====== Equipment Statistics ====== The following terminology and statistics are used to describe the equipment in [[:rpg:gurps:core:equipment#equipment|the Equipment section]]. ===== General Equipment Statistics ==== ==== TL (Tech Level) ==== Each gadget’s tech level appears in parentheses after its name; e.g., “Flashlight (TL6).” This is the TL at which the item can be reliably manufactured at the listed cost. For high-tech goods, this implies one or more of interchangeable parts, assembly-line production, modern machinery, alloy or plastic construction, and computer-aided design. A knife might be a TL0 invention, but a TL8 knife is a very different beast! However, the exceptions explained in Variations Within a TL often apply – and note that it’s extremely common for gadgets to be used and even improved at higher TLs, long after they’re introduced. ==== Cost ==== This is the gadget’s price in generic GURPS “$” (see Tech Level and Starting Wealth). It doesn’t include batteries, fuel, or ammunition. Newly introduced technology is often very expensive. Relatively recent hardware in used condition sells for 50-80% of the new price, but may not be in perfect shape; roll against operation skill to spot problems. Older but not-yet-obsolete hardware in new condition sells for 10% or even 1% of the original price. In either case, the GM sets the actual price. ==== Weight ==== This is the gadget’s weight under Earth-normal gravity (1G), given in pounds (lbs.) or in some cases in tons (1 ton = 2,000 lbs.). Weight does include batteries, fuel, and/or ammunition, except where noted. Items listed as having “negligible” (“neg.”) weight aren’t truly weightless; assume that 20 to 50 such items weigh 1 lb. ==== Power ==== The equipment section uses a code to provide information about the number and type of generic batteries required by portable, power-using devices. The more power such a gadget consumes, the larger the battery needed. For the costs, weights, and letter codes associated with batteries, see the Batteries section. If a non-weapon gadget runs on batteries, its description lists the letter code for the battery type it uses – preceded by the number of batteries, if it needs more than one. This is followed by a slash and then an operating time, usually in hours (hr.), days, or weeks (wk.). For instance, “2xS/12 hr.” means that two small (S) batteries power the device for 12 hours of continuous use, while “2xT/3 days” means two tiny (T) batteries power the gadget for three full days. In some cases, endurance is given in “uses” or “shots” instead. Some powered devices are normally plugged into a building’s electrical system, built into a vehicle, etc., instead. These use the notation “external power.” Where it’s likely to matter, the exact power requirement in kilowatts (kW) appears. Other alternatives to batteries (e.g., solar power) are covered in the Power section. ==== LC (Legality Class) ==== Legal codes and technologies develop along distinct paths; cultural factors can influence how strictly different technologies are regulated by law. Tribal societies often don’t even have laws, although customs or religious taboos may control their people’s actions just as strictly. Within a civilized society, the same possessions – not just weapons and armor, but luxury goods - may be forbidden to some social classes, but permitted or even mandatory for others. Legality Class rates how likely the item is to be legally or socially controlled. If LC is omitted, this means the device is unlikely to be controlled by even the most repressive of regimes. ===Legality and Antiques=== The GM may allow obsolete weapons and other devices to be available at an increased Legality Class. For every two full TLs by which a device is obsolete, its LC can increase by 1, to a maximum of 2 beyond its starting LC (up to LC4). When calculating TL for these purposes, use the TL of the particular gadget, not the TL at which it was introduced or the last TL at which it improves. Example: A TL10 gauss rifle is LC2. But two TLs later, it’s been obsolete for decades, centuries, or even millennia! As such, the weapon – or an exact replica – has its legality class increased by 1, making it LC3. ==== Other Statistics ==== Where appropriate, other statistics may appear – notably volume in cubic feet. ==== Equipment Bonuses ==== Equipment lists often include examples of equipment from every quality grade defined in Equipment Modifiers (p. B345). In item descriptions, any skill bonus for a gadget’s quality is followed by “(quality)”; e.g., “provides a +2 (quality) bonus to Armoury skill.” Quality is basic if there’s no bonus; good if the bonus is +1; fine if at least +2 but less than +TL/2; and best if +TL/2. Higher-quality equipment is generally heavier and more expensive. A gadget may also give a skill bonus because the underlying technology is easy to use or realistically doesn’t fail very often. An example is the bonus for high-TL surgical instruments or penalty for low-TL surgical instruments (see p. B424). Such a modifier is comparable to a ranged weapon’s Accuracy. Any bonus not marked “(quality)” is an “intrinsic” bonus like this. It has nothing to do with quality; it applies whenever you use that article of equipment. Quality bonuses, intrinsic bonuses, and the +1 for Equipment Bond //are// cumulative. ==== HP, HT, DR ==== HP: Calculate a gadget’s HP from its weight. Use the table on p. B558. Almost all gadgets use the Unliving/Machine column. HT: Assume that a gadget has HT 10 unless otherwise noted. Ruggedized (p. 10) gear is HT 12; some cheap (p. 10) items are HT 8. The +1 or +2 bonus for good or fine quality also adds to HT. The HT bonuses for ruggedized and quality equipment are additive; a rugged, fine radio would have HT 14. DR: Use the guidelines on p. B483. Most gadgets are made of plastic, wood, or thin metal with DR 2. Weapons are normally DR 4 – or DR 6 for solid-metal melee weapons. Armor, suits, vehicles, etc., have their specified DR. Ruggedized gadgets have twice their normal DR. ==== Tech-Level Specialization ==== As noted in the skills section, characters must learn technological skills at a specific TL. IQ-based skills suffer hefty penalties when used at any other TL, while skills based on attributes other than IQ get smaller penalties; see Tech-Level Modifiers. Equipment from another TL will likely be unfamiliar, too, unless it’s an improved or obsolete version of something with which the hero is already familiar; see Familiarity. In reality, while technologies do sometimes change rapidly, mature ones can remain stable for a long time. As an optional rule, the GM may treat a TL penalty for a DX-based skill as if it were an unfamiliarity penalty rather than a default penalty for a different-TL version of the skill. This exemption doesn’t extend to other skills, or even to IQ-based rolls for DX-based skills! //Example:// After days of running from the bloodthirsty tribe of Amazonian cannibals he’d been investigating, Morton Locke emerges from the jungle and stumbles onto the banks of the Rio da Dúvida, where he finds a dugout canoe. Paddling a TL0 canoe with Boating/TL6 (Unpowered) would usually give a whopping -6 to skill. However, the GM rules that a canoe is a canoe, and that this is merely an issue of familiarity. After a frustrating day spent learning the dugout’s intricacies and limitations – and frequent looks over his shoulder – Locke operates it at no penalty. ===== Specialized Equipment ===== Certain items are described in a different format from that used for most gadgets: Armor, Suits, and Protective Gear: These use the statistics defined on p. B282. Software: A computer program has a Complexity rating, which is the minimum Complexity of a computer that can run it; see Software (p. B472). Vehicles: These use the statistics explained on pp. B462-463. Weapons: These use the statistics described on pp. B268-271. ==== Other Statistics ==== Where appropriate, other statistics may appear – notably volume in cubic feet. ==== Adjusting for Size Modifier ==== Clothing, life-support gear, and similar personal items assume a user the size of a normal, adult human (SM 0). When buying equipment for larger or smaller individuals, multiply cost and weight by a factor that depends on the user’s Size Modifier: ^ SM ^ Factor ^ SM ^ Factor ^ | SM -4 | x1/20 | SM +4 | x20 | | SM -3 | x1/10 | SM +5 | x50 | | SM -2 | x1/5 | SM +6 | x100 | | SM -1 | x1/2 | SM +7 | x200 | | SM +1 | x2 | SM +8 | x500 | | SM +2 | x5 | SM +9 | x1,000 | | SM +3 | x10 | SM +10 | x2,000 | ===== Weapon Statistics ===== Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill for special rules. ==== TL (Tech Level) ==== The tech level at which the weapon first becomes widespread. You may only buy weapons of your campaign’s TL or less, unless you have the High TL trait. ==== Weapon ==== The general class of weapon in question; e.g., “shortsword” or “assault rifle.” Each entry often represents a wide range of individual types. For guns, this entry includes a projectile diameter, or “caliber,” given in millimeters (e.g., 9mm) or fractions of an inch (e.g., .50), as customary for the weapon. The letters M (Magnum), P (Pistol), R (Revolver), and S (Short) appear after caliber in situations where different guns have the same caliber but fire different ammunition; for instance, 7.62mm ammo is not interchangeable with shorter 7.62mmS ammo. ==== Damage ==== For muscle-powered melee and missile weapons, such as swords and bows, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table. For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage. For firearms, grenades, and some powered melee weapons, damage is given as a fixed number of dice plus adds; e.g., a 9mm auto pistol lists “2d+2,” which means that any user would roll 2d and add 2 to get damage. Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10. Damage Type: An abbreviation indicating the type of injury or effect the attack causes. ^ Abbreviation ^ Damage Type ^ | aff | affliction | | burn | burning | | cor | corrosion | | cr | crushing | | cut | cutting | | fat | fatigue | | imp | impaling | | pi- | small piercing | | pi | piercing | | pi+ | large piercing | | pi++ | huge piercing | | spec. | special – see weapon notes | | tox | toxic | A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. 377) for additional rules. Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. 414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target that takes a direct hit – not to those caught in the blast radius or hit by fragments. Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun. Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. 381) and Follow- Up Damage (p. 381). ==== Reach ==== Melee weapons only. This is the distance in yards at which a human-sized or smaller wielder can strike with the weapon. For example, reach “2” means the weapon can only strike a foe two yards away – not a closer or more distant one. “C” indicates you can use the weapon in close combat; see Close Combat (p. 391). Some weapons have a continuum of reaches; e.g., a spear with reach “1, 2” can strike targets either one or two yards away. An asterisk (*) next to reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can strike at foes that are at any distance within the weapon’s reach. ==== Parry ==== Melee weapons only. A number, such as “+2” or “-1,” indicates the bonus or penalty to your Parry defense when using that weapon (see Parrying, p. 376). For most weapons, this is “0,” meaning “no modifier.” “F” means the weapon is a fencing weapon (see p. 404). “U” means the weapon is unbalanced: you cannot use it to parry if you have already used it to attack this turn (or vice versa). “No” means the weapon cannot parry at all. ==== Acc (Accuracy) ==== Ranged weapons only. Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a built-in scope, the bonus for this appears as a separate modifier after the weapon’s base Acc; e.g., “7+2.” ==== Range ==== Ranged weapons only. If a weapon has only one range number, this is the Maximum Range (Max) in yards at which it can attack a target. If two numbers appear, separated by a slash, the first is Half-Damage Range (1/2D) and the second is Max. Damaging attacks on targets at or beyond 1/2D inflict half damage, and those that require a HT roll to resist are resisted at +3. Muscle-powered weapons usually list 1/2D and Max as multiples of the wielder’s ST, not as a fixed range. For example, “x10/x15” means 1/2D is 10xST and Max is 15xST, so someone with ST 10 would have 1/2D 100 and Max 150. For bows, crossbows and mechanical artillery, use the weapon’s ST in these formulas. A few weapons have a minimum range, given in their Notes. The weapon cannot attack a target closer than this range – usually because it fires in a high arc, or has safety, fusing, or guidance limitations. ==== RoF (Rate of Fire) ==== Ranged weapons only. The maximum number of shots an ordinary shooter can fire in a one-second turn. A weapon can normally fire fewer shots (to a minimum of 1), if you wish, but some special notes apply: “!” means the weapon can only fire on “full auto,” like many machine guns. Minimum RoF is 1/4 the listed RoF, rounded up. “mxn” (e.g., 3x9) means the weapon can fire a number of shots per attack equal to the first number (m), and that each shot releases smaller projectiles equal to the second number (n); see Shotguns and Multiple Projectiles (p. 409). “Jet” means the weapon shoots a continuous stream of fluid or energy, using the jet rules (p. 106). ==== Shots ==== Ranged weapons only. The number of shots the weapon can fire before you must reload or recharge it. “T” means the weapon is thrown. To “reload,” pick it up or ready a new weapon! The parenthetical number following Shots indicates the number of one-second Ready maneuvers needed to reload all of the weapon’s shots (e.g., by changing magazines) – or, for a thrown weapon, the time needed to ready another weapon. An “i” next to this means you must load shots individually: the time listed is per shot rather than for all shots. A crossbow or prodd takes the indicated time to ready (4 turns) only if its ST is no greater than yours (see Crossbows and ST, below). Double this if the bow’s ST is 1 or 2 greater. If its ST is 3 or 4 greater, you need a “goat’s foot” device to cock it; this takes 20 turns, and requires you to stand. If its ST is 5 or more above yours, you cannot reload it at all. ==== Cost ==== The price of a new weapon, in $. For swords and knives, this includes a sheath or a scabbard. For firearms, this includes the minimal necessary cleaning kit. ==== Weight ==== The weight of the weapon, in pounds; “neg.” means “negligible.” For missile weapons with Shots 2+, this is loaded weight. The weight of one full reload appears after a slash. Exception: If the weapon has Shots 1 (like a bow or guided missile launcher) or has a backpack power supply (noted with a “p”), the unloaded weight is given. The weight after the slash is that of one shot (e.g., one arrow or guided missile) or the backpack. ==== ST (Strength) ==== The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you. For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18. Natural weapons (e.g., a punch or kick) have neither minimum nor maximum ST. “†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST. “‡” means the weapon requires two hands and becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round up). To use it in one hand without it becoming unready, you need at least three times the listed ST. “R” indicates a firearm that uses a musket rest. The weapon’s weight includes that of the rest. It takes a Ready maneuver to balance the weapon on the rest – but after that, any aimed shot fired while stationary and standing up is automatically braced (see Aim, p. 364). “B” indicates a firearm with an attached bipod. When firing from a prone position using the bipod, treat the weapon as if it were braced and reduce its ST requirement to 2/3 of the listed value (round up); e.g., ST 13 becomes ST 9. “M” means the weapon is usually mounted in a vehicle or gun carriage, or on a tripod. Ignore the listed ST and Bulk when firing the weapon from its tripod or mount; the ST requirement only applies when firing the weapon without its mount. Removing the weapon from its mount (or reattaching it) takes at least three one-second Ready maneuvers. Crossbows and ST: Bows, crossbows, and prodds have their own ST value. Use this instead of your ST to determine range and damage. You must specify the ST of such a weapon when you buy it. You can always use a weapon that is weaker than you. You can use a stronger crossbow or prodd; it does more damage but takes longer to cock (see Shots, above). You cannot use a stronger bow. ==== Bulk ==== Ranged weapons only. A measure of the weapon’s size and handiness. Bulk modifies your weapon skill when you take a Move and Attack maneuver (see Move and Attack, p. 365). It also serves as a penalty to Holdout skill when you attempt to conceal the weapon. ==== Rcl (Recoil) ==== Firearms only. A measure of how easy the weapon is to control when firing rapidly: the higher the value, the less controllable the weapon. Rcl 1 means the weapon is recoilless, or nearly so. When firing at RoF 2+, every full multiple of Rcl by which you make your attack roll means you score one extra hit, to a maximum number of hits equal to total shots fired; see Rapid Fire (p. 373). (Firearms with RoF 1 still list Rcl, for use with certain rules.) ==== LC (Legality Class) ==== For weapons, Legality Class is a complex issue that varies broadly by culture. Some rough guidelines for TL0-4 societies: LC4 – Weapons commonly used as tools (e.g., knives); hunting weapons (e.g., spears or rifles), in societies where everybody hunts for food. LC3 – Militia weapon that common people are expected to own (e.g., English longbow), if the state keeps track of them by requiring everybody to have one rather than by restricting them; hunting weapons, in most societies where hunting is an aristocratic privilege. LC2 – Aristocratic weapons (e.g., swords or lances), which might extend to hunting weapons in some highly stratified societies; small, concealable weapons. LC1 – Heavy weapons (e.g., catapults or cannon). LC0 – Few TL0-4 weapons qualify – although small, concealable weapons might, if stigmatized as “murderers’ weapons.” In TL5+ societies, this is generally only noted for firearms and grenades. All melee weapons and muscle-powered ranged weapons intended for combat are LC4. An exception is the force sword, which is LC2. Ignore LC for “weapons” intended as tools, or for hunting or recreation, and for those that are completely improvised (like a wooden stake). ==== Notes ==== The numbers listed here refer to applicable footnotes (if any) at the end of the table.