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rpg:gurps:core:equipment:weapons:ranged_muscle

Muscle-Powered Ranged Weapons

  • Muscle-Powered Ranged Weapons
    • Bows and Crossbows
    • Thrown Weapons

Low-Tech

Even the most primitive ranged weapon affords a potent capability: that of striking distant targets. Most low-tech missile weapons use the operator’s direct muscle power (or lung power!) to impel the projectile. Low-tech artillery – while sometimes muscle-powered – gets its own treatment under Mechanical Artillery (pp. 78-84).

Low-Tech Ranged Weapons

ATLATL: Aztec. A stick used to launch javelins. The name is Nahuatl (Aztec), but many similar weapons exist worldwide. The user fits the javelin into a notch and then launches it with a one-handed swing of the stick.

BLOWPIPE: Universal. A long, narrow tube that lets the user launch breath-propelled darts. The projectiles are too tiny to be effective against large animals or humans without poison. It can be used for blowing powders into an opponent’s face. Also known as the fukiya (Japan).

BOLA PERDIDA: Argentina. A rock (or other weight) fastened to a thong. The name hails from Argentina but the weapon is universal. Used for throwing – like a one-shot sling that tosses both sling and stone – and as a flail. Sometimes called a bola loca.

BOLAS: Universal. Two or more weights attached to cords and knotted together. Used by hunters to entangle the legs of animals, but also a serviceable flail. Often called a boleadora. The TL3 mijin (Japan) consists of three short chains weighted with iron balls, linked to a central ring. The statistics don’t change; metal is denser and pricier than leather and stones, but there’s far less of it.

BOOMERANG: Australia. An angled, more aerodynamic THROWING STICK designed for hunting. Doesn’t return; returning versions are unsuitable as weapons and in any event wouldn’t return if they hit. The GM may make an exception for martial artists with Throwing Art! Treat as a BATON if used as a club.

BOW: Universal. A flexible stave, bent and kept under tension by fastening a string between its ends. This creates a spring that enables the user to shoot arrows by placing them against the string and drawing and releasing it. The properties of bows depend on their composition: The self bow is entirely wood, the COMPOSITE BOW has layers of different materials glued together (this includes so-called “laminate” bows), and the TUBULAR BOW is a hollow metal tube, usually steel.

CHAKRAM: India. A metal throwing ring, edged on the outside. It can be hurled in a variety of ways – even spun around the finger on the inside rim and released!

COMPOSITE BOW: Universal. A BOW (above) made from layers of different materials glued together. This greatly improves strength and energy storage, allowing the bow to exceed the draw length of a similar-sized self bow without breaking. A STRAIGHT COMPOSITE BOW is shaped much like a self bow. A recurve bow has a natural backward curve at the end of the bow limbs, and is under higher initial tension when strung; drawing it against this tension stores more energy, giving superior range and damage. A REFLEX BOW takes this to an extreme; when unstrung, the limbs bend entirely away from the archer. Most composite bows are recurve or reflex bows. A typical design has roughly as much power as a LONGBOW but less Bulk, making it a convenient weapon for charioteers and cavalrymen. Includes the dai-kyu (Japan).

COMPOSITE CROSSBOW: Europe. Developed around 1100 A.D., this weapon replaces the wooden self bow (p. 73) of the CROSSBOW (below; p. B276) with a layered composite of horn, wood, and sinew.

CROSSBOW: Asia, Europe. A flexion-powered weapon, designed to have the string drawn back by hand as described on p. B410. The familiar Western version was developed mainly during the Middle Ages, but a Chinese version dates to 600 B.C.

DISCUS: Ancient Greece. A wooden or metal throwing disc. The ring-shaped quoit (Europe, Middle East) uses the same stats.

Flying Dart: China. A throwing blade with a ring handle and a length of cloth as a stabilizer. Treat as a SMALL THROWING KNIFE (p. 77) or a LARGE THROWING KNIFE (p. 77), depending on size. Also known as the fei biao (China).

GASTRAPHETES: Ancient Greece. The source for Greek and Roman mechanical artillery, this is basically an outsized COMPOSITE BOW (p. B275), too powerful for a normal man to cock. It’s treated as an early variant on the COMPOSITE CROSSBOW (above), with a built-in cocking mechanism (see Belly Brace, p. 79). A typical gastraphetes has rated ST 13.

HARPOON: Universal. A barbed hunting spear with a line attached. Not an entangling weapon; pulling on the line tends to yank it out (see footnote 8, p. B276). In melee, treat it as a clumsy HEAVY SPEAR (p. 69) with Reach 1, 2* and -2 to skill.

HUNGAMUNGA: Sub-Saharan Africa. A flat “throwing iron” with multiple sharp points – typically between five and eight – and a handle. Most hungamungas require Thrown Weapon (Knife), but the LARGE HUNGAMUNGA (p. 77) uses Thrown Weapon (Axe/Mace). At TL2, hungamungas are soft iron and may bend on impact. Roll 1d after a throw; on 1-3, the weapon bends and is useless. Straightening it takes 10 seconds and an Armoury+3 roll. Ignore this rule for steel weapons at TL3+. Also called a mongwanga.

Metsubushi: Japan. Ninja and police favor this all-in-one delivery system for powders (usually blinding agents). It consists of a mouthpiece with a removable cap. A tube at the other end contains one dose of powder. It takes only a second to ready, but it’s too fussy to reload in combat. Treat as a BLOWPIPE (pp. 76, B275) that can only shoot powders at one yard – see Blowpipe (p. B180) for rules.

Pilum: Ancient Rome. Plural is pila. A throwing spear. Its head has an unhardened iron portion that bends on a hit, preventing the enemy from hurling it back or easily removing it from a shield. If a thrown pilum hits, it becomes useless except as a staff until straightened. Should it strike a nonmetallic shield – deliberately or on a block – it will stick and deform, penalizing Shield skill: -1 for any pila, -2 if total projectile weight is at least half shield weight, or -4 if total weight equals or exceeds shield weight. Removing each pilum requires a Ready and a ST roll at a penalty equal to its damage roll. In either case, unbending the head requires a free hand and a foot, and takes three Ready maneuvers and a ST roll. Treat as a SPEAR (pp. 69, 77. B273, B276) in all other respects. The angon (Franks) is a barbed derivative of the pilum; use the same stats.

PISTOL CROSSBOW: China. A CROSSBOW (pp. 72, B276) small enough to wield one-handed. Can be hidden in a sleeve or built into a stirrup (see Disguised, p. 14).

PRODD: Europe, Middle East. “Prodd” or “prod” means the bow assembly of any CROSSBOW (pp. 72, B276). It’s also the name of a bird-hunting crossbow that launches lead pellets instead of bolts. Special prodds that lobbed primitive naphtha grenades were used in the Near East. These have Acc 1 and Range –/x5, and can’t shoot pellets. See Molotov Cocktails and Oil Flasks (p. B411) for the effects of a hit.

REPEATING CROSSBOW: Asia. A Chinese CROSSBOW (pp. 72, B276) variant with an ammunition hopper that holds 10 bolts. It’s operated by working a handle backward and forward manually; its rated ST can’t exceed the user’s ST. The shooter must take a Ready maneuver before each shot, but can shoot every other second. Known in China as the chukonu or zhuge nu.

Self Bow: Universal. A BOW (pp. 72, B275) made entirely of wood. The SHORT BOW (p. 76) might be made of little more than a handy bough, although strong ones aren’t, and typifies the earliest bows. The REGULAR BOW (p. 76) is longer and more powerful. The LONGBOW (p. 76) – famed weapon of English archers – is the pinnacle of single-material bow technology, and at least 6’ long. The finest longbows are made of yew, whose natural properties resemble those of some composite materials.

SHURIKEN: Japan. An entire class of metal throwing weapons – small enough to conceal in clothing or hair – hurled with a flick of the hand or a snap of the wrist. Historically, they were samurai weapons as much as “ninja weapons.” The best-known are STAR SHURIKEN (p. 77), which are disc-, cross-, or star-shaped, with sharp edges or spikes. Most have three to nine points, with four or eight being usual. A few are S-shaped. Any might have holes cut in them to make a distinctive sound in flight – as a psychological ploy, for signaling, or merely to show off. SPIKE SHURIKEN (p. 77) resemble needles. Sharp at one end, the other end may be blunt, sharp, or have a fin-like tail. Variations beyond “star” or “spike” don’t affect statistics. It’s possible to claw with any shuriken held in the hand; see the Melee Weapon Table (p. 65). Includes the piau (Indonesia).

SLING: Universal. A thong or cord with a pouch or cup for a missile. The wielder loads the pouch, grasps both ends of the cord in one hand, whirls the loaded sling overhead (horizontally) or next to him (vertically), and releases one end to launch the projectile. Attaching a sling to a stick wielded in two hands improves leverage, thereby increasing power and range; this is the STAFF SLING (p. 76), also known as the fustibal (Europe). The HEAVY SLING (p. 76) is designed to lob larger projectiles a short distance. It requires two hands to load and operate; the slinger employs a technique similar to a hammer throw. Any of these three types of sling can lob stones or lead bullets – or even primitive Molotov cocktails (see Molotov Cocktails and Oil Flasks, p. B411), at Acc 0 and 40% normal range. The DART SLING (p. 76) is designed to hurl foot-long finned darts; it otherwise resembles a standard sling, but the two cannot share ammunition, nor can the dart sling launch Molotov cocktails.

SLURBOW: Europe, Ottoman Empire. A COMPOSITE CROSSBOW (p. 72) with a rather unusual arrow guide (p. 78) built in that can be loaded with one small dart or, remarkably, several. Statistics are given for two medium-sized darts or five smaller ones.

Steel Crossbow: Europe. Invented around 1400 A.D. – very late in TL3 – but classed as an early TL4 weapon. It takes advantage of a higher grade of steel, known at the time as “crossbow steel.” Models include the FOWLING CROSSBOW, HUNTING CROSSBOW, MILITARY CROSSBOW, and SIEGE CROSSBOW (all on p. 76). These are sturdier than the standard CROSSBOW (pp. 72, B276); treat them as rugged (p. 14). Steel’s stiffness allows a compact bow to have a high rated ST for its length, but short draw length and high weight make it less efficient; use half the rated ST to determine range and damage. (Example: A siege crossbow has a cranequin with a power ratio of x3. A ST 12 crossbowman can crank a siege crossbow with rated ST 36. Damage and range are commensurate with ST 36/2 = 18.)

STONE-LAUNCHING STICK: Mesoamerica. A stick for lobbing stone projectiles. It comes in two forms. One is a simple straight stick. Its ammunition is rounded, flat stones with a hole bored in the middle, which are fitted to the end of the stick and flicked off at the target. The other is a slotted stick with a Y-shaped end. Similar stones are fitted into the notch and flung; these don’t need holes. Either requires two hands to load but just one to attack. While these weapons launch stones, the motion is very similar to that of the ATLATL (p. B276); thus, they use the Spear Thrower skill.

THROWING DART: Universal. A long dart, a projectile similar to a heavy arrow, or a short javelin, meant to be hurled by hand. Some are finned, feathered, or end in a tassel to aid in flight and ensure that they hit point-first. These aren’t the same darts used in the ATLATL (pp. 72, B276)! Includes the jarid (Turkey), nageyari (Japan), skaen (Ireland), and uchi-ne (Japan) – and the plumbata (Ancient Rome), which has a slender metal head made partly of lead (plumbum, whence the weapon’s name).

THROWING KNIFE: Universal. True throwing knives rarely have a handguard, often lack a substantial handle, and are balanced for hurling, not fighting. This gives -2 to skill in melee combat. Like all knives, they come in many sizes; the LARGE THROWING KNIFE (p. 77) and SMALL THROWING KNIFE (p. 77) are typical.

THROWING STICK: Universal. Any heavy stick balanced enough to throw.

TUBULAR BOW: India. A BOW (pp. 72, B275) made of steel tubing, and usually recurved. It’s heavier than a normal bow and has less draw length, but it’s effectively rugged (p. 14): DR 7 and +2 HT. It can survive for many years without maintenance. Historically, tubular bows were SHORT BOWS.

WOOMERA: Australia. A notched stick like the ATLATL (pp. 72, B276), but larger; its ammunition is a full-sized SPEAR (pp. 69, B276). The name comes from Australia, but similar weapons exist worldwide. Includes the amirre and mirru (both Australia).

MUSCLE-POWERED RANGED WEAPON TABLE

This table includes thrown weapons (axes, spears, etc.) and muscle-powered missile weapons (e.g., bows and slings), from both pp. 72-75 and the Basic Set. Each weapon appears under the skill(s) used to attack with it. Some thrown weapons also appear on the Melee Weapon Table (pp. 64-71), but use the stats below when hurled. In all cases, “–” means the statistic doesn’t apply, while “spec.” indicates that special rules apply; see the footnotes. Terms and notation are defined on pp. B268-271, but in brief:

TL: The tech level at which the weapon became widespread in the real world.

Weapon: The name of the weapon or class of weapon; see the matching entry on pp. 72-75.

Damage: The ST-based damage that the weapon inflicts.

Acc: Accuracy, the skill bonus if you take an Aim maneuver before attacking.

Range: If there are two stats separated by a slash, the first is Half-Damage Range; at or beyond this distance, halve the weapon’s damage roll. The second is Maximum Range. A lone statistic is always Maximum Range. Most ranges are expressed as multiples of the wielder’s ST – or of the weapon’s rated ST, for bows and crossbows.

Weight: The weapon’s weight, in lbs. For weapons with Shots 1, this is unloaded weight, and the weight after the slash is that of one shot. For those with Shots 2+, this is loaded weight, and the weight after the slash is that of one full reload.

RoF: Rate of Fire. This is 1 for everything but the slurbow, which shoots multiple projectiles (see p. B409).

Shots: The number of shots the weapon can fire before you must reload. “T” indicates a thrown weapon. The parenthetical number is the number of Ready maneuvers required to reload the weapon or ready another thrown weapon. An “i” next to this means the time listed is per shot. See also Bows and Crossbows in Combat (p. 74).

Cost: The price of a new weapon, in $.

ST: The minimum ST needed to use the weapon properly; wielders with lower ST suffer -1 to skill per point of ST deficit. “†” means the weapon requires two hands. This isn’t the ST used to find a bow or crossbow’s damage and range. Every bow or crossbow also has a rated ST, the ST required to draw and use it at full efficacy, which determines damage and range; see Bows, Crossbows, and Rated ST (p. 74). Weaker users can shoot a stronger bow, but will suffer the standard skill penalty and FP loss for using an over-strength weapon. The ST score on the table for a given type of bow or crossbow is the minimum rated ST for that type. Rated ST doesn’t affect weapon or ammunition weight.

Bulk: The penalty to skill when you take a Move and Attack maneuver (p. B365) or use Holdout to conceal the weapon. Notes: Applicable footnotes at the end of the table.

Ranged Weapon Accessories

Arrow Guide

Some Middle Eastern archers used a device called a navak, or arrow guide, to shoot lighter ammo that couldn’t be reused against them by enemies who lacked similar equipment. The user fastened or held this gutter-like accessory in place and launched short, unfeathered darts down it. This gave the effect of a crossbow without the trigger, at the cost of some power.

Any type of bow may use an arrow guide. Its darts have a flatter trajectory than arrows, but are lighter: +1 to Acc, -1 to damage. Change Shots to 1(3); the dart must first be grasped and then placed in the groove before drawing the bow. Other stats are unchanged. Guide: $50, 0.5 lb. Dart: $0.50, 0.03 lb.

Panjagan

Persian archers sometimes fastened together five arrows, allowing them to be nocked and fired as one. Once launched, the arrows would separate. A fastener – called a panjagan – is $10, neg.

This reduces the bow’s range and accuracy, as well as the arrows’ hitting power. A group of five arrows gives -2 to hit, -2 to damage, half Range, and RoF 1×5. Reloading time is normal, but Fast-Draw (Arrow) attempts to draw clusters of arrows are at -3, in addition to any other penalties.

Trick shooters were known to fire as many as 10 arrows this way! There’s no evidence that this was ever done in battle, but the GM may wish to let cinematic archers try. This gives -4 to hit, -4 to damage, half Range, and RoF 1×10.

Ranged Weapon Table

BLOWPIPE (DX-6)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Blowpipe 1d-3 pi- 1 x4 1/0.05 1 1(2) $30 2 -6 [1, 2, 3]
BOLAS (No default)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Bola Perdida sw cr 0 x6/x10 1 1 T(1) $10 6 -2
0 Bolas thr-1 cr 0 x3 2 1 T(1) $20 7 -2 [4]
BOW (DX-5)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Longbow thr+2 imp 3 x15/x20 3/0.1 1 1(2) $200 11† -8 [3]
0 Regular Bow thr+1 imp 2 x15/x20 2/0.1 1 1(2) $100 10† -7 [3]
0 Short Bow thr imp 1 x15/x20 1.5/0.1 1 1(2) $50 7† -6 [3]
1 Reflex Bow thr+3 imp 3 x20/x25 2.25/0.1 1 1(2) $900 10† -7 [3]
1 Straight Composite Bow thr+2 imp 2 x15/x20 2.25/0.1 1 1(2) $600 10† -7 [3]
4 Tubular Bow thr+2 imp 2 x20/x25 2/0.1 1 1(2) $900 8† -6 [3]
CLOAK (DX-5, Net-4, or Shield-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Heavy Cloak spec. 1 2 5 1 T(1) $50 8 -6 [4]
1 Light Cloak spec. 1 2 2 1 T(1) $20 5 -4 [4]
CROSSBOW (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Crossbow thr+4 imp 4 x20/x25 6/0.06 1 1(4) $150 7† -6 [3]
2 Gastraphetes thr+5 imp 4 x25/x30 9/0.15 1 1(8) $3,400 10† -7 [3]
2 Repeating Crossbow thr+1 imp 1 x7/x15 10/0.6 1 10(3i) $500 8† -5 [3]
3 Composite Crossbow thr+5 imp 4 x25/x30 7/0.06 1 1(4) $950 8† -6 [3]
3 Pistol Crossbow thr+2 imp 1 x15/x20 4/0.06 1 1(4) $150 7 -4 [2, 3]
3 Prodd thr+4 pi 2 x20/x25 6/0.06 1 1(4) $150 7† -6 [3]
3 Slurbow thr+3 imp 1 x25/x30 8/0.06 1×2 1(2i) $1,000 9† -6 [3, 5]
or thr+2 imp 1 x15/x20 8/0.1 1×5 1(2i) 9† -6 [3, 5]
4 Fowling Crossbow thr+5 imp 4 x25/x30 9/0.06 1 1(8) $450 8† -6 [3, 6]
4 Hunting Crossbow thr+5 imp 4 x25/x30 12/0.06 1 1(13) $600 10† -7 [3, 6]
4 Military Crossbow thr+5 imp 4 x25/x30 15/0.06 1 1(32) $750 12† -8 [3, 6]
4 Siege Crossbow thr+5 imp 4 x25/x30 18/0.06 1 1(50) $900 14M† -10 [3, 6, 7]
LASSO (No default)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Lariat spec. 0 spec. 3 1 T(spec.) $40 7† -2 [4]
NET (Cloak-5)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Net spec. 1 spec. 20 1 T(1) $40 11 -6 [4, 8]
2 Melee Net spec. 1 spec. 5 1 T(1) $20 8 -4 [4, 8]
SLING (DX-6)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Bola Perdida sw cr 0 x6/x10 1 1 T(1) $10 6 -2
0 Heavy Sling sw+2 cr 1 x3/x6 1/1 1 1(2) $20 8† -5 [3]
0 Sling sw pi 0 x6/x10 0.5/0.05 1 1(2) $20 6 -4 [2, 3, 9]
1 Dart Sling sw imp 1 x6/x10 0.5/0.25 1 1(2) $20 6 -4 [2, 3]
1 Staff Sling sw+1 pi 1 x10/x15 2/0.05 1 1(2) $20 7† -6 [3, 9]
SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Atlatl 1 1 1(1) $20 [2]
w. Dart sw-1 imp 1 x3/x4 1 $20 5 -3
w. Javelin sw+1 imp 3 x2/x3 2 $30 6 -4
0 Stone-Launching Stick sw-1 cr 0 x2/x3 1/0.25 1 1(1) $20 5 -2 [2, 3]
0 Woomera 2 1 1(1) $40 [2]
w. Spear sw+3 imp 2 x1.5/x2 4 $40 9 -6
THROWN WEAPON (AXE/MACE) (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Hatchet sw cut 1 x1.5/x2.5 2 1 T(1) $40 8 -2
0 Round Mace sw+2 cr 1 x0.5/x1 5 1 T(1) $35 12 -4
0 Small Round Mace sw+1 cr 1 x1/x1.5 3 1 T(1) $25 10 -3
0 Small Throwing Axe sw+1 cut 1 x1/x1.5 3 1 T(1) $50 10 -3
0 Throwing Axe sw+2 cut 2 x1/x1.5 4 1 T(1) $60 11 -3
2 Large Hungamunga sw+2 cut 2 x1/x1.5 4 1 T(1) $60 11 -3 [10]
2 Mace sw+3 cr 1 x0.5/x1 5 1 T(1) $50 12 -4
2 Small Mace sw+2 cr 1 x1/x1.5 3 1 T(1) $35 10 -3
THROWN WEAPON (DART) (DX-4 or Throwing-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Throwing Dart thr imp 1 x2.5/x3.5 1 1 T(1) $20 6 -2
THROWN WEAPON (DISC) (DX-4 or Throwing-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Discus thr+2 cr 2 x4/x6 2 1 T(1) $40 6 -3
2 Chakram thr+1 cut 1 x4/x6 1.5 1 T(1) $50 6 -2
THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Harpoon thr+5 imp 2 x1/x1.5 6 1 T(1) $60 11 -6 [11]
THROWN WEAPON (KNIFE) (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Knife thr imp 0 x0.8/x1.5 1 1 T(1) $40 6 -2
0 Small Knife thr-1 imp 0 x0.5/x1 0.5 1 T(1) $30 5 -1
0 Wooden Stake thr(0.5) imp 0 x0.5/x1 0.5 1 T(1) $4 5 -2
1 Dagger thr-1 imp 0 x0.5/x1 0.25 1 T(1) $20 5 -1
2 Hungamunga sw-1 cut 1 x0.8/x1.5 1 1 T(1) $40 6 -3 [10]
2 Large Throwing Knife thr imp 1 x1/x2 1 1 T(1) $40 6 -1 [10]
2 Small Throwing Knife thr-1 imp 1 x0.8/x1.5 0.5 1 T(1) $30 5 0 [10]
3 Sai thr imp 0 x0.8/x1.5 1.5 1 T(1) $60 7 -3
THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
3 Spike Shuriken thr-2 imp 1 x0.5/x1 0.1 1 T(1) $3 5 0
3 Star Shuriken thr-1 cut 1 x0.5/x1 0.1 1 T(1) $3 5 0
THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Spear thr+3 imp 2 x1/x1.5 4 1 T(1) $40 9 -6
0 Spear w. Thong thr+3 imp 3 x1.25/x1.75 4 1 T(1) $45 9 -6
1 Javelin thr+1 imp 3 x1.5/x2.5 2 1 T(1) $30 6 -4
1 Javelin w. Thong thr+1 imp 4 x1.75/x2.75 2 1 T(1) $35 6 -4
THROWN WEAPON (STICK) (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Boomerang sw cr 2 x6/x10 1 1 T(1) $20 6 -2
0 Throwing Stick sw-1 cr 1 x4/x8 1 1 T(1) $10 6 -2

Notes

  • [1] Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poisons (pp. 128-130).
  • [2] Requires two hands to ready, but only one hand to attack.
  • [3] An arrow or bolt for a bow or crossbow is $2. A dart for a pistol crossbow or sling is $1. A dart for a slurbow is $0.50. A dart for a blowpipe, a lead pellet for a prodd or sling, a shaped rock for a heavy sling, or a shaped stone for a stone-launching stick, is $0.10. A shaped sling stone is $0.06. Unshaped rocks and stones suitable for slings, heavy slings, and stone-launching sticks can be found for free, but they’re less accurate: -1 to hit.
  • [4] May entangle or ensnare the target; see Special Ranged Weapons (pp. B410-411) and Cloaks (p. B404).
  • [5] Requires several Ready maneuvers to cock the bow before loading darts; use the standard cocking times for crossbows under Bows, Crossbows, and Rated ST (p. 74).
  • [6] Steel crossbows are normally cocked with a cranequin (p. 79), which multiplies the user’s ST: x1.5 for fowling crossbow, x2 for hunting crossbow, and x3 for military or siege crossbow. This allows use of a weapon with a very high rated ST. Typical values: ST 15 for fowling crossbow, ST 20 for hunting crossbow, ST 30 for military crossbow, and ST 36 for siege crossbow. Use half rated ST to determine range and damage.
  • [7] Tripod for siege crossbow: $360, 19 lbs.
  • [8] A net has no 1/2D range. Max range is (ST/2 + Skill/5) for a large net and (ST + Skill/5) for a melee net.
  • [9] Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range.
  • [10] Not balanced for melee combat! Treat small throwing knife as a small knife, hungamunga or large throwing knife as a large knife, and large hungamunga as an axe, but with -2 to skill and therefore -1 to Parry (for knives, this adds to the usual -1 to Parry).
  • [11] Tethered. See pp. B276, B411.

High-Tech

Though eclipsed by firearms, muscle-powered ranged weapons still show up at TL5-8 for hunting, sports, and even combat. The information below applies only to the high-tech versions of such hardware. For more low-tech weaponry and related rules, see GURPS Martial Arts.

BOWS AND CROSSBOWS

Bows and crossbows at TL5-6 are largely identical to those of lower TLs. By TL7, improved materials and accessories make archery an increasingly popular pastime. Bowhunting enjoys a revival on land, while the speargun takes the sport beneath the waves.

Compound Bow (TL7). Invented in 1966, the compound bow uses pulleys and cables to store and transmit energy more efficiently. It requires less strength from the archer, yet has greater range. Any type of bow other than a composite bow (see p. B275) can be made this way. A compound bow shoots as if its ST were two points higher; e.g., a ST 11 compound longbow has damage and range for ST 13, but a ST 11 person can draw it. Double cost. LC4.

Compound Crossbow (TL7). Any type of crossbow (see p. B276) can be built to take advantage of compound-bow technology, with identical benefits: +2 to ST for damage and range without increasing draw strength. Double cost. LC4.

Slingshot (TL7). A rubber-powered, wrist-braced slingshot can easily kill small animals; headshots are dangerous to humans, too. Some models fold (Holdout -1).

Ammunition is easily scavenged in most places; heavy steel ball bearings are most popular. Slingshots require the Bow (Slingshot) skill, a new specialty of Bow (p. B182). LC4.

Speargun (TL7). A speargun is for hunting fish and defense against aquatic predators. It most commonly relies on thick rubber bands to propel the spear, but some models use compressed air. Divide range by 10 in water; however, line length is usually the more stringent limit, as the spear is normally fastened to the gun by no more than 30’ (10 yards) of line. See Harpoons (p. B411) for rules for tethered spears. Spearguns use the Crossbow (Speargun) skill, a new specialty of Crossbow (p. B186). LC4.

Bows, Crossbows, and Rated ST

Every bow has a rated ST. The archer needs this much ST to draw back the bowstring fully by hand, which involves holding the bow out with one hand and pulling back the string with the other. It uses the strength of one arm.

A crossbow also has a rated ST. This assumes a weapon braced against the shoulder while drawing the string two-handed. This isn’t optimal; crossbowmen usually exploit leg strength instead (see below). Using both arms achieves twice the pull (draw weight) of using one. However, a typical crossbow string is drawn back half as far before being cocked, so range and damage are comparable to those for a bow. A steel crossbow (above) has only 1/4 a bow’s draw length, so performance is similar to that of a wooden crossbow with half the ST – but it can be built with much higher rated ST!

Typically, crossbows are lowered to the ground, braced with a foot in a stirrup or with one or both feet on the bow, and drawn by straightening up. This uses the strength of the entire body, which allows drawing a bow with 10-20% higher rated ST (+1 or +2 ST for a ST 10 crossbowman) with one leg, or 20-30% higher ST (+2 or +3 ST for a ST 10 warrior) with both legs. A foot bow (a bow built to be braced with both feet) likewise permits 20-30% higher ST.

Mechanical aids let warriors draw even stronger crossbows; see Mechanical Artillery (pp. 78-84). Conversely, the repeating crossbow (p. 72) is operated by alternately pushing and pulling on a lever onehanded. Thus, it has a wooden crossbow’s draw length and a bow’s draw weight. Maximum rated ST is 70% of the user’s ST.

Bows and Crossbows in Combat

For a bow, readying an arrow takes a second. Drawing the bow by hand takes another second. Shooting takes a second.

Drawing a crossbow two-handed takes 2 seconds. Readying and placing a bolt takes 2 seconds. Shooting takes a second.

A repeating crossbow takes a second to cycle and a second to shoot. Bolt placement is automatic.

A leg-powered bow or crossbow takes 3 seconds to draw, plus 2 seconds to crouch and place a foot in the stirrup or 3 seconds to crouch or lie down and place one foot on the bow (4 seconds for both feet). If a footbowman stays on the ground, subsequent cycles need only 2 seconds to place the feet. Ammo-readying and shooting times don’t change.

Harsh Realism for Ranged Weapons

GURPS errs on the side of “heroic realism.” For instance, it lets individual archers make shots typical of formations shooting at other formations – in part because it gives low-tech missiles Acc scores comparable to those of high-tech guns. These optional rules make life much tougher for low-tech missile users!

Malfunctions: Well-designed and properly maintained missile weapons don’t suffer from malfunctions (p. B407). Cheaper weapons may, however. Any cheap mechanical missile weapon (e.g., crossbow) has Malf. 15; a cheap bow or sling has Malf. 16. On a malfunction, the weapon jams (if mechanical) or breaks (if a sling or bow). Thrown weapons are unaffected.

Poor Sling Penetration: Sling bullets have a relatively low velocity compared to firearms. To reflect this, change their damage type from piercing to crushing.

Reduced Acc: For really harsh realism, halve the Acc stats of all non-firearm missile weapons and round down. The GM may fine-tune the specific numbers, rounding up for weapons with a reputation for accuracy or a superior design.

Bow Accessories (TL7)

Bows at TL7-8 can have adjustable sights, wind gauges, stabilizers, rangefinders, and so on. These give +1 Acc in the hands of a skilled user and add $100 to the bow’s price. An archer unfamiliar with such devices suffers -1 to skill for using a bow burdened with them! Bows can also take advantage of various sighting aids, just like guns (see Sights and Aiming Aids, pp. 155-157); targeting lasers aren’t uncommon.

Bowstring silencers – small leather or rubber pieces – reduce the noise of the bowstring twang (-2 to Hearing). $1 (pair), neg. LC4.

Crossbow Accessories (TL7)

Crossbows can mount the same scopes, collimating sights, and targeting lasers as firearms; see Sights and Aiming Aids (pp. 155-157).

THROWN WEAPONS

The only thrown weapons likely to be encountered at TL5-8 are knives (see p. B276) and hatchets. These are considered fine at TL7-8 (p. B274) and have the same materials options as melee weapons (see Blade Composition, p. 198).

Muscle-Powered Ranged Weapon Table

See pp. B268-271 for an explanation of the statistics.

BOW (SLINGSHOT) (DX-5 or Bow-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
7 Slingshot 1d-1 cr 1 60/100 1/0.05 1 1(2) $15 6† -2 [1]
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes

7 Speargun 1d imp 2 100/150 3.5/0.4 1 1(10) $100 8† -6

Notes:

[1] Can fire stones (TL0), lead bullets (TL2), or steel balls (TL5). Stones are free. A lead or steel projectile is $0.1, and gives +1 damage and double range.

[2] A spear is $10. Divide range by 10 underwater.

MUSCLE-POWERED RANGED WEAPONS

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

BLOWPIPE (DX-6)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Blowpipe 1d-3 pi- 1 x4 1/0.05 1 1(2) $30 2 -6 [1, 2, 3]
BOLAS (No default)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Bolas thr-1 cr 0 x3 2 1 T(1) $20 7 -2 [4]
BOW (DX-5)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Longbow thr+2 imp 3 x15/x20 3/0.1 1 1(2) $200 11† -8 [3]
0 Regular Bow thr+1 imp 2 x15/x20 2/0.1 1 1(2) $100 10† -7 [3]
0 Short Bow thr imp 1 x10/x15 2/0.1 1 1(2) $50 7† -6 [3]
1 Composite Bow thr+3 imp 3 x20/x25 4/0.1 1 1(2) $900 10† -7 [3]
CLOAK (DX-5, Net-4, or Shield-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Heavy Cloak spec. 1 2 5 1 T(1) $50 8 -6 [4]
1 Light Cloak spec. 1 2 2 1 T(1) $20 5 -4 [4]
CROSSBOW (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Crossbow thr+4 imp 4 x20/x25 6/0.06 1 1(4) $150 7† -6 [3]
3 Pistol Crossbow thr+2 imp 1 x15/x20 4/0.06 1 1(4) $150 7 -4 [2, 3]
3 Prodd thr+4 pi 2 x20/x25 6/0.06 1 1(4) $150 7† -6 [3]
3 “Goat’s Foot” 2 (20) $50 7† [5]
LASSO (No default)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
1 Lariat spec. 0 spec. 3 1 T(spec.) $40 7† -2 [4]
NET (Cloak-5)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Net spec. 1 spec. 20 1 T(1) $40 11 -6 [4, 6]
2 Melee Net spec. 1 spec. 5 1 T(1) $20 8 -4 [4, 6]
SLING (DX-6)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Sling sw pi 0 x6/x10 0.5/0.05 1 1(2) $20 6 -4 [2, 3, 7]
1 Staff Sling sw+1 pi 1 x10/x15 2/0.05 1 1(2) $20 7† -6 [3, 7]
SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Atlatl 1 1 1(1) $20 [2]
with Dart sw-1 imp 1 x3/x4 1 $20 5 -3
with Javelin sw+1 imp 3 x2/x3 2 $30 6 -4
THROWN WEAPON (AXE/MACE) (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Hatchet sw cut 1 x1.5/x2.5 2 1 T(1) $40 8 -2
0 Throwing Axe sw+2 cut 2 x1/x1.5 4 1 T(1) $60 11 -3
2 Mace sw+3 cr 1 x0.5/x1 5 1 T(1) $50 12 -4
2 Small Mace sw+2 cr 1 x1/x1.5 3 1 T(1) $35 10 -3
THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
2 Harpoon thr+5 imp 2 x1/x1.5 6 1 T(1) $60 11 -6 [8]
THROWN WEAPON (KNIFE) (DX-4)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Large Knife thr imp 0 x0.8/x1.5 1 1 T(1) $40 6 -2
0 Small Knife thr-1 imp 0 x0.5/x1 0.5 1 T(1) $30 5 -1
0 Wooden Stake thr(0.5) imp 0 x0.5/x1 0.5 1 T(1) $4 5 -2
1 Dagger thr-1 imp 0 x0.5/x1 0.25 1 T(1) $20 5 -1
THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
3 Shuriken thr-1 cut 1 x0.5/x1 0.1 1 T(1) $3 5 0
THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2)
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
0 Spear thr+3 imp 2 x1/x1.5 4 1 T(1) $40 9 -6
1 Javelin thr+1 imp 3 x1.5/x2.5 2 1 T(1) $30 6 -4

Notes:

  • [1] Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison (p. 437).
  • [2] Requires two hands to ready, but only one hand to attack.
  • [3] An arrow or bolt for a bow or crossbow is $2. A dart for a blowpipe, or a lead pellet for a prodd or sling, is $0.1. Sling stones are free.
  • [4] May entangle or ensnare the target; see Special Ranged Weapons (p. 411).
  • [5] Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers.
  • [6] A net has no 1/2D range. Max range is (ST/2 + Skill/5) for a large net and (ST + Skill/5) for a melee net.
  • [7] Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range.
  • [8] Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in.

Muscle-Powered Ranged Weapon Quality

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

Thrown weapons, and arrows and bolts, use the rules under Melee Weapon Quality (p. 274).

Ranged Weapon Ammo Types

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

rpg/gurps/core/equipment/weapons/ranged_muscle.txt · Last modified: 2024/10/16 23:32 by wizardofaus_doku

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