as a normal knife of any length.
  Slashing Wheels (TL3): These Chinese weapons are metal circles with several
  cutting protrusions on the outer edge. One section of the circle has a leather- or
  cloth-covered hand-grip. These weapons are often used in pairs. They can be used
  with the Knife or Main-Gauche skill, but an unfamiliar user is at 4 until he spends a
  day practicing with them. Used defensively, slashing wheels provide PD 1 for
  parrying purposes only.
  There are also combination knife-wheel weapons, which have two knife points
  and a half-wheel with three slashing points as a hand-guard. Combinations do the
  same damage as a dagger with the point, and cutting wheel damage with the guard.
  Stiletto (TL4): See the entry under Main-Gauche, p. 29.
  Tanto (TL3): A large, curved Japanese knife with a chisel-like point. It has
  recently become popular around the world. Treat as a large knife.
  Trench Knife (TL6): A heavy combat knife with a knuckle guard. Can be used
  as a large knife or as brass knuckles, but cannot be thrown. $55, 1.5 lbs.
  Archery Gear
  Bow Case: Protective slip-cover used to
  prevent the bow from warping. Costs $25
  and weighs 1 lb.
  Bowstrings: These soft sinew strings
  fray easily and must be replaced often (an
  attack roll that misses by more than 5 can,
  at [he GM's discretion, represent a broken
  bowstring if it was not changed recently).
  Each string coats $5; weight is negligible.
  It takes 2 seconds and a ST roll for a man
  afoot to change bowstrings, with the
  replacement in hand. A person on
  horseback would take 4 seconds; a ST+2
  roll and a DX roll are required.
  Bracer: An archer's leather arm-bracer
  ($8, 0.3 lbs.) gives the off-hand arm (area
  6) DR 1, but does not affect PD. It protects
  against snapping bowstrings, and subtracts
  its DR from any damage caused by a
  critical failure with a bow.
  Sights (TL7): Bows can be fitted with
  sights which increase the Accuracy bonus
  by 1 (for ordinary sights) or 2 (for magni-
  fying sights), Crossbows can use ordinary
  rifle sights.
  Wind-Gauges, Stabilizers and Range-
  Finders (TL7): These are $20 to $100
  each. Collectively, they improve Accuracy,
  but only in the hands of a skilled user. Any
  one of these devices will add +1 to Acc; all
  of them together add +2. As always, Acc
  can never exceed the user's skill. A user
  who is not accustomed to these devices
  will suffer -1 to skill for using a bow
  burdened with them.
  Materials for Arrowheads
  The material used to make the arrow up
  affects performance. The best material is:
  metal (see li Doesn't Have to be Steel p.
  20) but other materials can be used.
  Wood: Blunt arrows (see below) used
  for hunting only. Do crushing damage
  rather than impaling. Shatter, doing no
  more than 1 hit of damage vs. DR 2 or
  better. Cost $0.80/arrow.
   Bone or Stone (Flint/Obsidian) Used
  for hunting and little else. Good vs. Light
  armor at close ranges. Shatter, doing no
  more than 1 hit of damage, vs. DR 3 or
  better. Cost $1.20/arrow.
  Continued on next page...
  Weapon 
  Type Damage Reach Cost Weight Min ST Special Notes
  Balisong Knife
  cut
  sw-3
  C,1
  $30
  1/2
  none
  +1, to Holdout skill.
  imp 
  thr-1 
  1 
  Max. damage 1d+1.
  Katar (small)
  imp
  thr+1
  C
  $40
  1
  none
  Perpendicular grip.
  cut 
  sw-3 
  C,1 
  A knife-sized katar.
  Knife-Wheel
  cut
  thr+1
  C
  $75
  1.5
  none
  Usually used in pairs.
  imp 
  thr-1 
  C 
  Gives PD 1.
  Slashing Wheel
  cut
  thr+1
  C
  $60
  1
  none
  Usually used in pairs.
       Gives PD 1.
  
  Archery Gear
  (Continued)
  Metal: Used for warfare, against heavily-
  armored foes. This is the arrow listed in the
  Basic Set. At TL7+, superior metallurgy
  allows the arrowhead to hold a keener edge,
  giving +1 to damage. Cost $2/arrow.
  Special Arrowheads
  The standard arrow (the one presented on
  p. B207) is the broadhead, a general-purpose
  head for hunting and war. It cuts large
  wound channels, and penetrates well in
  meat. Other types are possible. If choosing
  between different kinds of arrow in a quiver,
  it takes an extra turn to ready the bow. All of
  these arrows are metal, cost $2 and weigh 2
  oz.
  Armor-Piercing Arrow or Bodkin (TL3):
  An arrow with a narrow head, little bigger
  than the shaft. DR of armor is -2 against a
  bodkin point. Wounding damage done by the
  arrow - after DR is penetrated and damage is
  doubled for impaling - is also -2. Maximum
  damage for the bow is reduced by -4.
  Example: Ah archer fires a bodkin at plate
  mail (DR 6). He rolls 6 points of basic
  damage. Normally, this  wouldn't penetrate
  DR; however, with -2  to DR, the armor is
  only DR 4 and 2 points get through. This is
  doubled to 4 points (impaling), and then the
  -2 damage is applied, resulting in 2 points of
  damage.
  BIunt (TL1): For target practice, small-
  game and possibly to stun and take a
  prisoner. They are treated as normal arrows,
  except they do only crushing damage.
  Bowel-Raker (TL3): A nasty, barbed
  arrow. The basic damage roll is unchanged,
  but damage becomes cutting instead of
  impaling. Accuracy is reduced by 1 and both
  1/2D and Max ranges are reduced by STx5,
  due to the poor aerodynamics. Maximum
  damage is unchanged. The arrow does an
  additional 1d-3 damage when removed
  (minimum 1 point), due to the barbs.                       
  Continued on next page...
  KNIFE THROWING (DX-4); p. B51
  Any of the knife types listed as being identical to a dagger, small knife or large
  knife under Knife (above) can be thrown unless noted. This includes the hishi,
  kozuka, pisau, punal, stiletto and tanto.
  Paku (TL3): A short, sharpened stick, this weapon is thrown like a knife: it is
  usually carried concealed in the sleeve. They are either sharpened at both ends or
  only one, and are difficult to use. Treat as a knife of the appropriate size, but doing -
  1 damage.
  Sonic Shuriken (TL10): See the description under Shuriken, p. 31.
  KUSARI (DX-5 or Flail-2); p. CI134
  All kusari weapons are blocked at -2 and parried at -4.
  Chain-Staff (TL3): A ninja polearm, consisting of a staff with a kusari (below)
  attached to one end. This weapon needs both the Staff and Kusari skills to use
  effectively; roll against the lower of the two skills.
  Kusari (TL3): This weighted chain is described in detail in the Kusari skill entry
  (p. CI134).
  Kusari-gama (TL3): A chain with a sickle blade attached to one end. Real evi-
  dence that this weapon was ever used is sketchy; at the GM's option, its use can be
  restricted to cinematic ninja.
  Manriki-gusari (TL3): Meaning "10,000 power," this is a combination of the
  basic nunchaku and kusari designs. A length of chain (shorter than that of the kusari
  but much longer than the nunchaku's) joins two metal weights. It has more striking
  power than the nunchaku and can also be used to entangle weapons.
  Oh-gama (TL3): A huge version of the kusari-gama used by ninja: this two-
  handed scythe has a maximum-length kusari chain, a long slashing sickle blade and
  a thrusting point. This may be regarded as a Cinematic weapon - see the note under
  Kusari-gama.
  Weapon 
  Type 
  Damage 
  Reach Cost
  Weight Min ST Special Notes
  Kusari
  cr
  sw+2
  1-4
  $70
  5
  11
  1 turn to ready
  per yard of attack.*
  grapple
  see p. Cl134
  1-4
  Kusari-gama 
  cut 
  sw+2 
  1.2 
  $80 
  3 
  11 
  1 turn to ready after swing.*
  Manriki-gusari
  cr
  sw+4
  1,2
  $60
  3
  11
  1 turn to ready after each use.*
  grapple 
  see p. CI134 
  1.2
  Oh-gama
  cut
  sw+4'
  1-4
  $130
  8
  12
  1 turn to ready after swing.*
  * Becomes unready if used to parry.
  
  NET (No default); p. B51
  laculum (TL1): A Roman gladiator's net. Use the slats for a small net on p. B51.
  POLEARM (DX-5); p. B51
  All polearms require two hands.
  Bill (TL3): An English polearm, the bill has a hooked blade, a spear point and a
  beak. A bill has an overall length of about 6 feet and weighs about 8 pounds; use the
  stats for the glaive on p. B206. The hook on the blade can be used to tug an opponent
  off balance, or off his horse. Use a Quick Contest between the weapon skill of the
  billman and his opponent's Dodge to see if the hook engages; a Contest of ST to see
  who pulls whom. The hook is a sharpened blade; it cuts as it is pulling. Damage is
  cutting damage as if it were a thrust (thrust + 3); the attack is a sort of thrust in
  reverse.
  Dah-Dau (Horse-Cutter) (TL3): A Chinese polearm. This edged staff or halberd
  is very similar to the Japanese naginata (see below). Size and weight vary widely.
  Archery Gear
  (Continued)
  Flaming Arrow (TL1): Flaming arrows
  are made by wrapping oil- or fat-soaked
  cloth or grasses around the shaft just
  behind the arrowhead. They are -2 to skill
  A flaming arrow does ordinary damage
  plus 1 point for the flame. The chance of
  the flame spreading depends on what the
  arrow strikes (see pp. B129-130).
  Frog-Crotch (TL3): Used to demon-
  strate the precision of the archer's aim. Its
  head is a U-shaped cutting blade, suitable
  for slicing through rope. It can cut down a
  banner, the lacings on armor, etc. Ropes
  are always very hard targets - at least both
  1/2D and Max ranges are reduced by
  STx5. Maximum damage to a human tar-
  get is 1d-3 cutting.
  Humming Bulb or Turnip Head (TL3):
  This arrowhead makes a humming noise,as
  it flies, useful for signaling and for demor-
  alizing enemies. Accuracy is reduced by 1
  and both 1/2D and Max ranges are reduced
  by STx5. Maximum damage is 1d-3 crush-
  ing 
                           
  Willow Leaf (TL3): A double-edge
  arrow with a broad cutting head. It's only
  effect is to change the damage done by the
  bow from impaling to cutting. Otherwise it
  functions normally.
  Continued on next page...     
  LANCE (DX-6 or Spear-3 for those with
  Riding 12+); p. B51
  Xyston (TL1): An early Macedonian cavalry lance, this is a 12-foot spear. It is
  not couched, but is used to stab at unprotected portions of an enemy, such as his
  face or his horse. It often shatters in combat, so a second complete spearhead is on
  the butt and can be used if the shaft breaks. Treat the xyston as a lance, but use the
  rider's ST rather than the horse's to compute damage.
  MAIN-GAUCHE (DX-5); p. CI134
  Parry is 2/3 skill.
  Main-Gauche (TL4): Any knife or dagger can be used with the Main-Gauche
  skill, but a true main-gauche has a broad, rigid, triangular blade and an elaborate
  hand guard that almost completely conceals the fencer's hand, giving that hand PD
  3 and DR 5 as if it were a basket hilt (see Basket Hilts, p. 23).
  Slashing Wheels (TL3): These can be used with the Main-Gauche skill. See
  the description under Knife, above.
  Stiletto (TL4): A long, slender dagger with a cross hilt, made for thrusting. Can
  also be thrown.
  MONOWIRE WHIP (Whip-2); p. CI135
  Monomolecular Whip (TL9): This is a weighted length of monowire attached
  to a short handle. It is used exactly like a whip (see p. B52). However, a control
  allows the wire to be extended from 1 to 7 yards, or retracted into its handle, alter-
  ing its reach and the time required to ready after each swing. It takes 1 turn to
  extend or retract the monowire. This weapon is also dangerous; any "drop
  weapon" critical miss by the user indicates he has hit himself or a friend. Damage
  is as per a normal whip, but damage type is cutting, with +1d damage and an
  armor divisor of (10). If a monowire whip is used as a lasso or to snare a weapon,
  it will act as a monowire garrote (p. 25).
  Weapon 
  Type Damage Reach
  Cost
  Weight Min ST Special Notes
  Main-Gauche
  imp
  thr
  C
  $50
  1.25
  none
  Max. thrust damage 1d+2.
  cut 
  sw-3 
  C,1 
  Max. swing damage 1d+1.
  Stiletto
  imp
  thr-1
  C
  $20
  0.3
  none
  Maximum damage 1d+1.
  Weapon 
  Type 
  Damage 
  Reach 
  Cost 
  Weight
  Min ST
  Monowire
  cut
  sw-2+1d(10)
  1-7
  $900
  0.5
  none
  
  Archery Gear
  (Continued)
  Extra-Powerful Bows
  These composite bows (see p. B207)
  require more than one man to string them.
  Such bows cost more, and have a higher
  minimum strength. Their Damage and
  Range (both 1/2D and Max) are also
  increased. 
  Maximum 
  damage 
  remains
  unchanged.
  Compound Bows (TL7)
  The bow, heavily modified by 20th
  century engineering, becomes the com-
  pound bow. This uses a system of pulleys
  and cables to make it more efficient at
  storing and transmitting energy A. com-
  pound bow has more range and requires less
  strength from the archer. Any of the bow
  types in the Basic Set can be made as a
  compound bow except the composite bow.
  The compound bow is -2 to the minimum
  ST required, +2 to effective ST for purposes
  of figuring 1/2D and Max range, and +1 to
  Damage. Cost is $150 for a short bow, $250
  for a regular bow and $350 for a longbow.
  Compound crossbows cost $300.
  Latajang (TL3): An Indonesian polearm, this consists of a staff with two cres-
  cent blades on its ends. It is very similar to the Chinese Monk's Spade (below).
  Naginata (TL3): A long-shafted Japanese polearm with a heavy blade, often
  used by women. It can stab, cut or inflict blunt damage.
  Yueh-Ya-Chaan (Monk's Spade) (TL3): An unusual Chinese polearm. This
  strange-looking weapon has a crescent-shaped blade on one end and a spade-like
  one on the other, probably a modified agricultural implement. It uses Polearm skill.
  Balance is different from halberd, naginata or other polearms, so those using the
  Monk's Spade for the first time will be at -2 for unfamiliarity, as per p. B43.
  SHORT STAFF (DX-5 or Staff-2); p. CI135
  Dan Bong (TL1): Korean short sticks, generally used in pairs.
  Escrima Stick (TL1): This weapon is a simple length of wood, used one-handed.
  Jo (TL1): A short, Japanese staff that can be used one- or two-handed.
  Tokushu Keibo (TL7): This is a modem martial arts weapon, a collapsible
  stainless steel baton that easily fits in a pocket when closed (+1 to Holdout). Weight 1
  lb.; $20 for a manual model (takes 1 turn to ready or a Fast-Draw (Tokushu Keibo)
  roll to ready it on the same turn), $50 for a spring-action one (no rolls to ready it in
  the same turn). Treat as a baton for damage.
  Tongkat (TL1): A long stick. Treat as a dan bong or escrima stick.
  SHORTSWORD (DX-5, Broadsword-2, or Force Sword-3); p. B52
  Bolo (TL3): This heavy, Philippine short sword is very similar to the South
  American machete and the Indonesian parang (below); it is used both as an agricul-
  tural implement and a weapon.
  Bronze-Age Swords (TL1): Bronze-Age warriors use a short, stabbing sword,
  leaf-shaped with no edge. Treat this weapon as a normal shortsword, but a swinging
  attack using it will do only crushing damage.
  Butterfly Swords (TL3): Heavy, saber-like, Chinese chopping weapons, com-
  monly used in pairs. Their weight lets them do slightly more cutting damage than a
  normal shortsword, but they are useless for thrusting.
  Bow
  Damage
  Range
  Cost
  Min.
  Bonus
  Increase
  ST
  Two-man
  +1
  +10%
  $1,000
  12
  Three-man
  +2
  +25%
  $1,300
  14
  Four-man
  +3
  +40%
  $1,800
  16
  Five-man
  +4
  +60%
  $2,500
  18
  Six-man
  +5
  +75%
  $3,400
  21
  Seven-man
  +6
  +90%
  $4,500
  25
  Weapon
  Type Damage Reach Cost Weight Min ST Special Notes
  Heavy Horse-
  Cutter
  cut
  sw+5
  2,3*
  $15
  0
  12
  13
  2 turns to ready after swing.
  imp
  thr+3
  1-3*
  1 turn to ready after thrust.
  Latajang
  cut
  sw+2
  1,2*
  $10
  0
  7
  10
  1 turn to ready after swing.
  cut
  thr+1
  1,2*
  1 turn to ready after thrust.
  Light Horse-
  Cutter
  cut
  sw+4
  1,2*
  $12
  0
  8
  12
  2 turns to ready after swing.
  imp
  thr+2
  1,2*
  1 turn to ready after thrust.
  Monk's Spade
  cut
  sw+1
  1,2*
  $10
  0
  6
  10
  Blade; 1 turn to ready after swing.
  cr
  sw+1
  1,2"
  Shaft; 1 turn to ready after swing.
  cut
  thr+2
  1,2*
  Spade; 1 turn to ready after thrust.
  Naginata
  cut
  sw+3
  1,2
  $10
  0
  6
  9
  1 turn to ready after swing.
  imp
  thr+3
  2
  * Must be readied for one turn to change from long grip to short grip or vice.
  versa.
  Weapon
  Type
  Damage
  Reach
  Cost
  Weight
  Min ST
  Dan Bong
  cr
  sw
  1
  $10
  1
  7
  cr
  thr
  1
  Escrima Stick
  cr
  sw
  1
  $20
  1
  none
  cr
  thr
  1
  Jo
  cr
  sw+1
  1
  $10
  2
  none
  cr
  thr+1
  1
  
  Cutlass (TL4): A short, slightly-curved sword, used mainly in boarding actions
  during the Age of Sail.
  Dan Sang Gum (TL3): Short, wide-bladed swords favored by Korean palace
  guards. They could be used singly or in pairs.
  Escrima Stick (TL 1): See the description under Short Staff, above.
  Gladius (TL1): A Roman stabbing shortsword, issued to all legionnaires. It is
  balanced and designed as a stabbing, not cutting, weapon. Effective skill is
  increased by 1 for thrusting attacks, and reduced by 1 for swings. Otherwise, treat
  it as a shortsword.
  Katar (TL3): A shortsword-sized weapon; see the description under Knife, p.
  27.
  Ninja-to (TL3): The Japanese ninja's sword. This weapon is similar to the
  katana (see p. 26) but it has a shorter, straight blade. Some ninja-tos were built to
  be concealed inside staffs by removing the hilt-guard. The sword sheath usually
  has a built-in blowpipe. Treat as a shortsword.
  Parang (TL3): This heavy, Indonesian chopping weapon is the equivalent of a
  machete.
  Pedang (TL3): A short, Indonesian sword with thrusting point. Treat as a
  shortsword.
  Sica (TL2): A weapon used by Roman gladiators, this was a heavy, chopping
  shortsword that did swing+1 cutting damage.
  Tokushu Keibo (TL7): See the description under Short Staff, p. 30. Treat as a
  baton.
  Tongkat (TL1): A term applied to any long stick. Treat as a baton.
  Wakizashi (TL3): A Japanese shortsword; used in conjunction with the katana
  by the samurai class, and as a main weapon by most other social classes. Treat as a
  shortsword.
  Weapon 
  Type Damage
  Reach Cost
  Weight Min ST Special Notes
  Butterfly Sword
  cut
  sw+1
  1
  $400
  3
  10
  Used in pairs.
  Cutlass 
  imp 
  thr 
  C,1 
  $300 
  2 
  7
    
  cut
  sw
  C,1
  Dan Sang Gum 
  cut 
  sw+1 
  1 
  $400 
  3 
  10 
  Often used in pairs.
  Escrima Stick
  cr
  sw
  1
  $20
  1
  none
  cr 
  thr 
  1
  Katar (large)
  imp
  thr+1
  1
  $400
  2
  7
  Perpendicular grip.
  cut 
  sw-1 
  1 
  A sword-sized katar.
  Parang, Machete
  or Bolo 
  cut 
  sw+1 
  1 
  $400 
  3 
  10
  Sica
  cut
  sw+1
  1
  $400
  3
  10
  SHURIKEN (DX-6 or Throwing-2); p. CI135
  Paku (TL3): See the description under Knife Throwing, p. 28. Treat as a knife
  of the appropriate size, but doing -1 damage.
  Piau (TL3): A strange, bladed Indonesian weapon, it is thrown exactly like the
  Japanese shuriken (below), for the same effect.
  Shuriken (TL3): These small star-shaped blades - used by ninja - come in dif-
  ferent sizes, doing varying damage. The smallest ones are +5 to Holdout, but do
  very little damage; they are usually coated with poison. Shuriken do cutting dam-
  age.
  Sonic Shuriken (TL10): This weapon appears to be a one-inch disk of plastic.
  When activated and thrown (one action, using Throwing, Shuriken or Knife
  Throwing skill), it sprouts six 3-inch "blades" of coherent sound. Damage is 1d+3
  cutting. Due to its small power source, the sonic blades only last for a second, but
  this is enough rime for it to hit the target. This weapon can also be modified to
  Firearms Accessories
  Laser Sight
  When turned on, this device projects a
  low-powered laser beam, placing a dot at the
  point where the weapon will hit. Attached to
  any pistol or rifle weapon, this item adds 2 to
  Acc and reduces the Snap Shot penalty to -1
  at up to 50 yards and to -2 at 50 to 100 yards.
  Snap Shots are still at 4 at ranges over 100
  yards. Weight is negligible, and it costs
  $200. Infrared (invisible without an infrared
  vision system) and high-visibility daylight
  versions are also available, for $100 more.
  NightSights
  Night sights cancel part or all of the
  penalties (-1 to -10} for combat in the dark.
  Unless the night sight is also a scope (see
  below), or projects a beam to facilitate aim-
  ing (like a laser sight, above), it can only
  cancel darkness penalties, not give a bonus.
  There are several ways to improve sight
  performance in reduced light. The simplest is
  to make the sights more visible. This can be
  as simple as tying a white handkerchief
  around the muzzle or as complex as battery-
  powered lights mounted in the front blade.
  Improved visibility sights cancel 1 to 3
  points of darkness penalties if at least one
  turn is taken to aim, but have no effect in
  normal light.      
  A level up from this are systems to illu-
  minate the target. A flashlight attached to the
  gun works ($30 and 1/4 lb for a specially
  designed pistol light, double that for a light
  useful at rifle ranges), but it rather obviously
  gives away the firer's position. Infra red light
  (double cost, add 50% to weight) works like
  white light, but is only visible to someone
  with IR viewer capability ($2,000 and 2 lbs.
  at TL7). Either system eliminates the penalty
  far darkness
  TL7 IR systems have better definition at
  greater ranges and more sensitivity, relative
  to those of TL6; in any contest of Vision
  between IR gear of the two tech levels, TL7
  gets a +2 bonus.
  Passive sensor systems don't give away
  the firer's position. These include light
  intensification and thermal-imaging systems.
  They also decrease the penalty for firing in
  reduced light. Both can be combined with
  scopes (see below). Such systems can reduce
  darkness penalties by up to 10 (which would
  eliminate the -10 penalty for total darkness
  entirely).    
  Continued on next page...
  
  deliver a dose of venom if it penetrates the target's armor. The power source of this
  weapon is very easy to conceal, making it a favored assassins weapon (+5 to
  Holdout, even at TL10). $400, 0.5 Ib.
  Firearms Accessories
  (Continued)
  Scopes
  Scopes are rated by power of magnifica-
  tion. A 4x scope increases the apparent size
  of the target by four, a 6x scope by six.
  High-powered scopes make it easier to see
  the target. The narrower field of view, how-
  ever, makes it harder to acquire the target in
  the first place. The magnification makes the
  target apparently bigger, but it also makes
  the apparent wobble of the sight picture
  larger. 
  Aim 
  can 
  actually 
  be 
  harder,
  especially from an unbraced position. In
  GURPS, each doubling of magnification
  gives +1 Acc when aiming; halve this if the
  shooter is not also braced. A scope does not
  affect unaimed shots, since the character can
  always choose to simply ignore it.
  SPEAR (DX-5 or Staff-2); p. B52
  Belly Spear (TL2): This is a rather unpleasant Celtic spear. It has a spiral head
  with barbs pointing backward. A belly spear can become stuck, much like a pick,
  requiring a ST roll before it can be used again (see p. B96). When a belly spear comes
  free, it does half the damage it did going in.
  Boar-Spear (TL3): Used in warfare and for hunting dangerous game, this had a
  broad blade with a cross-bar to stop the enraged animal from climbing up the spear
  shaft to get at its attacker. In combat, it will stop the blade from going in too deeply,
  and make it easier to recover for another stroke. Treat as a spear, except that it is
  unthrowable.
  Boarding Pike (TL4): A hooked spear used in Age-of-Sail boarding actions. Not
  made for throwing. Treat as a spear from the Basic Set.
  Bun-Spike (TL1): This is a pointed metal shoe, attached to the butt of the spear.
  to make it easy to stick in the ground and to provide a second point if the shaft breaks.
  If the shoe is used as a weapon, the spear does -1 damage. This is a standard feature
  on Classical Greek spears; it can be added to other types of spears for $20.
  Chiang (TL3): A Chinese spear; treat as a spear.
  Fuxina (TL2): This was a trident used by Roman gladiators. Damage is thrust+1
  (thrust+2 if used two-handed) impaling for each stabbing point. On an ordinary hit
  against the body, only one point hits; if the roll is made by 1, two points hit, and if it
  is made by 2+, all three points hit. DR protects separately. (Against a limb, only one
  point would hit. Against the head, one point is effective on an ordinary attack, two on
  a success by 2 or more.) Because the fuxina is very tip-heavy, the user is always at a -
  2 skill penalty. Treat as a spear otherwise.
  Hasta (TL2): A heavy iron spear used by the early Roman legions. Treat as a
  spear.
  Kamax (TL1): Without stirrups, cavalrymen cannot seat themselves, couch a
  lance and use their horse's momentum to punch through enemy armor. Instead.
  Classical cavalry use a long spear called a kamax. It is very similar to the infantry-
  man's spear, but is somewhat longer. The horseman grips the kamax near the butt and
  uses it to stab down at infantry on the ground. The kamax does normal two-handed
  spear damage (thrust+3 impaling) but has a 2-hex reach when used from horseback
  against targets on the ground.
  Kontos (TL3): A heavy, two-handed Arab spear that is used like a long spear (see
  below). Since the user cannot parry, and cannot carry a shield, he must rely upon
  those in front of him to keep the foe away! It cannot be thrown.
  Long Spear (TL3): An extremely long one- or two-handed spear. It is used at
  longer reaches only, usually in tight formations, to resist charging enemies. It cannot
  parry, and is instead anchored against the ground one-handed while a shield is used
  for defense. It is not normally thrown.
  Pike (TL3): This is a very long spear, 12 to 20 feet long (4- to 6-hex reach), and
  is almost impossibly awkward in individual combat. In a well-drilled formation it is a
  terrifying weapon, especially if supported by other arms; the pikes are extended in
  front of the formation to impale the enemy. A pike weighs 3 pounds for every hex
  Scopes can be either fixed-power or
  variable power. Fixed power scopes have
  only one power of magnification; variables
  can have a range of powers but are limited to
  a three-fold increase in power (e.g., one to
  three, three to nine. six to eighteen).
  Variables cost more and are somewhat more
  fragile.
  An early-TL5 scope might have 6x
  magnification, be four feet long, weigh four
  pounds and cost $100. Variations are enor-
  mous; each scope was a custom job.
  Continued on next page ...
  Weapon Type 
  Type Damage 
  Rang 
  Cost Weight Min Special Notes
  SS Acc
  1/2D Max 
  ST
  Shuriken or Piau
  cut
  cut
  thr-1
  8
  1
  ST-5
  ST
  $3
  1/10
  non
  e
  Usually in a set
  of nine. Max.
  damage 1d+2.
  
  of reach. The pike is awkward. It takes 1 turn to change the hex that the point of
  the pike is in. Anyone closer to the pikeman than 1 hex from the point can be
  attacked only with a crushing blow at swing damage. The pike must be used with
  two hands. Anyone carrying a pike is at -3 to DX; GMs should be prepared to
  penalize him even further in forests, buildings or other tight quarters.
  Pilum (TL2): A Roman javelin, with an iron head. Treat as a javelin; see also
  the entry under Spear Throwing, below.
  Rochin (TL3): A short, Japanese spear, used one-handed for stabbing.
  Southern-Tiger Fork (TL3): A trident-like Chinese spear with three wide-set
  stabbing points. If the Spear and Jitte/Sai skills are both known at skill 13+, it can
  be used to disarm. Each point can damage separately. On an ordinary hit against
  the body, only one point hits; if the roll is made by 1, two points hit, and if it is
  made by 2+, all three points hit. Roll the damage listed on the table for each point;
  DR protects separately against each attack. (Against a limb. only one point would
  hit. Against the head, one point is effective on an ordinary attack, two on a success
  by 2 or more.) Because this spear is very tip-heavy, the user is always at a -2 skill
  penalty.
  Yari (TL3): A Japanese spear, used mainly for thrusting, not throwing; treat as
  a spear.
  Yarinage (TL3): A Japanese javelin; treat as a javelin.
  Firearms Accessories
  (Continued)
  Typical late-TL5 scopes were three to
  four feet long and weighed three to four
  pounds. Magnification was up to 30x, for
  target. shooting and long-range hunting
  By TL7, a cheap 3x or 4x scope might
  cost only $80-$100 from a mail-order com-
  pany, a 3-9x variable scope might cost
  $150; weight is typically less than a pound.
  Night-sight versions are available for $200
  more.
  Scopes are more fragile than the gun,
  that mount them. Military rifles almost
  invariably and hunting rifles usually have
  an auxiliary set of iron sights in case of
  scope stops working. Anytime a scoped
  weapon is mistreated (dropped, clubbed
  trampled, struck) in such a way that the
  scope could reasonably be expected to be
  damaged, roll 3d:
  3-5 - The scope is undamaged.
  6-8 - The scope takes minor damage, can
  be repaired by an armourer in 1d hours
  Until it is repaired it is at only 1/2
  effectiveness as a sight.
  9-13 - The scope takes significant dam-
  age; it must be replaced or repaired. Repair
  takes three successful Armoury rolls at day
  intervals.
  14+ - The scope is so damaged that will
  no longer work as a sight and can't be
  repaired. 
                  
  These are the figures for TL7. For TL6
  roll at +1; for TL5 at +2 and for TL4 and
  below at +4. More primitive equipment in
  this case, is easier to fix!
  Weapon 
  Type
  Damage
  Reach 
  Cost
  Weight MinST Special Notes
  Belly Spear
  imp
  thr+2
  1*
  $100
  4
  9
  Used 1 -handed. Throwable.
  Half damage when pulled out.
  imp
  thr+3
  1,2*
  Same spear used 2-handed.
  Half damage when pulled out.
  Kontos
  imp
  thr+4
  2,3*
  $90
  6
  12
  Used 2-handed; can't parry.
  Long Spear 
  imp 
  thr+2 
  2,3* 
  $60 
  5 
  10 
  Used 1-handed; can't parry.
  Barely throwable; -2 to skill.
  imp 
  thr+3 
  2,3* 
  Same spear used 2-handed.
  Pike
  imp
  thr+3
  4-6**
  $180
  3/yd.
  12
  Used 2-handed; can't parry.
  See above for other restrictions.
  Rochin
  imp
  thr+1
  1
  $30
  2
  7
  One-handed stabbing spear.
  Southern-Tiger imp 
  thr+1 
  1 
  $80 
  5 
  10 
  Used 1-handed (up to 3 attacks).
  Fork or Fuxina
  All attacks are at -2 DX.
  imp 
  thr+2 
  1,2* 
  Used 2-handed (up to 3 attacks).
  All attacks are at -2 DX.
  * Must be readied for one turn to change from long to short grip or vice versa.
  ** Takes 1 full turn to move point to a new hex.
  Silencers
  In most games involving firearms, one of
  the most commonly used accessories is the
  silencer, sometimes called a sound sup-
  pressor.
  A silencer is a device to muffle and
  disguise the sound of a gunshot. No system
  completely silences a gun. The noise is
  actually the sonic boom of the supersonic
  gases and (when applicable) the projectile.
  (The speed of sound is about 1,100 feet per
  second at sea level, 9mm pistol ammu-
  nition has a muzzle velocity of 1,200 f.p.s.,
  military rifles from 2,500 to 3,500; powder
  gases of over 4,500.) A silencer would be
  confining and slowing one or both of them,
  before they reach the exterior atmosphere
  Normally, a Hearing roll is required to
  hear a gunshot, modified as follows: +6 in
  the same room; +4 In the next room; +2
  several rooms away, or in the next block
  outdoors; no modifier at two blocks away;
  -2 a quarter-mile away; -4 a half-mile away.
  However, the GM need not roll dice in
  circumstances where it is obvious that
  gunshot would be heard.
  Continued on next page...
  
  Firearms Accessories
  (Continued)
  Silencers give an additional penalty to
  any roll to hear the weapon, from -8 for the
  best commercial silencer, to -5 for a good
  improvised silencer (see below), to -1 for a
  hasty improvization.
  The GM should add further Hearing
  penalties for background noise (-1 for con-
  versation, up to -5 for a machine shop), or
  distraction (a man in the middle of a knife-
  fight is less likely to notice stray sounds).
  A further penalty of -2 may be exacted
  from those who do not have Guns skill;
  being unfamiliar with firearms, they are
  less likely to identity a gunshot if they hear
  it.
  Weapon Choice: Silencers are more
  effective on certain types of gun. They are
  most effective with sealed breeches, such
  as bolt-actions or dropping blocks. Those
  used on semi-automatics quiet the shot
  fairly effectively, but frequently release
  some high-velocity gas from the breech
  and always have the noise of the action
  working.
  Revolvers of conventional design are
  impossible to silence. The gap between
  barrel and cylinder leaks high-velocity gas.
  It is possible to construct a revolver so
  tightly fitted that it can be silenced, at least
  for a few shots, but this is more an exercise
  in perverted  ingenuity than in practical
  weapons design.
  Continued on page 36.
  SPEAR THROWER (DX-4 or Spear Throwing-4); p. B52
  Atlatl (TL1): An Aztec spear thrower, used to hurl darts (see below). A few
  propelled two darts at once (give each one a -2 to hit). Dans were made of oak,
  with wooden, obsidian, copper or bone points and feather butts. Some were
  barbed and some had two or more prongs. Treat as a spear thrower.
  SPEAR THROWING (DX-4 or Spear Thrower-4); p. B52
  Some of the spears listed under Spear (above) can be thrown, including the
  belly spear, chiang and yarinage. If a spear cannot be thrown, this is noted in the
  description. In general, treat these as either hurled spears or javelins, as per the
  description.
  Belly Spear (TL2): See above, under Spear. When removed from the wound,
  this weapon does additional damage (see p. 33).
  Chiang (TL3): See the entry under Spear, above. Treat as a thrown spear.
  Dart (TL1): A short, weighted spear, designed to be hurled or launched from
  an atlatl (see above). Cannot be used as a hand weapon.
  Long Spear (TL3): See above, under Spear. This spear is barely throwable:
  -2 to skill.
  Pilum (TL2): An iron-headed javelin carried by Roman legionnaires. The
  pilum had a long metal shaft embedded in a wooden one. When thrown, the rela-
  tively soft metal shaft bent on impact; if it had missed, the enemy could not throw
  it back. If it hit an enemy shield, the point was designed to penetrate and foul the
  shield, making it useless.
  In game terms, use the Damage to Shields rules in p. B120. If the javelin
  inflicts half me damage needed to penetrate the shield, it has become embedded
  there. The pilum usually bent after penetrating me shield; attempts to remove it
  take three turns and a ST roll. The shield was now trailing several feet of wood,
  and would become more of a hindrance than a help. Reduce the DX of the wearer
  by 2, and his effective Block by 3; this is cumulative if multiple pila hit the shield.
  Most enemies would discard their shield.
  Yarinage (TL3): See the entry under Spear, above. Treat as a hurled javelin.
  Weapon 
  Type Damage 
  Ranges 
  Cost Weight
  MinST
  Special Notes
  SS
  Acc
  1/2D
  Max
  Dart
  imp
  thr-1
  9
  3
  STx2 STx3 $30
  1
  7
  Usually launched
  a spear thrower,
  Long Spear
  imp
  thr+2
  15
  1
  ST/2
  ST
  $60
  5
  12
  All attacks at -2.
  STAFF (DX-5 or Spear-2); p. B52
  All of these weapons require two hands. Parry is 2/3 Staff skill.
  Any of the 2-hex spears described under Spear (above) - but not the longer
  spears or 1-hex stabbing spears - can also be used with Staff skill, poking with the
  blunt end for thr+2 crushing or striking with the shaft for sw+2 crushing. Treat the
  spear exactly as if it were a staff when it is used this way.
  Bo (TL1): A man-tall bamboo staff; treat as a staff.
  Bong (TL1): A Korean quarterstaff. Treat as a staff.
  Chain-Staff (TL3): See the description under Kusari, p. 28.
  Dah-Dau (Horse-Cutter) (TL3): See the description under Polearm, p. 29. This
  polearm can also be used with Staff skill.
  Muchan (TL1): An Indian weapon; a two-foot-long straight stick, wielded as a
  staff. It parries well, but does not strike as hard as a full-length staff.
  Naginata (TL3): This polearm can also be used with Staff skill. See the
  description under Polearm, p. 29.
  
  Sodegarami (TL3): A Japanese barbed staff, used to grapple hair or clothing. It
  can be used as a standard staff, or to grapple. A grapple is treated as a Quick
  Contest of Staff skill vs. the target's DX. This does no damage unless the victim
  tries to escape (see below). A successful grapple can be broken by winning a Quick
  Contest of ST vs. the wielder's skill. However, anyone who tries to escape must
  also roll vs. DX; on a failure, the barbs tear his skin for Id damage, whether he
  escapes or not. DR protects normally.
  Tetsubo (TL3): An iron bar, used as a staff.
  Toya (TL1): An Indonesian staff, usually made of bamboo. Treat as a staff.
  Weapon
  Type
  Damage Reac
  Cost
  Weight Min ST Special Notes
  Light
  Horse-Cutter
  cr
  sw+2
  1,2
  $120
  8
  12
  Staff technique, with shaft.
  cr
  thr+2
  1,2
  Staff technique, with blunt end.
  Muchan
  cr
  sw
  1
  $10
  1
  7
  Baton-sized, but used two-
  handed.
  cr
  thr
  1
  Parry is still 2/3 skill.
  Naginata
  cr
  sw+2
  1,2
  $100
  6
  9
  Staff technique, with shaft.
  cr
  thr+2
  1,2
  Staff technique, with blunt end.
  Sodegarami
  Special
  See
  1,2
  $100
  4
  6
  Used to grapple.
  cr
  sw+2
  1,2
  cr
  thr+2
  1,2
  Tetsubo
  cr
  sw+4
  1,2
  $100
  10
  13
  Staff technique.
  cr
  thr+2
  1,2
  THROWING STICK (DX-4); p. CI136
  Boomerang (TL1): A carefully-shaped stick, designed for taking down game,
  but occasionally used in warfare. This kind of boomerang does not return when
  thrown.
  Weapon
  Type
  Damage
  Ranges
  Cost
  Weight
  MinST
  SS
  Acc
  1/2D
  Max
  Boomerang
  cr
  sw+l
  11
  2
  STx6
  STx10
  $10
  1
  7
  TONFA (DX-6 or Shortsword-3); p. CI136
  Tonfa (TL3): A Japanese club with a handle set at right angles, commonly used
  by police forces at TL7. Fast-Draw (Tonfa) can be learned to quickly ready a tonfa
  from a belt loop. A user who knows the Karate skill as well may hold a tonfa
  alongside the arm with one end projecting past the fist and use it for punching.
  Treat this as a Karate punch, but with an extra +2 damage.
  Weapon
  Type
  Damage
  Reach
  Cost
  Weight
  MinST
  Special Notes
  Tonfa
  cr
  sw+l
  1
  $40
  2
  7
  Parry is 2/3 Tonfa
  cr
  thr+1
  C,1
  TWO-HANDED AXE/MACE (DX-5); p. B52
  All of these weapons require two hands.
  Gada (TL3): A heavy wooden mace with a round head, from India. It can be
  swung or used to thrust with.
  Scythe (TL1): An agricultural implement used as a makeshift weapon.
  Weapon Type
  Damage
  Reach
  Cost
  Weight Min ST Special Notes
  Gada
  cr
  sw+3
  1.2
  $60
  9
  13
  1 turn to ready after swing.
  cr
  thr+2
  1
  1 turn to ready after thrust.
  Scythe
  cut
  sw+2
  1
  $15
  5
  12
  1 turn to ready. *
  imp
  sw
  1
  -2 to hit when impaling.
      * Becomes unready if used to parry.
  
  Firearms Accessories
  (Continued)
  Silencers are big, awkward and wear
  out quickly; the more powerful the round
  they silence, the bigger they are. The U.S.
  Navy silencer, used on S & W 9mm pis-
  tols, with special, subsonic ammunition, is
  one of the smallest. It is a bit less than six
  inches long and less than two inches in
  diameter, It is good for about 30 shots
  with subsonic ammunition, or about six
  with standard ammunition, before it stops
  silencing. The British silencer for 9mm
  Sterling submachine guns works much
  longer, sometimes for several hundred
  shots. It slows standard ammunition to
  subsonic speeds and silences the gases. It
  is about 14 inches long, nearly three in
  diameter and surrounds and extends a spe-
  cial barrel with 72 holes drilled in it to
  bleed off gas. If the gun is fired at full
  auto, the silencer stops working after three
  to five shots.
  In game terms, rifles, submachine guns
  and any pistol except a revolver can be
  silenced at TL6+. Shotguns and black
  powder guns can be silenced, but such
  silencers are usually improvised, one-shot
  affairs, such as a large plastic bottle taped
  over the muzzle. Silencers decrease the
  range of a weapon by 1/3, and reduce the
  base damage by 1/4, rounding down.  
  Subsonic Ammo: If special subsonic
  ammunition is being used in conjunction
  with a silencer, the range drops to half
  normal, and the base damage is reduced
  by 1/3.
  Acquiring a Silencer: The first com-
  mercially available silencer was the
  Maxim, c. 1902. It was effective within
  the usual silencer limits, and was widely
  used for things like indoor target
  shooting. (In most of the world, silencers
  were legal accessories until the gangster
  and subversive hysteria of the 1930s; in
  the U.S. they were still legal to anyone
  who could pay the $200 federal tax,
  although some states had laws against
  them.) Military and espionage agencies,
  of course, have easy access to silencers.
  Any machinist with the  proper tools can
  make a silencer in four hours.
  Improvised silencers are common, and
  can be effective within limits. Two of the
  best are the classic pillow held tightly
  between gun and target, and the one-liter
  plastic bottle packed with styrofoam
  peanuts (one shot per bottle). Such an
  improvisation will give a -1 to a Hearing
  roll to detect the shot.
  TWO-HANDED SWORD (DX-5 or Force Sword-3); p. B52
  All of these weapons require two hands.
  Claymore (TL3): The Scottish version of the two-handed sword, with a distinc-
  tive V-shaped guard with lobed ends. Treat as a thrusting bastard sword or thrusting
  greatsword, depending on size.
  Macauitl (TL1): An Aztec sword. See the description under Broadsword, p. 21.
  This two-handed version is three to five long.
  Naginata (TL3): This polearm can also be used with Two-Handed Sword skill.
  See the description under Polearm, p. 29.
  Nodachi (TL3): A long, slightly-curved Japanese greatsword with a long grip
  and a blunt tip, usually worn over the shoulder in a back sheath.
  Tetsubo (TL3): See entry under Staff, p. 34.
  Weapon
  Type Damage Reach Cost Weight
  Min. ST Special Notes
  Macauitl
  cut
  sw+2
  1,2
  $650
  5
  12
  Usually blunt.
  1 turn to ready after swing.
  imp
  thr
  1,2
  $700
  5
  12
  Stats for a sword with a point.
  Naginata
  cut
  sw+3
  2
  $100
  6
  9
  Sword technique;
  1 turn to ready after swing.
  imp
  thr+3
  2
  Sword technique;
  no time to ready.
  Nodachi
  cut
  sw+4
  1,2
  $800
  7
  12
  Worn in a back sheath.
  cr
  thr+2
  2
  Blunt tip.
  Tetsubo
  cr
  sw+4
  1,2
  $100
  10
  13
  Sword technique;
  1 turn to ready after swing.
  cr
  thr+2
  2
  Sword technique;
  no time to ready.
  WHIP (No default); p. B52
  Chain-Whip (TL3): A whip made up of metal links. It cannot entangle like a
  normal whip, but has no maximum damage restriction either. Parry is still 1/3 skill.
  A chain-whip may be 1 to 4 yards long, and takes 1 turn to ready per yard of
  length.
  Urumi (TL3): This Indian sword has a long flexible blade, and is used to flail
  enemies.
  Weapon
  Type Damage Reach
  Cost
  Weight
  MinST
  Special Notes
  Chain-Whip
  cr
  sw+1
  1-4
  $50/yd
  3/yd
  12
  See p. B52; cannot entangle*
  Urumi
  cr
  sw-1
  1-3
  $400
  4
  8
  Max. damage 1d+2;
  see p. B52.*
  * Becomes unready if used to parry.
  
  PRE-GUNPOWDER
  ARTILLERY
  Note: Much more detailed rules for mechanical artillery appear in GURPS
  Vehicles, Second Edition.
  These rules cover TL1-3 artillery. For the sake of convenience, siege towers,
  rams and various incendiaries are also included here.
  Pre-gunpowder artillery was of three basic types: tension, torsion and counter-
  weight. Tension artillery is simply a bigger crossbow; the usual projectile is a
  spear-sized "dart" or "javelin." Torsion artillery uses the elasticity of a skein of
  woven rope for power, and counterweight artillery uses a falling weight: both usu-
  ally throw stones.
  The terminology used to describe these weapons is very confusing: the word
  "catapult" has been used to describe everything from a giant crossbow to the tradi-
  tional trebuchet, and the word "ballista" can refer to either catapults or bow-type
  weapons. For convenience, the term "ballista" will be used for tension-powered
  javelin-throwers, "catapult" for torsion-powered stone-throwers, and "trebuchet"
  for counterweight-powered stone-throwers.
  All of these weapons are crew-served. They take considerable time to emplace
  and are not accurate enough to shoot at individual human targets; consider them
  just among the random hazards of war.
  Most of these weapons are TL2 or 3, and are used mainly in sieges. Siege
  machinery was transported as metal and rope. Work crews at the site found timber
  and put the machines together - the most important siege weapons were manpower
  and time. Some of these weapons were also used in naval combat, and the Chinese
  and Romans did occasionally use light artillery on the battlefield.
  Unless otherwise specified, the following rules apply to all siege engines:
  Each weapon requires a crew of six men to operate it. RoFs given are for heav-
  iest possible shot; if lighter projectiles are used, RoFs can be improved by up to
  50%. Aiming bonuses are per shot at a given point. The first round is at +0, the
  second at +1, and so forth until the bonus equals the Acc value.
  All shots must roll a grenade scatter: roll 2 dice; add +1 to the scatter for each
  number the to-hit roll was missed by, or -1 for each number the to-hit roll was
  made by. The sum indicates the percent of total range the weapon is off.
  Catapults and trebuchets do half damage to walls and other vertical objects
  unless they are close enough to manage a flat trajectory.
  Arcuballista (TL3)
  Artillerists string this huge crossbow with up to 10 bolts at once. It can hit mul-
  tiple targets as distant as 1,000 yards, each bolt inflicting 3d impaling damage.
  This siege weapon requires only one operator, but cannot be moved while
  assembled. Anyone can fire it, but ST 9 is required to use the rewinding windlass.
  It uses the Gunner skill. $1,000, 100 lbs.
  Arcuballistas have the following slats: Acc 2, 1/2D 300, Max 1000, RoF 10 -it
  fires 10 bolts at once, then takes 20 turns to reload.
  Ballistas (TL3)
  These are giant crossbows of diverse sizes. They are relatively useless against
  castle walls.
  Small ballistas, or "scorpions," are heavy crossbows that can be carried by one
  man, although they usually requires a crew of two. A scorpion does 4d impaling
  damage.
  Ammunition for Firearms
  Metallic Cartridge
  Ammunition Weight
  Weight 
  for 
  metallic 
  cartridges 
  in
  number of rounds to the pound of a
  complete 
  cartridge 
  (case, 
  propellant,
  primer and bullet) of the most common
  types rounded down to a whole number,
  until otherwise noted. In reality there is
  some variation from different weights of
  bullet and propellant, but the variation is
  small. This does not allow for the ''tare
  weight" of packing (boxes, cartons, cases,
  bandoleers, etc.) or for the weight of belts,
  links, clips or magazines.
  Empty Magazine Weight: Many refer-
  ence sources give the actual weights of
  empty magazines, which can vary depend-
  ing on capacity and materials. Lacking of
  information, these figures are usually close
  enough:
  SMG and Rifle Magazines weigh 0.5 lb.
  Handgun Magazines weigh 0.25 lb
  (Note: Typical cost is $20)
  Clips (Mauser or Mannlicher) are 100
  to the pound.
  Machine Gun Belts are 1 pound per 200
  rounds for rifle calibers and 1 pound per
  100 rounds for heavy machine guns.
  Links for Disintegrating Belts are 200
  per pound.
   Continued on next page...
  
  Ammunition for Firearms
  (Continued)
  Metallic Cartridge
  Weight Table
  Cartridge
  Rounds/lb.
  .32 ACP ..................................57
  .380 ACP.................................47
  9x19mm Parabellum................43
  5.56x45mm .............................38
  .44 Henry ................................23
  .44-40 WCF.............................21
  .45 ACP...................................21
  .455 Webley.............................20
  7.62x51mm NATO .................18
  .303 British .............................18
  7.62x54mmR ..........................17
  7.92x57mm Mauser.................17
  .30-06.......................................17
  8mm Lebel...............................16
  .45-70.......................................10
  .44-90 ......................................9
  .50-90.......................................9
  .600 Nitro Express ..................5
  .50 BMG..................................3
  12.7x108mm Russian...............3
  Shotgun Shells
  Shotgun shells are typically $10 and 3
  lbs. for a box of 25 shells.
  Rifled Slugs
  Rifled slugs are a TL6 development to
  increase the range and power of shotguns
  while retaining the option of shot loads.
  Rifled slugs have three times the 1/2D
  and five times the Max range of a load of
  buckshot from the same shotgun. If fired
  from a shotgun equipped with rifle sights,
  they have +2 to Accuracy; otherwise they
  don't affect the weapon's accuracy.
  These are very big solid bullets (see
  Bullet Size p. 56); roll the usual number of
  dice for the shotgun, but apply the total
  damage to DR, not each die separately. A
  10 gauge is about .77 caliber, a 12 gauge
  about .73 and a 20 gauge about .61 caliber.
  They all get double wounding damage if
  they penetrate armor. (The exception is the
  .410 shotgun, which is actually .410 caliber
  - a inexplicable exception to the gauge
  system of measurement.)
  Note Gyroc Rounds are 3 lbs. for 20 rounds.
  Medium ballistas are sometimes carried on horseback and set up on the battle-
  field for long-distance fire, but for the most part are used in fortifications, sieges
  and on ships. When used on the battlefield, they are usually fired on massed groups
  of men. Damage is 6d impaling.
  Large ballistas fire huge, iron-tipped javelins, and are only built during sieges.
  They do from 8d to 5d x 2 impaling damage.
  All ballistas have the following stats: Acc 5, 1/2D 400, Max 500, RoF 1/120. A
  ballista bolt can weigh from 1 lb. (for a large quarrel.) to 10 lbs. (for a huge
  javelin).
  Battering Rams (TL1)
  A ram is a wooden beam used to knock down walls and gates. The simplest
  ones are trimmed tree trunks and are used against gates. Others rest on a sling, have
  a huge iron head, and require up to 200 men to swing. A simple wooden ram does
  thrust damage equivalent to one-quarter (he ST of the men wielding it (1/2 ST if
  the ram has an iron head; wooden rams cannot be used against stone walls without
  a metal head). The sling ram uses 2/3 the ST of the men using it (e.g., a 200-man
  sling ram does 6d x 22 crushing damage every time it strikes).
  Other sorts of rams include the pick and the screw (or drill). These are iron
  tools used to scrape away at the mortar and stones in castle walls. The pick has a
  narrow point to concentrate its force, and the screw has a square or (rarely) spiral-
  cut head which is twisted during use, to give a primitive hammer-drill effect. Picks
  and drills wear away at the DR, and then the hit points, of the wall at the spot they
  are attacking. This occurs at the rate of 1 point per 10 minutes. Destroying all the
  DR and hits results in the loosening or shattering of a block, which can then be
  removed. Both the pick and screw are TL2 innovations.
  Most rams were covered by a "sow" - a wheeled shed covered in uncured hides
  to protect the crew from boiling oil and other missiles dropped from the ramparts.
  Catapults (TL2)
  These weapons usually fire rocks weighing from 10 to 600 pounds. They are
  crewed by at least six men; crews of 20 or more are not unusual. It requires a com-
  bined ST of 100 to crank the arm down, taking 5 minutes. Time is increased by 5
  seconds for each ST point less; the minimum ST to crank it down at all is 30.
  Firing a catapult requires a roll against Gunner (Catapult); this does not default
  to any higher-tech Gunner skill! A success indicates the missile was placed within
  10 hexes of the intended target, with a critical success indicating a direct hit. A fail-
  ure means the shot was way off, and a critical failure can mean anything from hit-
  ting friendly troops to a misfire, causing the missile to drop on the gunner!
  Damage is 6d x 9 for a 10-pound stone. For every 14 pounds over 10 (maxi-
  mum 600), add 1 to the multiplier. Other ammo includes javelins (a dozen javelins
  can be fired to scatter over the target area), which cause 3d impaling damage each;
  flaming projectiles, which do Id-3 fire damage (which may ignite a flammable tar-
  get) plus the damage of the missile itself; and barrels of Greek fire, which set fire to
  a 7-hex radius, and splash all targets in that radius for 1d+1 burning damage on the
  turn they burst.
  Use the following stats for most catapults: Acc 1, 1/2D 300, Max 500, RoF
  1/300. Most catapults fire 10 lb. to 50 lb. stones, with trebuchets (see below) being
  used for heavier missiles.
  Flamethrower (TL3)
  The flamethrower (also called a fire-siphon) uses a double piston to spray oil or
  "Greek fire" (see below) from a reservoir. It first appeared in the tenth century AD,
  and was common both in China and the Arab lands. Flamethrowers weigh too
  
  much to maneuver on battlefields, but they are often mounted on ships. On land,
  they are used to defend castles, and are especially useful in narrow passages.
  Flamethrowers ignite paper, cloth or wood, and sear armored targets. Halve the
  DR of a victim's armor. One can use these devices as area attack weapons, as
  described on p. B121. They are fired with the Fire-Siphon skill (p. CI134). The tar-
  get of a flamethrower attack takes Id damage every turn, or 2d+1 for Greek fire,
  while he is being hit. He then takes regular burning damage (Id-1 per turn, even for
  Greek fire) until the flame is put out; this usually requires magic, or rolling in thick
  sand or cloth. Otherwise, oil will bum for 15 seconds and Greek fire for 1 minute.
  A flamethrower costs $1,000 and weighs 200 pounds plus cost and weight of
  the oil. The oil is $25 per gallon; Greek fire costs three times as much. A large
  flamethrower shoots 20 gallons (150 lbs.) per second. Some have huge reservoirs.
  Acc 7, 1/2D 15, Max 30.
  Greek Fire (TL3)
  The discovery that some liquids bum, and the idea of somehow throwing them at
  enemies, pre-dates recorded history. However, the trick was rarely worth much;
  such oils tend to spread and burn out easily, and are usually fairly simple to extin-
  guish or wash off. "Greek fire" is a special, deadlier idea - a mixture of flammable
  compounds that carries as a jet, bums hot, floats on water, sticks to targets and is
  hard to put out (requiring sand); in short, a precursor of modem napalm.
  In land battles (mostly in sieges), its main use was its surprise effect; good
  troops could be taught counter-measures, and fire weapons had limited range and
  accuracy. It was mostly used at sea, where a good tactician could use a few ships
  equipped with flamethrowers (see above) to play havoc with whole enemy fleets:
  fire was always the sailor's greatest fear in the days of wooden ships.
  Greek fire costs $75/gallon. $3,000 worth will fill a small flamethrower reser-
  voir. $1,200 buys enough to fill a large catapult projectile (e.g., a barrel) which will
  burst to cover a 7-hex radius in flame.
  Siege Towers (TL2)
  These rolling towers are usually built taller than
  the walls they confront. At a distance, they allow
  archers a protected nest from which to snipe at the
  defenders deep inside the castle. Closer up, they pro-
  vide a means of scaling a wall that is far more
  efficient and defensible than the simple ladder.
  Trebuchets (TL3)
  A trebuchet is a catapult which uses a counterweight to swing a lever. If a real-
  ly large siege engine is desired, big trebuchets are easier to build than big catapults.
  A gigantic trebuchet might have a ten-ton counterweight and throw a 1,000-lb.
  missile!
  A small trebuchet requires a crew of ten. It cannot fire at targets closer than
  200 yards. A stone from such a trebuchet does 10d crushing damage. It costs $800,
  weighs 1,000 lbs., and has Acc 1, 1/2D 1,000, Max 1,500 and RoF 1/240.
  A large trebuchet has Acc 3, 1/2D 200, Max 600 and RoF 1/600. It fires huge
  stones (typically 100 to 600 lbs.), using the damage rules for catapults (see above).
  Firearm Quality
  At TL5+, firearms can be precisior built
  or hand-crafted at great cost for spe-cial
  purposes and discriminating users. A gun
  may be Fine for 5 times its listed cost or
  Very Fine for 30 times list cost. The gun
  must be defined as being Fine (Decorated),
  (Reliable) or (Accurate). A gun may also
  be Very Fine (Decorated) or (Accurate),
  but not Very Fine (Reliable). A gun may be
  both decorated and reliable, or decorated
  and accurate, but not both accurate and
  reliable. All cost multipliers are cumula-
  tive!
  Decorated guns have a higher resale or
  pawn value, as much as 90% of the new
  cost (compared to 10%-50% for most
  guns). Accurate guns have +1 Accuracy, or
  +2 if Very Fine. Reliable guns have Malf.
  number increased by 1. Malf 16 become
  "Crit.", "Crit." becomes "Ver." and "Ver."
  becomes "Ver. (Crit.)" (see Malfunctions p.
  68).
  Traps and
   Hazardous Barriers
  Caltrops
  Caltrops (or "caltraps") are barbed
  tetrahedral spikes, designed so that they
  will always land with one point facing up.
  Small caltrops ("tetsubishi") are strewn
  across an area by ninja, to deter pursuit by
  humans; they are worthless against horses.
  Larger ones are used to cripple horses on
  the medieval battlefield, but are easily
  avoided by humans.
  Anyone crossing a field of small cal-
  trops must make a Vision roll to spot and
  avoid them. This is at -1 for every yard per
  second he is moving, and at an extra -4 if
  he did not expect them. If the Vision roll is
  missed, the victim steps on one caltrop for
  every 3 points by which he missed (mini-
  mum 1). Damage is thrust-3 impaling,
  based on they victim's ST. This damage is
  to the foot; the DR of footwear protects
  normally. The barbs are nasty: a Will roll is
  required to avoid crying out (if that
  matters), and a DX roll is required to
  remove the caltrop from his foot (or he will
  be forced to hop on one foot at Move 1)
  Small caltrops are ten to the pound and cost
  $0.25 apiece. They are typically strewn one
  per yard.
  Large caltrops are easily avoided by a
  man on foot (make one Vision roll; on a
  critical failure, he steps on one). On horse-
  back, use the rules above, except that the
  roll is against the lower of the rider's
  Vision or Riding skill. Damage is thrust-3,
  based on the horse's ST; horseshoe and
  hoof DR will protect normally. For the
  result of damage to one's mount, see p.
  B137. Large caltrops are 0.5 lb. each and
  cost $1.50 apiece. They are typically
  strewn one per 3 yards.
  Continued on next page ...
  
  Traps and
   Hazardous Barriers
  (Continued)
  Concertina Wire
  Concertina wire is coiled barbed wire.
  Its coil shape allows it to be compressed
  tightly for easy transport, or stretched out
  to defend an area against intruders. A sin-
  gle strand of concertina wire stretches up
  to 15 hexes and stands 3 to 4 feet tall,
  depending on how far the strand is extend-
  ed. Concertina wire is free-standing, and
  can be easily curved to form an enclosure
  or defend an odd-shaped area. The strand
  is usually held in place by wiring it to tent
  stakes driven into the ground. A pair of
  heavy, quilted gloves with palms and fin-
  gers protected by steel rivets are required
  to deploy concertina wire. The gloves cost
  $50 and weigh 2 lbs. per pair.
  It takes one man-minute per hex to
  deploy concertina wire. If protective
  gloves are not available, it takes five man-
  minutes per hex to deploy the wire, and
  each person working on the wire will take
  1d-3 
  points 
  of 
  damage 
  per 
  strand
  deployed. To secure an area, concertina
  wire is usually deployed in a triple strand -
  two adjacent strands on the ground, and a
  third on. top of them.
  A single strand can be walked through
  safely, if minimal care is taken (make a
  successful unmodified DX roll), but it is
  difficult and dangerous to cross a triple
  strand. If anyone tries to crawl through the
  wire, the GM should roll 1d per strand
  being crossed, and require him to make
  that many rolls vs. DX-5 to get through.
  (Double-Jointed characters roll vs. DX-2;
  the GM should apply additional penalties
  if the character is wearing bulky clothes or
  trying to hurry). Each roll represents 1 sec-
  ond of progress through the wire. If he
  fails by less than 3, he's caught in the wire
  for 1d seconds. If he fails the roll by 3 or
  more, he takes 1d-2 crushing. If he fails by
  5 or more, he takes 1d-2 crushing, and is
  caught for 1d seconds. On a critical failure
  he's caught, and the damage taken is cut-
  ting. If he's trying to get through the wire
  silently, and he takes damage, he must
  make a Will roll or make some Sort of
  audible sound, unless he has the High Pain
  Threshold advantage.
  If the character has a lot of time, he can
  roll 1d per strand being crossed, and make
  each roll represent 1 minute of crossing
  time - in such cases, the rolls are against
  unmodified DX. The easiest way to cross
  concertina wire is to simply lay something
  on top of it - a log, a sheet of metal or
  thick plastic, a body - and climb over atop
  that object.
  Continued on next page...
  ARMOR
  The following section expands the list on pp. B210-211. See the Other
  Materials for Low-Tech Armor sidebar (p. 42) as well. Be sure to consult both this
  section and the. Basic Set when equipping your character!
  Hit Location: The armor types listed below are broken down by hit location;
  see p. 53 for the meaning of hit location numbers. Note that full suits of armor and
  armor that covers the arms or legs as well as the torso is listed under Torso.
  TL: Armor is arranged by TL under each hit location, and by alphabetical order
  within each TL. Where possible, the origin of the armor (e.g., "Greek," "Japanese")
  is given with the TL. The prices assume typical starting wealth at that TL (see p. 8).
  Be sure to look at the TL before equipping your character! Higher-TL versions of
  many of the armor types on p. B210 appear below, with considerably different sta-
  tistics. Note that in fantasy campaigns (and even in some historical campaigns), it is
  quite common to mix TL0-4 armor. Since starting wealth does not change at those
  Tech Levels, this can be done without modifying the costs below,
  Head
  Bronze Helmets (TL1; Greek): A variety of helmet styles are used throughout
  the period. The most common is the "Corinthian" helmet, essentially a bronze pot-
  helm with wide cheek-pieces to protect the face. This variety of helmet can be
  pushed back on the head when danger is not imminent, for greater comfort and
  wider vision. Covers areas 3-5 with PD 3, DR 3. $160, weighs 7.5 pounds.
  Some helmets are more standard pot-helms. These have the same PD and DR,
  cost half as much, and weigh 5.5 pounds, but only cover areas 3-4.
  Device/Emblem (TL1): A personal device, symbol of rank, or military order's
  emblem can be added to helmets (not coifs) of leather or steel to show the wearer's
  status. Depending upon detail and craftsmanship, these add a minimum of $20 to
  the cost and nothing to the weight. A decorative plume can be added to helmets
  (not coifs) of reinforced leather or steel to make the wearer easily recognizable in
  battle. It adds $10 to the cost and 1 lb. to the weight.
  Bronze Helmet (TL2: Roman): A pot-helm with PD 3, DR 3, protecting areas
  3-4. $80, 5.5 lbs.
  Gladiator's Helmet (TL2; Roman): This was the most common helmet worn
  by heavily-armed gladiators. It was a heavy bronze helm with a net of bronze wire
  
  protecting the face. The helmet provides PD 3, DR 4 over the head (areas 3-4) and
  PD 1, DR 3 (1 vs. impaling) over area 5. $150, 6 lbs.
  Legionnaire's Helmet (TL2; Roman): This was a pot-helm with face guards.
  The helmet had PD 3, DR 4 for areas 3-4, and PD 2, DR 3 for area 5. Thrusting
  attacks can ignore this protection at a -7 penalty to hit. $150, 6 lbs. It could also be
  made out of leather: PD 2, DR 2 for areas 3-4, PD 1, DR 1 for area 5. $25, 1 lb.
  Face Mask (TL3): A heavy wire or steel face mask, used in many cultures to
  protect one's facial features or to conceal one's identity. It protects area 5 with PD
  3, DR 4. $100, 15 lbs.
  Lobsterback (TL3): A series of overlapping, leather-backed metal strips con-
  nected to the back of any helmet (not coifs) to protect the neck. It provides +1 PD
  (up to a maximum of PD 4) and +1 DR from back and flank attacks. It adds 50% to
  the cost and 1 lb. to the weight.
  Ninja Hat (TL3: Japanese): An ordinary hat with hidden steel bars. Protects
  area 3-4 with PD 1, DR 3. $50, 2 lbs.
  Reinforced Coif (TL3; Arab): An open-faced chainmail cap made of high-qual-
  ity mail. Gives PD 2, DR 2, even against impaling attacks. Protects area 3-4, and
  area 5 from the side or back. If concealed beneath a turban, it is not obvious to a
  casual glance. $500, 3 lbs.
  Viking Helmet (TL3; Norse): This is a metal cap made from a set of iron ribs
  with the spaces between filled with thinner sheet-iron. It includes a nasal, spectacle
  eye-guards, cheek-guards, an aventail (throat-guard) and possibly a crown-spike.
  These improvements give a Viking helmet PD 4, DR 4 over areas 3-5. $200, 7 lbs.
  Steel Skullcap (TL5): The most common concealed head defense. It has PD 2
  and DR 4, but protects only the top of the head (3-4). $5, 3 lbs.
  Casque Adrian (TL6; French): The French military issue helmet from 1916
  until after WWII, and used later than that by police and reservists. PD 2, DR 3, 4
  lbs., $20. Covers 3-4 and the back of 5.
  Cuirassier's Dress Helmet (TL6): Every major European government before
  WWI had at least one regiment of heavy cavalry - big men on big horses, trained to
  charge with the sword. Coverage is 3-4 and the back of 5, from the line of the ears
  rearward. PD 3, DR 4, 5 lbs., $50. They were stainless steel or nickel-plated, and
  polished to mirror finish (+4 to any Vision roll to see one), so a cloth cover was
  provided for field use. Available after 1880.
  Pickelhaube (TL6; German): The Germans went to war in 1914 with the
  Pickelhaube, a stiff, shiny leather cap with a short spike on top (PD 1, DR 1,
  covers 3-4 ,2 lbs., $10).
  Stahlhelm (TL6; German): By 1916. the Germans had replaced the Pickelhaube
  with the first "coalscuttle" helmet, or Stahlhelm. Covers areas 3-4 and the back of
  5. PD 4, DR 4, 5 lbs., $20.
  Steel Skullcap (TL6): These could still be found at TL6, with improved steel.
  The French army issued these in 1915. and they were relatively common on the
  civilian market. Coverage 3-4. PD 2, DR 3. 2 lbs., $20 for all of TL6.
  Combat Infantry Helmet (TL8): Normally worn with Combat Infantry Dress
  (see p. 44), this is a full-face, full protection helmet. Two filter units are built into
  the cheek pieces, and when swung down and locked into place on the attachment
  points of the torso armor, the visor provides a complete air-light seal for operations
  in a contaminated atmosphere. The helmet has PD 4, DR 18, except for the visor
  (covering the face, location 5 from the front) which has only PD 2, DR 10. At each
  TL above 8, add 10 to the DR. Weight is eight pounds and cost is $240.
  Torso (including full suits)
  Fur Cloak or Poncho (TL0): These items are light furs which cover the torso.
  The cloak has PD 1 and DR 1 from behind only, as the wearer can't fight with it
  wrapped around him. A poncho provides the same protection, but covers areas
  Traps and
   Hazardous Barriers
  (Continued)
  Due to its flexibility, concertina wire has
  no PD or DR, but it can be cut by any pair of
  professional-quality wire cutters, snapped
  by an application of ST 120 or more, or
  crushed by any object heavier than 1,000
  lbs. Concertina wire provides no PD or DR
  against missile fire or area-effect weapons,
  but there is a -1 per strand to any to hit roll
  for someone firing through concertina wire
  from more than 5 hexes away, due to the
  obscuring effect of the wire on vision.
  A coil of concertina wire weighs 30 lbs.
  and costs $100.
  Equipment for Horses
  Riding Gear
  Basic Furniture. Bit and bridle - the
  minimum required - would weigh 2 lbs. and
  cost $20. An ordinary riding saddle would
  cost $100 and weigh 10 lbs. Riding without
  a saddle is possible, but uncomfort-able for
  both horse and rider over any length of time.
  War Saddle. A high-backed saddle for
  battle. Cost $300 or more, weight 25 lbs.
  Gives +1 to Riding skill whenever the rider
  rolls to stay in the saddle.
  Spurs. An emblem of knighthood in
  some lands. Real spurs would be $20, 1 lb.
  Dress spurs would be $100 or more for sil-
  ver, much more for gold, and might weigh
  more.
  Horse Armor (Barding)
  Horses (and other mounts) can be
  armored. Horse armor, or barding, covers
  animal hit locations 5-9 (see p. 54) on a
  horse, protecting the head, neck and vitals
  from all angles, and the body from in front.
  Barding is available in the following forms:
  Leather. Made of boiled leather and
  quilted cloth. It has PD 2, DR 2, weighs 30
  pounds and costs $380.
  Light Mail. Made of flexible chainmail
  and quilted cloth. It has PD 3, DR4 (PD 1,
  DR 2  vs. impaling weapons), weighs 60 lbs.
  costs $600.
  Scale. A semi-flexible armor made from
  boiled leather and strips of metal mail. It has
  PD 3, DR 4. weighs 90 lbs. and costs
  $1,000.
  Heavy Mail. Treat as light mail, except
  that areas 5-6 (the head and neck) and vitals
  are covered by plate, giving PD 4 and DR 6
  to those areas only. Costs $1,400 and weighs
  90 lbs.
  
  Other Materials for
  Low-Tech Armor
  Cuirbouilli (TL1): This is boiled
  leather; treat as heavy leather (PD 2, DR
  2).
  Reinforced Leather (TL 1): Leather
  armor may be reinforced with strips of
  metal, bone, or horn. This increases DR to
  3; PD remains 2. Increase both cost and
  weight by 20%.
  Brigandine (TL3): This is armor made
  of metal plates sewn between sheets of
  leather; treat it as scale (PD 3, DR 4).
  Jazeraint (TL3): This is a type of scale
  armor, treat it as scale (PD 3, DR 4).
  Lamellar (TL3) or splint (TL3) mail -
  small, rectangular pieces of metal or horn,
  laced together - is rather more flexible
  than scale but about as heavy and
  protective. Treat it as scale mail (PD 3,
  DR 4).
  "Armor of Proof" (TL4): Plate armor
  and metal helmets can be purchased as
  "pistol-proof". This is 2.5 times normal
  price, 1.25 times normal weight and +2
  DR. "Musket-proof" armor would be triple
  cost 1.5 times weight and +4 DR.
  Chainmail (TL4); Later-era chainmail
  is extremely strong yet light and flexible,
  and can be sewn into clothing or covered
  with leather to hide its true nature. For any
  item, made of TL4+ mail, reduce the
  weight by 20% and double the cost. PD
  remains the same, but DR goes up by one
  against all attacks.
  Continued on next page...
  9-11 and 17-18. Either weighs about 3 lbs. Cost is negotiable - free, if the character
  traps the animal himself.
  Fur Coat (TL0): A coat is made from heavy fur, and covers areas 6, 8, 9-10 and
  17-18. It has a PD and DR of 1 and weighs 6 lbs. It may have a hood attached,
  protecting areas 3-5 (back only). Cost is negotiable - free, if the maker traps the
  animal himself.
  Fur Loincloth (TL0): This is simply a soft pelt which covers the groin, and is
  held in place by a leather thong around the waist It offers a DR of 1 to shots to the
  belly and groin - area 11 (on the diagram on p. B211). The weight is negligible.
  Cost is negotiable - free, if the character traps the animal himself.
  Fur Tunic (TL0): A tunic is a sleeveless garment made from light furs or
  leather. It has a DR of I, no PD, covers areas 9-10, possibly 11 and 17-18. It weighs
  2 lbs. Cost is negotiable - free, if the character traps the animal himself.
  Bronze Corselet (TL 1; Greek): A skirt of metal plates or hard leather snips pro-
  tects the groin. Wide armholes give the arms complete freedom of movement.
  Some corselets are sculpted to give a naturalistic appearance, mimicking the con-
  tours of the chest and belly. Such armor covers locations 9-11 and 17-18 with PD 4,
  DR 5. $ 1,300, weighs 40 pounds.
  Cane Breastplate (TL1; American Indian): A decorated chest-protector made
  from lengths of cane or wood laced together with thongs. PD 2, DR 2, protects
  areas 9-11, 17-18 from the front only. $50,4 lbs.
  Dendra Panoply (TL1; Greek): Wealthy Bronze-Age warriors use this style of
  armor in battle. The armor is made of heavy bronze plates, covering the torso (front
  and back) and upper arms. A kind of half-turret rises to protect the neck and lower
  face. The armor covers locations 5, 9-11 and 17-18 with PD 4, DR 6. $3,000,
  weighs 50 pounds.
  Ichcauipilli (TL1; Aztec): Protects the torso with a cotton quilt that measures
  two fingers thick. Many styles of this armor exist: some are tied at the back, some
  at the front, some worn as a pullover that reaches to mid-thigh. Protects areas 9-11,
  17-18 with PD I, DR 1, $100, 3 lbs.
  Tlauiztli or War Suit (TL1; Aztec): Covers all limbs as well as the torso, and is
  worn over cotton armor (see ichcauipilli, above). Commoner knights wear suits
  made of animal skins. $200,2 lbs. Noble knights don feather-covered suits decorat-
  ed to look like animal skins. The slick feathers give +1 PD, but multiply cost by 10!
  Wooden Armor (TL1; American Indian): An ornamented corselet made of
  wooden slats over an elkskin undershirt. Protects areas 9-11, 17-18 with PD 2, DR
  3. $120, 10 lbs.
  Bronze Cuirass (TL2; Roman): A bronze corselet with PD 4, DR 4 for the front.
  The back of the armor was usually leather (PD 2, DR 2). Protects areas 9-11, 17
  and 18. $550,23 lbs.
  Segmented Armor (TL2; Roman): This type of metal armor (lorica segmentata)
  consisted of metal plates linked together around the body to permit articulation.
  Segmented armor provided excellent protection against cutting and crushing
  attacks, but piercing thrusts could punch between the plates more easily.
  Segmented Armor covers the torso and thus protects areas 9-11 and 17-18. PD 3 (2
  vs. impaling), DR 5 (3 vs. impaling). $650,35 lbs.
  At certain times, the armor was made of leather instead of metal, with PD 2, DR
  3 (2 vs. impaling); reduce weight to 11.5 lbs. and cost to $ 130.
  Studded Leather Skirts (TL2; Roman): Attached to either a chain mail suit or
  segmented armor (above) to protect the upper legs. The skirt consisted of several
  strips of leather backed with metal pieces, covering area 11. Against cutting
  attacks, it provided adequate protection, but impaling attacks could penetrate more
  easily. It provided PD 2 (1 vs. impaling), DR 3 (1 vs. impaling).
  Armored Shirt (TL3; Arab): A high-quality mail shirt, designed to protect
  against an assassin's blade. Gives PD 2, DR 3, even against impaling attacks.
  Covers areas 9-11,17-18. Can be worn under ordinary clothes. $2,000, 12 lbs.
  
  Do (TL3; Japanese): The basic Japanese corselet (called do) was made of lami-
  nated strips of leather, bamboo and leather, or metal. Some suits were also made
  of mail links, each individually lacquered. It tended to be lighter, for its strength,
  than equivalent European armor.
  An all-leather do protects with PD 2, DR 2. $60, 9 lbs. A full set of leather
  armor, including face mask. sleeves and leggings, might cost $140 and weigh 20
  lbs.
  Bamboo-reinforced leather gives PD 2, DR 3. $100, 11 lbs. A full set of this
  armor might cost $220 and weigh 25 lbs.
  A steel do, worn by the richest samurai, is PD 3, DR 4. $100, 15 lbs. A full set
  of steel armor might weigh 35 lbs. and cost $375.
  Ninja Armor (TL3; Japanese): Ninja armor consists of metal rods or scales
  sewn into normal clothing. It protects areas 9-11, 17-18 with PD 1 and DR 3. It
  looks normal, but weighs 20 lbs. Cost is $100.
  Straw Overcoat (TL3; Japanese): An overcoat of woven straw. It's heavy (10
  lbs.) and gives only PD 0, DR 1, but it's also cheap ($1).
  Buff Coat (TL4): A long leather coat, favored by musketeers and pikemen,
  that covers the arms. torso and legs. It gives PD 2, DR 2 to areas 6, 8, 9-14 and
  17-18, and is usually worn under a breastplate (adding +2 DR.) $210, 16 lbs.
  Breastplate (TL5): A common choice, concealed under the coat. PD 4, DR 10,
  weight 12 lbs. Protects only the torso (9-11, 17-18), and only from in front. Many
  military officers wore one of these, right through the American Civil War. They
  stopped many a sniper's bullet, and even an occasional blast of canister. $180 in
  1862.
  Kendo Armor (TL5; Japanese): As traditional Japanese armor became obsolete
  and martial swordsmanship (kenjutsu) gave way to artistic and philosophical fenc-
  ing (kendo), new requirements had to be fulfilled. One of them was to avoid injur-
  ing the students. Nakanishi Chuta devised this trunk and face protector (called
  do). The kendo suit has PD 2, DR 3 against blunt attacks, and PD I, DR 2 against
  cutting and impaling attacks. Cost is $700 at late TL7, weight is 10 lbs.
  Mail Vest (TL5): This is worn without padding. It has PD 3 and DR 3, weighs
  8 lbs., and protects both front and back (9-10,17-18). It has PD 0 and DR 1
  against impaling attacks. These vests were rare in the U.S.; they were made in
  China and Persia. Tong enforcers in San Francisco's Chinatown would wear them;
  they could be hidden completely under 19th-century clothing. They cost $10
  when available.
  Bulletproof Vest (TL6): Actually bullet-resistant would be a better name; no
  wearable armor will stop every bullet at TL6. It consists of small steel plates rivet-
  ed between layers of fabric. It is normally worn under clothing; detecting it is a
  contest of Vision against Holdout-1, Covers 9-10, 17-18 front and back, PD 4, DR
  6, 25 lbs, $100.
  Cuirass (TL6): The body armor of a heavy cavalryman. Covers 9-10, 17-18
  front and back. PD 4, DR 7, 30 lbs., $200. Like the cavalry helmet (see p. 41), this
  was polished (traditionally, cuirassiers used them as mirrors). They had a cloth
  cover for field duty.
  Sniper's Armor (TL6): WWI provoked a lot of thought about armor. One
  development was armor for a sniper firing from a fixed position. Comfort and
  lightness could be sacrificed for protection. A typical set includes a heavily rein-
  forced helmet, face-mask and breastplate. It covers 3-5, 9-11 and 17-18. PD4. DR
  20, 70 lbs., $300. It covers only the front and is so stiff and awkward that Move is
  halved while wearing it. All sense rolls are at -3.
  Armored Overcoat (TL7): Protection for everything but the head, hands and
  feet disguised as a heavy winter overcoat. PD 1, DR 12, 22 lbs., $500; Bulky and
  awkward: it reduces Move by 1 and is -2 to any Acrobatics, Climbing or similar
  skill roll. Available after 1970.
  Other Materials for
  Low-Tech Armor
  (Continued)
  Fine-Mesh Mail (TL4): Fine-mesh mail
  is the favorite armor of rapier masters, The
  vests are finely enough made that they can
  be concealed under normal clothing. Fine-
  mesh mail offers effective protection
  against a rapier thrust: apply PD3, DR3
  against cutting and impaling attacks, unless
  the impaling attack comes from a blade less
  than one inch wide, in which case protec-
  tion is PD0, DR1. Since the mail is so fine
  and flexible, protection against crushing
  attacks is only PD1, DR1. Fine-mesh mail
  costs three times as much as normal chain-
  mail (see p. B210) and weighs the same.
  Armorplast (TL8): Versions of plate (not
  mail) made of high-impact plastic are
  available. This is much lighter, although not
  quite as damage resistant, as durasteel
  (below). Armorplast armor halves the
  weight of armor components, and increases
  DR by 8. Cost is the same.
  Durasteel (TL8): Versions of medieval
  plate or mail are available, and increase DR
  by 12. Cost and weight remain the same.
  Biphase Carbide (BPC) (TL9): Versions
  of medieval plate or mail are available; it
  doubles the cost, halves weight and
  increases DR by 24.
  Quality and Metal Armor
  To simulate the quality of the best armor
  types available, GMs may allow warriors to
  pay 25% extra to obtain metallic armor
  (chain, scale or plate) that is 10% lighter.
  Shields
  A short list of shields used by various
  cultures throughout history:
  Buffalo Hide Shield (TL1; American
  Indian): The Sioux and other Plains Indians
  use shields of thickened buffalo hide. All
  war shields are thought to grant magical
  protection. Medicine men construct and
  decorate them according to a ritual revealed
  in a vision. A hoop of light wood large
  enough to cover the chest and reinforced
  with four sticks provides the framework-
  Boiling and drying the hide thickens and
  hardens it. A Sioux shield provides PD 2;
  treat as a small shield.
  Comanche shields are of layered hide
  stuffed with feathers, hair, or paper.
  (Pioneers are amazed at the Comanche
  interest in books.) Nearly any angled blade
  or missile must penetrate so many levels of
  material it will never reach the warrior.
  Even bullets from smoothbore weapons
  aren't likely to penetrate. A Comanche
  shield provides PD, 3, like a medium shield,
  but it has DR 6 and Damage 10/40 if the
  optional shield-damage rules on p.  B120
  are being used.
  Continued on next page...
  
  Shields
  (Continued)
  Chimalli (TL1; Aztec): A circular
  shield, 20 to 30 inches in diameter, made
  out of wood and covered with one or two
  layers of tanned deer hide. Some had a
  feather fringe that hung down 8 inches,
  protecting the user's thighs. This adds
  $100 and 1 lb., but gives the legs an extra
  +1 PD. Dress versions displayed feathers,
  turquoise, tortoise-shell or metal orna-
  ments in designs that varied according to a
  person's status and rank.
  According to Spanish chroniclers, some
  shields were so strong that they protected
  the user from arrows. Crossbow bolts
  could pierce them, however. A chimalli
  provides PD 2; treat as a small shield.
  Duelling Shield (TL4; European): The
  duelling shields used by fencers could
  actually be as large as a GURPS medium
  shield. Use the attributes for bucklers and
  shields on p. B76, except that all sizes
  from "Buckler" to "Medium Shield" can be
  built for use with the Buckler skill.
  Heater (TL3; Norman): By the 13th
  century the "heater" shape had developed
  in Europe - the classic coat-of-arms shield
  shape, with a straight top and a rounded or
  pointed bottom. Later cavalry shields
  included a notch on the top left side, to
  serve as a lance-rest. A heater provides PD
  -3; treat as a medium shield.
  Kite (TL3; Norman): A longer shield,
  designed to cover more of the body, broad
  at the top and narrower at the bottom. It
  provides PD 4; treat as a large shield.
   Continued on next page...
  Heavy Plate (TL7): A complete suit of medieval-styled armor: greathelm,
  heavy corselet, limbs and sollerets - made of the best TL7 materials. It has air-
  cushion padding and comes with an under-suit that helps wick away moisture from
  the skin. Greathelm, PD 4, DR 20, 8 lbs. Heavy Corselet PD 4, DR 20, 22 lbs.
  Arms PD 4, DR 10, 10 lbs. Legs PD 4, DR 12, 15 lbs. Sollerets PD 4, DR 6, 5 lbs.
  The whole outfit costs $25,000 and takes one full year to make.
  Inserts (TL7): These are panels of resin-bonded Kevlar, ceramic, metal or a
  combination of materials. They are designed to reinforce other armor, or to be
  worn alone, as the wearer chooses. They give great flexibility to the choice of
  armor. They are usually designed to fit in pockets, but can be equipped with straps.
  Separate inserts usually are made to protect area 17-18, area 9-10 and area 11, and
  for front and back. Inserts can add from 5 to 50 to DR. Cost is $10 per point of DR
  for 17-18 plates or 11 plates; $30 per point of DR for plates that cover 9-10 and
  17-18. Weight is 1/2 lb. per point of DR.
  Modern Martial-Arts Armor (TL7); This is constructed of foam and fiberglass.
  The best-known type is used by Tae Kwon Do practitioners. It provides PD 1, DR
  3 against crushing attacks and PD 1, DR 2 against cutting and impaling attacks.
  Cost is $100 for a full suit, weight is 10 lbs.
  Combat Infantry Dress (CID) (TL8): This consists of a chemically-coated,
  contamination-proof jacket and pants worn as an external garment; the suit comes
  with pockets, attachment points and harnesses for holding weapons or gadgets. The
  wearer's chest and abdomen are protected by durasteel plates inserted in a com-
  pound fiber mesh which provide PD 4, DR 40 over areas 9-11 and 17-18.
  Armorplast plates and compound fibers protect areas 6-8 with PD 2, DR 12.
  Similar pants are available to protect locations 12-14 with PD 2, DR 12; armored
  boots cover area 15-16, providing PD 3, DR 15.
  A jacket with gloves weighs 25 pounds and costs $300; the gloves on their own
  weigh two pounds and cost $30. CID pants weigh ten pounds and cost $140. The
  boots weigh five pounds and cost $70. A complete suit, excluding the helmet,
  weighs 40 pounds and costs $510. At each TL above 8, add 10 to the DR of each
  component. If the entire suit is worn with the Combat Infantry Helmet (see p. 41),
  it is totally sealed against contaminated atmospheres.
  Monocrys (TL8): This armor is worn by civilians seeking discreet protection. It
  is similar to Kevlar but is woven from a two-phase, single-crystal metallic fiber.
  Monocrys provides full protection against crushing and cutting attacks. It is less
  effective against impaling attacks such as needles or lasers, which penetrate the
  weave; protection against such attacks is always PD 1, DR 2. Against crushing and
  cutting attacks, DR depends on thickness; however, because monocrys is flexible,
  any 6 rolled for damage indicates one hit that affects the wearer through the armor
  (see Flexible Armor and Blunt Trauma, p. 57).
  Light monocrys is PD 2, DR 8. $400, 3 lbs. for a vest; $1,000, 7 lbs. for a full
  suit. Medium monocrys is PD 2, DR 16. $600,5 lbs. for a vest; $1,500.12 lbs. for a
  full suit. Heavy monocrys is PD 2, DR 24. $800, 7 lbs. for a vest: $2,000, 16 lbs.
  for a full suit.
  Infantry Combat Armor (ICA) (TL9): ICA is a full-body suit of articulated
  metal and ceramic-plate armor. With the helmet visor closed and the helmet's inte-
  gral NBC filter locked into place, it is totally sealed and airtight, protecting against
  contamination 
  (see 
  Combat 
  Infantry 
  Dress, 
  above). 
  A 
  rigid 
  biphase
  carbide/ceramic corselet protects locations 9-11 and 17-18 with PD 6, DR 65.
  Articulated plates of BPC over compound-fiber mesh cover locations 6, 8 and 12-
  16, giving DR 6, PD 50. Armored gauntlets protect area 7 with PD 5, DR 25. The
  helmet protects the head with PD 6, DR 50 except for the visor which is PD 4, DR
  35 (location 5 from the front). Increase DR by 15 at all locations for each TL over
  9. $2,550, 60 lbs., including helmet.
  
  Reflex Armor (TL10): Also called 'flex armor, reflex armor is a full-body suit
  resembling a jumpsuit, but made of electrically-active bioplastic. It is normally
  flexible, but incorporates sensors woven into its fabric to detect incoming projec-
  tiles or blows. The armor then goes rigid for an instant, becoming harder than steel
  just before the impact.
  Reflex armor detects an incoming melee weapon, thrown weapon or low-tech
  projectile attack automatically. Bullets, rockets and sonic beams are detected on a
  roll of 14 or less, and hypervelocity Gauss needles only on a 12 or less. If it
  detects an attack, the armor protects with PD 5, DR 30. The armor's proximity
  sensors are not fast enough to detect laser, blaster or other beam weapon attacks,
  but the tough, energy-resistant bioplastic gives some protection (PD 2, DR 15)
  against beams or any projectiles it fails to detect in time.
  A suit of 'flex armor covers the entire body except for the head and hands. The
  armor's sensors are powered by a built-in B cell for three months of continuous
  use. $4,000,10 lbs.
  Cybersuit (TL11): The cybersuit resembles a skin-tight vacc suit with a small
  backpack. It functions as a fully-sealed vacc suit, absorbing sunlight and recycling
  waste and exhaled carbon dioxide, giving it an extended air and water supply. The
  backpack also includes a D cell, good for a day of operation without sunlight, and
  a week's supply of concentrated rations.
  The suit consists of a multi-layered, three-dimensional molecular weave of
  diamond-based fibers and microscopic computer-controlled electric motors.
  Guided by pressure sensors lining the interior of the suit, the fabric of the suit acts
  like artificial muscle, duplicating the wearer's every movement, instantly and
  without resistance, as if the suit were not there at all. Pressure sensors covering the
  suit's surface feel the shape of whatever the user touches and transmit it through
  the suit. As a result, DX is not reduced if wearing a cybersuit, and its weight does
  not count as encumbrance for the wearer. The suit's muscles are normally
  programmed to match the user's normal ST, but the user can set it to amplify ST
  instead, increasing ST to a maximum of 20.
  Every cybersuit incorporates sensors which warn the wearer if a laser sight is
  being used against him (giving a +1 to Dodge) and a "chameleon surface" that
  automatically changes color, pattern and infrared signature to blend in with its sur-
  roundings, giving a -3 on any roll to spot the suit visually or by infrared. A cyber-
  suit protects the wearer with PD 5, DR 80. DR increases by 20 per TL over 11.
  $20,000, 35 lbs.
  Energy Cloth (TL11): This light and easily-concealed armor is a black, single-
  crystal ballistic fiber similar to monocrys (see p. 44), but far stronger. Energy
  cloth has a PD of 4; it protects with DR 50 versus all attacks; any crushing attack
  does 1 point of damage for each "6" rolled, regardless of DR (a drawback of
  flexible armor). It also incorporates a "thermal-superconducting layer" which
  halves the damage of lasers and their ilk, before the cloth's DR is subtracted.
  Energy cloth comes in vests covering the torso and in full suits protecting the
  entire body, including a pull-over hood for the head. Either type is light enough to
  be worn under normal clothing without being noticed. A vest weighs two pounds,
  a full suit four. Cost is $2,800 for a vest, or $5,600 for a full suit.
  Arms and Legs
  Fur Leggings (TL0): Soft pelts covering the legs are kept on by leather thongs
  wound over them and around the legs. The PD and DR of leggings are 1, covering
  areas 12-14 and weighing 2 lbs. Cost is negotiable - free, if the character traps the
  animal himself.
  Armbands and Wristlets (TL1; Aztec): Decorative accessories, made of bark,
  wood or soft metal, with little protective value (PD 1, DR 1). Armbands cost $30
  Shields
  (Continued)
  Sawn (Round) Shield (TL3; Saxon): The
  Saxon shield was circular and about 3 feet
  across. It was made of light wooden boards
  nailed to an iron handle. The user gripped
  this handle in the center, and his knuckles
  were protected by an iron boss. The shield
  might be faced with hide or fit-ted with a
  metal rim, but the emphasis was on lightness,
  so that it could move quickly to deflect an
  incoming blow or missile. It was designed to
  be used as a mailed fist after the wood had
  been hacked away from the iron shield-boss.
  Treat this as brass knuckles (see Weapons
  For Close Combat, p. B112). A Saxon shield
  provides PD 3; treat as a medium shield,
  Scutum (TL2; Rome): The large shield of
  the legions was either square or oval in
  shape, and was made of multiple layers of
  wood and leather. It was used by the legions
  throughout most of their history. The scutum
  provides PD 4; treat as a large shield.
  Timbe (TL3; Okinawa): A small shield,
  usually made out of a tortoise shell,
  sometimes used by martial arts practitioners.
  The timbe provides PD 2; treat as a small
  shield.
  Viking (Round) Shield (TL3; Norse): The
  Viking shield was circular, and at least 3 feet
  across. It was made of light wooden boards
  nailed to an iron handle. The user gripped
  this handle in the center, and his knuckles
  were protected by an iron boss. A good shield
  might be faced with hide or fitted with a
  metal rim, but the emphasis was on lightness,
  so that it could move quickly to deflect an
  incoming blow or missile. A Viking-trained
  warrior has +1 on his Block defense, but -1
  on any Parry with a one-handed weapon.
  Shields were disposable, and not expected
  to survive a battle. Treat a Viking shield as a
  large shield (PD 4) for defense purposes, but
  it is light: 12 lbs. $45. Use the shield-damage
  rule (sidebar, p. B120), but an ordinary
  Viking shield's own DR is only 2, and it's
  easy to penetrate. Any blow of more than 5
  hits will go through the shield; after takes 40
  hits, it is worthless. After the wood of the
  shield had been hacked away from the iron
  shield-boss, it was possible to use the boss as
  a kind of mailed fist. By the 16th century,
  German duellists had developed this into a
  special-ized duelling weapon which they call
  the Hutt ("hat").
  Even though the shield was disposable it
  was usually brightly painted. The Vikings did
  not have any "heraldry" as such, but a warrior
  might adopt a personal symbol. There is no
  truth in the rumor, that they were sometimes
  fitted with horns and pointed shield bosses to
  enhance a basher rush. Like horned helmets,
  this is a myth.
  Continued on next page...
  
  Shields
  (Continued)
  Advanced Blocking &
  Breakage Rules (Optional)
  The shield was a blocking weapon.
  Combatants tried to avoid parrying with
  the sword, since this would spoil the edge
  and might even risk the blade breaking. It
  was safest to take the force of a blow on
  the flat of the shield, trying to turn the
  blow away with a sweeping motion of the
  shield-arm. A riskier tactic was to take a
  blow on the shield-rim, if the shield had a
  metal rim; this might blunt or break the
  opponent's sword, but on the other hand it
  could allow him to split the shield and per-
  haps injure the shield-arm. If the oppo-
  nent's sword jammed in your shield, you
  could try to jerk it out of his hand with a
  quick twist of the shield; if you were lucky,
  the blade might even break.
  To take a sword-blow on your shield-
  rim, you must roll a critical success while
  using a Block active defense with the
  shield. Then roll for damage as if the attack
  had hit; the result is the amount of damage
  suffered by both the shield and the sword.
  Even if this is normally enough to
  penetrate the shield (see p. B120) you are
  not harmed; your critical success means
  that you have caught the blow expertly and
  are in no danger. Note that this may only
  be done if your shield has a rim; if not, the
  shield is penetrated as normal.
  Any time a blow from a cutting or
  impaling weapon penetrates a shield, the
  weapon has a chance of jamming and being
  twisted out of its user's hands. Roll a Quick
  Contest of Skills, the defender's Shield
  against the attacker's weapon skill. If the
  defender wins, the attacker must make a
  weapon skill roll or lose his grip on the
  weapon.
  Shields suffered in combat, and it is
  recommended that you use the optional
  shield damage rule (p. B120) as standard.
  each, wristlets cost $30 per pair; both have negligible weight. A blow to the arm
  hits wristlets only on a 1 on 1d, or armbands on a 1-3. If both are worn. the roll is 1-
  4. They can be deliberately avoided by taking an extra -2 to hit.
  Bronze Greaves (TL1; Greek): Protection for the lower leg. These are plates of
  bronze, with soft cloth beneath to prevent chafing. They cover the leg from knee to
  ankle (areas 12-14) but leave the upper leg uncovered. On any hit to the leg, roll 1d
  and ignore the armor on a 1-2. Greek greaves are two-plated or wrap fully around
  the leg, so they also protect against attacks from behind. PD 3, DR 3. $300, weighs
  17 pounds (per pair).
  Cotton Arm Coverings (TL1; Aztec): A pair of light, padded cotton sleeves. PD
  0, DR 1. $50, 1 lb. Feather-covered versions are available that give +1 PD, but mul-
  tiply cost by 10!
  Cotton Leg Coverings (TL1; Aztec): A pair of light, padded cotton pants. PD 0,
  DR 1. $50, 1 lb. Feather-covered versions are available that give +1 PD, but multi-
  ply cost by 10!
  Bronze Greaves (TL2; Roman): These leg protectors covered the leg from knee
  to ankle (areas 12-14), with PD 3, DR 3. When a leg hit is determined, roll Id; on a
  1-2, the attack hits the unprotected area of the leg. The protection is from the front
  only; attacks from behind are unimpeded by armor. $270. 17 lbs.
  Galerus (TL2; Roman): A leather and bronze armband that protects the arm
  from wrist to shoulder, usually worn by gladiators. It sometimes also includes a
  gauntlet (buy this separately). It provides PD 3, DR 4 to the arm; PD helps only
  against attacks on the arm. If parrying with that arm, add PD 2 to the parry, but if
  the defense roll is made by less than 2, [he attack hits the arm; DR protects normal-
  ly. $105.7 lbs.
  Hands and Feet
  Fur Boots (TL0): These are not heavy soled footwear, but strips of hide
  wrapped around the feet and ankles and held on by leather thongs. The wrappings
  protect the feel (15-16) with DR I, but they wear out very quickly. Boots weigh 2
  lbs. Cost is negotiable - free, if the character traps the animal himself.
  Fur Mittens (TL0): These loose wrappings are not likely to be worn if a
  weapon is being used, since they will cause a -2 penalty to all weapon skill rolls.
  They do provide a DR of 1, however, covering area 7. The weight is negligible.
  Cost is negotiable - free, if the character traps the animal himself.
  Mail-Palmed Glove (TL4): A mail-palmed was used to prevent damage from
  parrying a rapier or a knife with that hand. Each glove costs $50, and weighs 1/2 lb.
  A weapon wielded while wearing such a glove is used at -2 to skill. It gives PD 3,
  DR 3 against cutting and impaling attacks, unless the impaling attack comes from a
  blade less than one inch wide, in which case protection is PD 0, DR 1. The flexible
  mail gives only PD 1, DR 1 against crushing attacks.
  Boxing Gloves (TL5): This Western invention both protects the hands and
  reduces the damage done with punches. These gloves provide PD 1, DR 2 (hands
  only), and halve damage done by a punch (if the Stun damage rules are being used.
  GMs may rule that me gloves do full Stun damage). When parrying, the PD of the
  gloves adds to the defender's roll. Cost is $60 for a pair.
  Sap Gloves (TL7): A cross between armor and weapon - a pair of heavy leather
  gloves with lead stitched into the knuckles. PD 2, DR 4, 1 lb. (for the pair),
  $50. They cover area 7 and count as brass
  knuckles in close combat. They give a -1 to
  any delicate work such as lockpicking. It
  takes 1 second to put on or take off each
  glove. Available any time at TL7.
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/GURPS - Equipment (from various books).pdf