Weapons

How to Read the Tables

Damage: GURPS, for reasons unknown, has decided to drop the '6' from 'd6'. So when a weapon lists Xd+Y it means what Xd6+Y does in other systems: roll X 6 sided dice and add Y to the total. The damage is followed by a damage type. If the damage type has any special effects, these are listed under each individual table. Muscle powered weapons typically base their damage on the character that uses them. So if the damage is listed as 'Thr' or 'Sw' that refers to the character's thrusting or swinging damage respectively. The table that translates between ST and Thr/Sw is on page 16 of the basic set.

Acc: Accuracy, this is the bonus to hit you get after aiming for one turn.

Range: A weapon's range usually has two listed values in yards. Beyond the first value, the weapon deals half damage. The second value is maximum range. If there is only one value, the weapons does full damage at any range. For muscle powered weapons, range is listed in multiples of the user's ST score.

RoF: Rate of fire, the maximum number of shots the weapon can fire off in a single action. For each multiple of the weapon's Rcl value you hit by, you score an additional hit. Firing more than one shot per action is therefore a calculated risk. Sure, you can do significantly more damage if you fire off a short burst, but if you don't roll well, it's an awful waste of ammunition. Unless the player specifies anything else before rolling, GM's will assume they fired only one shot.

Shots: The weapons ammunition capacity, how many shots the weapon can fire before needing to be reloaded. The number in paraphesis is the number of turns it takes to reload the weapon or, if it's followed by an i, the number of turns it takes to reload a single round. A +1 means this is in addition to any chambered round. Unless the player specifies anything else, GM's will assume you aren't foolhardy enough to walk around with a chambered round.

ST: The minimum ST required to wield the weapon without penalties.

Bulk: How bulky the weapon is. This penalty applies whenever you move and shoot, as well as to attempts to hide the weapon. Roughly speaking, a Bulk -1 is easy to hide under a boot, while a Bulk -4 weapon is fairly easy to conceal under a trenchcoat.

Rcl: Recoil. As explained under RoF above, this is how much you need to hit by to land a second hit when rapid firing. To reiterate, unless the player specifies anything else before rolling, GM's will assume they fired only one shot.

Malf.: Malfunction chance. If you roll this or higher when you use your gun, bad stuff happens. The GM gets to roll on the Fun table on page 407 in the basic set. In most cases, it will just mean a lot of swearing and a few seconds spent trying to fix the damn thing, but it can mean an explosion or a ruined gun.

TL: The weapon's tech level. Higher tech level weapons are more expensive, and more difficult to maintain.

Cost: How much the weapon costs, in standard GURPS dollars. In the tables on this page, the weapon cost has already been multiplied by the tech level modifier, so this the final wastelander price.

Weapon Tables

Cheap (C.) and Fine (F.) Weapons: Cheap weapons are made with subpar tools, haven’t aged well or are otherwise less reliable than they should be. In return for reduced Accuracy and a greater chance of malfunctioning, they cost about 40% as much as a normal quality gun. Fine weapons are made with advanced and difficult to find tools, or are relics from the old world. In game terms, they’re a higher tech level variant, which is usually lighter, more reliable or more damaging than earlier weapons, but they’re harder to come by.

Bows [DX-5]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
Short Bow Thr imp 1 x10/x15 2/0.1 1 1(2) 7 -6 NA NA 0 $50(x1)
Regular Bow Thr+1 imp 2 x15/20 2/0.1 1 1(2) 10 -7 NA NA 0 $100(x1)
Longbow Thr+2 imp 3 x15/20 3/0.1 1 1(2) 11 -8 NA NA 0 $200(x1)
Composite Bow Thr +3 imp 3 x20/x25 4/0.1 1 1(2) 10 -7 NA NA 1 $900(x1)

Note: Impaling (imp) attacks deal double damage after defenses. All these weapons are two-handed.

Crossbow [DX-4]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
C. Pistol Crossbow Thr+2 imp 0 x15/x20 4/0.05 1 1(4) 7 -4 NA NA 3 $60(x1)
Pistol Crossbow Thr+2 imp 1 x15/x20 4/0.05 1 1(4) 7 -4 NA NA 3 $150(x1)
F. Pistol Crossbow Thr+2 imp 1 x15/x20 2/0.05 1 1(4) 7 -4 NA NA 3 $300(x1)
C. Crossbow Thr+4 imp 3 x20/x25 6/0.05 1 1(4) 7† -6 NA NA 2 $60(x1)
Crossbow Thr+4 imp 4 x20/x25 6/0.05 1 1(4) 7† -6 NA NA 2 $150(x1)
F. Crossbow Thr+4 imp 4 x20/x25 3/0.05 1 1(4) 7† -6 NA NA 2 $300(x1)
C. Prodd Thr+4 pi 1 x20/x25 6/0.05 1 1(4) 7† -6 NA NA 2 $60(x1)
Prodd Thr+4 pi 2 x20/x25 6/0.05 1 1(4) 7† -6 NA NA 2 $150(x1)
F. Prodd Thr+4 pi 2 x20/x25 3/0.05 1 1(4) 7† -6 NA NA 2 $300(x1)

Note: Impaling (imp) attacks deal double damage after defenses. The ST minimum is the ST required to aim and fire the crossbow. In addition to this, crossbows have another ST score based on how tight the string is, which determines the ST required to reload it and the damage it does. Most users will want to adjust the tightness of the string so that this ST matches their own lifting ST. A ST marked with † is a two handed weapon.

Pistol Crossbow: A light, semi-concealable one handed crossbow.
Crossbow: A full sized crossbow.
Prodd: A cross between a crossbow and a slingshot designed to fire musket balls or nearby stones in a pinch.

Guns(Pistols) [DX-4, or most other Guns at -2]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
Junk Pistol 1d+1 pi- 0 70/800 0.5/0.05 1 1(10) 6 -1 2 12 4 $40(x1)
C. Derringer 1d pi+ 0 80/650 0.5/0.1 1 2(3i) 9 -1 2 15 5 $80(x2)
Derringer 1d pi+ 1 80/650 0.5/0.1 1 2(3i) 9 -1 2 16 5 $200(x2)
F. Derringer 1d+2 pi 1 120/1500 1.5/0.2 3 5(3i) 8 -1 3 17 6 $1,000(x4)
C. Revolver 2d-1 pi 0 120/1300 2.5/0.25 1 6(3i) 10 -2 2 15 5 $120(x2)
Revolver 2d-1 pi 1 120/1300 2.5/0.25 1 6(3i) 10 -2 2 16 5 $300(x2)
F. Revolver 2d-1 pi 2 120/1500 2/0.2 3 6(3i) 8 -2 2 17 6 $1,600(x4)
C. Auto Pistol 2d pi+ 1 175/1700 3/0.6 3 7+1(3) 10 -2 3 16 6 $480(x4)
Auto Pistol 2d pi+ 2 175/1700 3/0.6 3 7+1(3) 10 -2 3 17 6 $1,200(x4)
C. Light Auto 2d+2 pi 1 150/1850 2.4/0.4 3 8+1(3) 9 -2 2 16 6 $560(x4)
Light Auto 2d+2 pi 2 150/1850 2.4/0.4 3 8+1(3) 9 -2 2 17 6 $1,400(x4)
F. Light Auto 2d+2 pi 2 150/1850 2.6/0.6 3 15+1(3) 9 -2 2 17 7 $4,800(x8)
C. Heavy Rev. 3d pi+ 1 200/2500 3.25/0.3 3 6(3i) 11 -3 4 16 7 $1,880(x8)
Heavy Revolver 3d pi+ 2 200/2500 3.25/0.3 3 6(3i) 11 -3 4 17 7 $7,200(x8)
C. Gauss Pistol 3d(3) pi- 2 500/2100 2/0.5 3 40(3) 9 -2 2 16 10 $43,520(x64)

Note: Small Piercing (pi-) attacks deal half damage after defenses, Large Piercing ones (pi+) deal 50% extra damage after defenses.

Junk Pistol: This is as simple as pistols get. A short tube, some wood, a nail and a rubber band to drive said nail into the cartridge. Creative techs might well assemble double barreled versions, higher caliber versions, or any of million other variants.
Derringer: A small, stub nosed pistol designed to be light and easy to conceal.
Revolver: A classic six shooter. It isn’t particularly fancy, but it gets the job done.
Auto Pistol: If you want to be technical about it, these are auto-loading pistols or semi-automatic pistols depending on the gun in question and who you ask. They come with a magazine, making them a lot faster to reload (3 seconds, vs 3 per bullet for other guns).
Light Auto: A smaller caliber auto pistol. It does less damage, but weighs less and fits more bullets into each magazine.
Heavy Revolver: Do you feel lucky, punk? This is a big, nasty hand cannon. Expensive, and typically too bulky to hide, but packs one hell of punch.
Gauss Pistol: Gauss weapons have many advantages over other weapons. They can use ammo made from scrap metal (each pound of scrap metal can provide about 50 rounds worth of needles for it with a decent workshop), can penetrate most armor (targets only get a third of their DR against it), and has good range. On the other hand, it requires access to electricity to recharge and has a tendency of over-penetration (deals half damage after defenses).

Guns(SMGs) [DX-4, or most other Guns at -2]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
C.Machine Pistol 2d+2 pi 1 160/1900 5.5/1 20 25+1(3) 12 -3 3 16 7 $2,880(x8)
Machine Pistol 2d+2 pi 2 160/1900 5.5/1 20 25+1(3) 12 -3 3 17 7 $7,200(x8)
C. Light SMG 3d-1 pi 2 160/1900 10/1.5 8! 32(3) 10† -4 2 16 6 $1,120(x4)
Light SMG 3d-1 pi 3 160/1900 10/1.5 8! 32(3) 10† -4 2 17 6 $2,800(x4)
F. Light SMG 3d-1 pi 4 160/1900 7.5/1.5 13 30+1(3) 10† -4 2 17 7 $9,600(x8)
C. Heavy SMG 2d+1 pi+ 2 190/1750 15/5 13 50+1(5) 11† -4 3 16 6 $3,520(x4)
Heavy SMG 2d+1 pi+ 3 190/1750 15/5 13 50+1(5) 11† -4 3 17 6 $8,800(x4)

Note: Small Piercing (pi-) attacks deal half damage after defenses, Large Piercing ones (pi+) deal 50% extra damage after defenses. A RoF marked with ! means the weapon has no semi-auto mode, and must fire at least RoF/4 bullets each time it is fired. A ST marked with † is a two handed weapon.

Machine Pistol: This is an Uzi-style one handed machine pistol. If you aren’t careful, you’ll drain the whole magazine in seconds.
Light SMG: A small caliber submachine gun. It must be held in two hands (unless you are really strong). It can only fire in fully automatic mode, so watch your ammunition! The fine version comes with a semi-auto mode at the expense of a slightly reduced magazine.
Heavy SMG: A bigger, heavier caliber SMG.

Guns(Rifles) [DX-4, or most other Guns at -2]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
Heavy Musket 4d pi++ 2 100/1500 13/0 1 1(15) 10 -6 4 14 4 $200(x1)
C. Musket 4d pi+ 3 700/2100 8.5/0 1 1(15) 10 -6 3 15 5 $120(x2)
Musket 4d pi+ 4 700/2100 8.5/0 1 1(15) 10 -6 3 16 5 $300(x2)
Junk Rifle 5d pi+ 2 600/2000 6/0.1 1 1(4) 10 -6 3 15 5 $160(x2)
F. Junk Rifle 5d pi+ 3 600/2000 6/0.1 1 1(4) 10 -6 3 16 5 $400(x2)
C. Lever-Action 5d pi 3 450/3000 7/0.3 1 6+1(3i) 10 -4 2 15 5 $240(x2)
Lever-Action 5d pi 4 450/3000 7/0.3 1 6+1(3i) 10 -4 2 16 5 $600(x2)
C. Bolt-Action 7d pi 4 1000/4200 9/0.3 1 5+1(3) 10 -5 4 16 6 $560(x4)
Bolt-Action 7d pi 5 1000/4200 9/0.3 1 5+1(3) 10 -5 4 17 6 $1,400(x4)
C. Assault Rifle 5d pi 3 400/3000 10/2 10 30+1(3) 10 -4 2 16 7 $960(x8)
Assault Rifle 5d pi 4 400/3000 10/2 10 30+1(3) 10 -4 2 17 7 $2,400(x8)
F. Assault Rifle 7d pi 5 1000/4200 11/2 11 20+1(3) 11 -5 3 17 7 $7,200(x8)
Sniper Rifle 7d pi 6+3 1000/4200 15/1 1 10+1(3) 11B -6 3 17 8 $75,200(x16)
Anti-Materiel 6dx2pi+ 6+3 1700/6500 35/5 1 10+1(3) 13B -7 3 17 8 $124,400(x16)
C. Gauss Rifle 6d(3) pi 6+2 1200/4800 8.5/1.5 12 60(3) 10 -4 2 16 10 $181,760(x64)

Note: Small Piercing (pi-) attacks deal half damage after defenses, Large Piercing ones (pi+) deal 50% extra damage after defenses, Huge Piercing (pi++) deal double damage after defenses. All these weapons are two-handed. A ST marked with a B comes with a bipod.

Muskets: Muskets are simple to make and use simple (and cheap) black powder ammo, so see use as hunting weapons or by gangs unable to maintain better weapons. They are not, however, reliable or quick firing.
Junk Rifle: This is the simplest possible form of rifle. It’s basically the rifle version of the junk pistol.
Lever-Action: A lever-action rifle uses a lever to remove spent casings and load fresh bullets into the magazine.
Bolt-Action: A bolt-action rifle uses a bolt instead of a lever, though with much the same effect. It does actually use an external magazine, which makes it a bit faster to reload. These are often used by snipers, and can be quite accurate if you manage to rig up a decent scope for it.
Assault Rifle: AK 47 and its ilk; a fully automatic rifle.
Sniper Rifle: A purpose built high caliber sniper rifle. Highly accurate, and comes with an optical scope.
Anti-Materiel Rifle: A rifle designed to take out light tanks. It’s massive, expensive, and uses hard to find HMG rounds for ammunition. But it will kill pretty much anything you care to point it at. Note that it deals 6d6 times two damage.
Gauss rifle: Gauss weapons have many advantages over other weapons. They can use ammo made from scrap metal (each pound of scrap metal can provide about 50 rounds worth of needles for it with a decent workshop), can penetrate most armor (targets only get a third of their DR against it), and has good range. On the other hand, it requires access to electricity to recharge and has a tendency of over-penetration (deals half damage after defenses).

Guns(Shotgun) [DX-4, or most other Guns at -2]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
C. Blunderbuss 1d pi 0 15/100 12/0.1 1x9 1(15) 11† -5 1 13 4 $60(x1)
Blunderbuss 1d pi 1 15/100 12/0.1 1x9 1(15) 11† -5 1 14 4 $150(x1)
C.DB Shotgun 1d+2 pi 2 50/125 10/0.1 2x9 2(3i) 11† -5 1 15 5 $360(x2)
DB Shotgun 1d+2 pi 3 50/125 10/0.1 2x9 2(3i) 11† -5 1 16 5 $900(x2)
C. Sawn-off 1d+2 pi 2 30/100 6/0.1 2x13 2(3i) 13 -3 1 15 5 $450(x2)
Sawn-Off 1d+2 pi 3 30/100 6/0.1 2x13 2(3i) 13 -3 1 16 5 $1,000(x2)
C. Pump Action 1d+1 pi 2 50/125 8/0.7 2x9 5(3i) 10† -5 1 16 6 $380(x4)
Pump Action 1d+1 pi 3 50/125 8/0.7 2x9 5(3i) 10† -5 1 17 6 $960(x4)
C. Autoshotgun 1d+1 pi 2 50/125 8.5/1 3x9 6+1(3i) 10† -5 1 16 7 $3,040(x8)
Autoshotgun 1d+1 pi 3 50/125 8.5/1 3x9 6+1(3i) 10† -5 1 17 7 $7,600(x8)
F. Autoshotgun 1d+1 pi 3 50/125 14/4 6x9 20+1(3i) 10† -6 1 17 8 $20,800(x8)

By default, shotguns are loaded with shot; a mass of small pellets which spread out in flight. This is reflected in the Rate of Fire listing in the table above. The number before the x is the number of rounds that the shotgun can fire in a single action, and the second is a pellet multiplier. At extremely close range (10% of the first range number), multiply both damage and the target’s DR by half the pellet multiplier (rounded down). That’s 4 for most of shotguns. This makes shotguns at point blank range very painful unless the target is wearing a lot of armor.

Beyond that range, treat the shotgun as a rapid fire attack firing a number of shots equal to the number of shots fired times the pellet multiplier instead. Or, in simpler terms, you get a bonus to hit based on how many pellets you fire. Firing 9 pellets (a single shot with anything but a Sawn-Off) gives a +2 bonus to hit, firing 18 (for example triggering both barrels of a double barreled shotgun) gives a +4 bonus. The Sawn-Off gives a +3 or a +5 for one or both barrels respectively instead.

If you successfully hit your target, you hit with one pellet plus one per margin of success. For example, rolling 3 under your Guns(Shotgun) skill means hitting with 4 pellets. See page 409 in the Basic Set for more details about shotguns, and page 373 for more on rapid fire in general.

Blunderbuss: Much like the humble musket, the blunderbuss has seen a resurgence after the end. It’s extremely easy to make, and can easily be repaired whenever it inevitably breaks down.
Double Barreled (DB) Shotgun: Another very simple design. This is a shotgun with two barrels, two triggers, and two hammers.
Sawn-Off Shotgun: A Sawn-Off Shotgun is one where the barrel has been cut down to about 20-30cm. In post-apocalypse fiction the Sawn-Off is generally depicted as extremely badass, so I’ve taken the liberty of giving it a slight but “realistic” buff to better fit with the genre.
Pump Action Shotgun: “CHK-CHK”
Autoshotgun: A semi-automatic combat shotgun. The fine version is fully automatic and has a drum magazine.

Gunner(Machine Gun) [DX-4, or most other Gunner at -4]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
C. Hand Cranked LMG 7d pi+ 3 750/4000 10/2 5 30(5) 13M -6 2 15 5 $800(x2)
Hand Cranked LMG 7d pi+ 4 750/4000 10/2 5 30(5) 13M -6 2 16 5 $2,000(x2)
C. Hand Cranked HMG 7dx2pi+ 3 500/3200 15/10 5 30(5) 16M -6 2 15 5 $1,600(x2)
Hand Cranked HMG 7dx2pi+ 4 500/3200 15/10 5 30(5) 16M -6 2 16 5 $4,000(x2)
Heavy MG 7dx2pi+ 5 1800/7600 75/35 8! 100(5) 20M -9 2 17 6 $48,000(x4)
Gatling Gun 7d pi 5 1000/4200 60/300 33! 4,500(5) 20M -7 2 17 7 $160,000(x8)
Gauss HMG 16d(3)pi 8 1800/7200 65/20 20 200(5) 20M -8 2 17 10 $2,816,000(x64)

Guns(LMG) [DX-4, or most other Guns at -2]

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
C. LMG 6d pi 4 800/3300 33/45 9! 50(5) 12B -7 2 16 6 $4,800(x4)
LMG 6d pi 5 800/3300 33/45 9! 50(5) 12B -7 2 17 6 $12,000(x4)
F. LMG 5d pi 5 800/3500 22/7 12! 200(5) 11B -6 2 17 7 $26,400(x8)
Gauss LSW 6d(3)pi- 7+2 1200/2200 20/7 20 300(5) 12B -5 2 17 10 $832,000(x64)

Mounted machine guns and light (portable) machine guns are often bundled together in GURPS, since they are so similar. The Gunner(Machine Gun) skill is used when these weapons are mounted on tripods or vehicles, while Guns(LMG) is used when using a bipod or firing from the hip.

Hand Cranked Machine Gun: Maintaining a fully automatic weapon is difficult, so crafty engineers have found an alternative by hand cranking the mechanism instead. Unless you have a really good harness system, this only really works as a mounted system. The LMG version uses rifle bullets, while the HMG version uses HMG bullets.
Heavy Machine Gun (MG): A really big machine gun, like the Browning M2 or the Russian DShKM. Well-equipped gangs might mount one on their price rig or on the main tower of their compound. A particularly strong power armored trooper might be able to carry one as a rifle. Bullets of this size are expensive, those with the required skills often modify the gun to be able to fire on semi-auto (adds 10lbs, +1 to the ST min, and $12,000 to the price). Some even use it as a mounted sniper rifle in this configuration.
Gatling Gun: This four or six barreled machine gun is recognizable anywhere in the wastes. The standard version is designed to be mounted on a helicopter or other vehicle. It should be possible for a crafty techie to design a smaller ammo pack designed to be carried as a backpack instead, should someone be insane enough to carry this monstrosity with them (60lbs, 500 shots, $5,000).
Gauss Heavy Machine Gun (HMG): The Gauss HMG was the state of the art in heavy machineguns before the apocalypse. They are nearly impossible to maintain these days, so it’s incredibly rare to see a working copy.
Light Machine Gun (LMG): Light Machine Guns are designed to be man portable and fire rifle bullets. Wasteland designs tend be upgraded assault rifles, with longer barrels, drum magazines and beefed up receivers.
Gauss Light Support Weapon (LSW): Like its heavier cousin, LSWs are rare relics of a more civilized age. They’re very compact, by wasteland standards, but sport an enormous amount of firepower.

Liquid Projector (Flamethrower) (DX-4, or other Liquid Projector at -4) fire

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Malf. TL Cost
Spraycan Flamethrower 1d-2 burn - 1 1 Jet 5 6 -3 - 14 6 $100(x4)
Flamethrower 3d burn - 50 70/20 Jet 10 10 -8 - 16 6 $7,200(x4)

"Jet" means the attack is a long continuous stream. The attack is not subject to range penalties or penalties for target speed. The jet can be swept over multiple targets, but with a -6 penalty on all attack rolls per additional target (-6 for hitting 2, -12 for hitting 3 etc). The rules for setting things (and people) on fire are on pg. 433 in the Basic Set.

Spraycan Flamethrower: A spraycan and a lighter turned into an improvised flamethrower.
Flamethrower: A low tech flame thrower. It comes with a backpack for carrying 20lbs of pressurized napalm.

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