Monday 16 August 2021

Equipment: Exotic D&D Weapons

Equipment: Exotic D&D Weapons

You probably are aware of some exotic D&D weapons that you've always wanted to use. Some of them were quite lame mechanically, some of them were quite good. So, let's see how to makem them in GURPS and if some of them already exist.

Spiked Chain
A fan favourite! This one already is represented in GURPS as the barbed chain (GURPS Low-Tech Companion 2, p. 17). Note that the weapon's text does not say anything about the barbed chain having an intrinsic penalty to hit, but the cinematic weapon text before the barbed chain says that all cinematic weapons should an a penalty to hit when used without the Exotic Weapon Training perk. However, it does not list the numerical value of the penalty. I think a -1 should suffice.

Dwarven Urgrosh
The dwarven urgrosh basically is a spear-axe. I started by giving the normal axe a long haft and giving it an additional spearhead. Since dwarves in my setting are SM-1, I will also provide stats for an SM-1 version. Switching between the axe and spear grip requires a Ready maneuver.
Gnome Hooked Hammer
This is a weird weapon. It can be used in one hand or in two hands. Let's start with a mace, then add a pick and a sickle. Since gnomes in my setting are SM-2, I will also provide stats for an SM-2 version. Switching between the hammer/pick and sickle grip requires a Ready maneuver. Switching between the hammer and pick head is done with a free action. I will also remove the ability to be thrown.
Orc Double Axe
This is the double-ended heavy axe (GURPS Fantasy-Tech 2, p. 7). While there are rules for this weapon in GURPS Low-Tech Companion 2, the ones in Fantasy-Tech 2 seem to be more detailed and up-to-date, I suggest using these ones.

Two-Bladed Sword
This is the double-ended long sword (GURPS Fantasy-Tech 2, p. 7). Again, while there are rules for this weapon in GURPS Low-Tech Companion 2, the ones in Fantasy-Tech 2 seem to be more detailed and up-to-date, I suggest using these ones.

Dire Flail
This is the double-ended heavy flail (GURPS Fantasy-Tech 2, p. 7).

NEW WEAPON STATISTICS

 

TL

Weapon

Damage

Reach

Parry

Cost

Weight

ST

Notes

AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)

2

Gnome Hooked Hammer

or

or

or

or

sw+3 cr

sw+2 imp

sw+2 cut

sw+1 imp

thr-2 cut

1

1

1

1

1

0U

0U

0U

0U

0U

$130

-

-

-

-

6

-

-

-

-

12

12

12

12

12

 

Pick. [2,3]

Sickle. [2]

Sickle. [2,3]

Sickle hook. [2]

2

SM-2 Gnome Hooked Hammer

or

or

or

or

sw+2 cr

sw+1 imp

sw+1 cut

sw+1 imp

thr-2 cut

1

1

1

1

1

0U

0U

0U

0U

0U

$35

-

-

-

-

1.5

-

-

-

-

6

6

6

6

6

 

Pick. [2,3]

Sickle. [2]

Sickle. [2,3]

Sickle hook. [2]

SPEAR (DX-5, Polearm-4, or Staff-2)

0

Dwarven Urgrosh

thr+2 imp

1-2*

0

$105

6.5

11

[1]

0

SM-1 Dwarven Urgrosh

thr+2 imp

1-2*

0

$70

4.2

9

[1]

TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)

0

Dwarven Urgrosh

sw+4 cut

2

0U

$105

6.5

11

 

0

SM-1 Dwarven Urgrosh

sw+3 cut

2

0U

$70

4.2

9

 

2

Gnome Hooked Hammer

or

or

or

or

sw+4 cr

sw+3 imp

sw+3 cut

sw+2 imp

thr-1 cut

1

1

1

1

1

0U

0U

0U

0U

0U

$130

-

-

-

-

6

-

-

-

-

11

11

11

11

11

 

Pick. [2,3]

Sickle. [2]

Sickle. [2,3]

Sickle hook. [2]

2

SM-2 Gnome Hooked Hammer

or

or

or

or

sw+2 cr

sw+2 imp

sw+2 cut

sw+1 imp

thr-1 cut

1

1

1

1

1

0U

0U

0U

0U

0U

$35

-

-

-

-

1.5

-

-

-

-

6

6

6

6

6

 

Pick. [2,3]

Sickle. [2]

Sickle. [2,3]

Sickle hook. [2]

[1] The spear end.

[2] Hook enables the rules under Hook (GURPS Low-Tech, p. 54), and may also damage the victim.

[3] May get stuck; see Picks (p. B405).

[4] Reduce penalty for targeting chinks in armor (p. B400) by -2.

 



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