Estoc

Chigoridani - Japan. An odd combination weapon consisting of a chain with a flanged weight on one end and a tasseled cord tied to the other, the chain passing through an iron pipe that serves as a sliding handle. Used two-handed, it's effectively a KUSARI (p. B272) that gives -2 to skill but permits a parry with the pipe, improving its Parry from -2U to 0U. Add $20 and 1 lb. to kusari cost and weight. A similar weapon, the konpei, has projecting wings on a shorter handle.

Chukonu - China. A Repeating Crossbow (p. 231). Also transliterated "zhuge nu."

Combination Weapons

A warrior might want to enjoy the tactical benefits of several specialized melee weapons at once. The obvious solution is to carry a different weapon in each hand, but this isn't practical when using a shield or a two-handed weapon. A workaround is to stick the useful part of one weapon onto another, creating a "combination weapon."

To design a combination weapon, start with a basic melee weapon - commonly a hafted one (one with a pole, like an axe or a staff) - and add the cost and weight of the desired features below. These options add extra attack modes for the wielder to choose from, in addition to the standard choices for his weapon. Such attacks use the weapon's usual skill, except as noted.

Hammer: Any swung, hafted cutting or impaling weapon can have a hammer head behind its striking head. Damage is that of its usual swinging attack, but crushing. $25; 0.5 lb.

Hook: Any swung weapon, even a sword, can have a small hook to permit use of the Hook technique (p. 74). Hooking inflicts thrust-2 cutting for a one-handed weapon, thrust-1 for a two-handed one. A hook can be blunt in order to snag victims without causing damage, but this is no cheaper. $25; neg. weight.

Kusari, Two-Yard: Any reach 1+ weapon can have a short kusari (weighted chain) attached. Use the statistics on p. B272, except that reach is only 1, 2*. It goes on the head or butt of an impact or pole weapon, or on the pommel of a club or sword (to put it inside a metallic baton, jutte, etc., see Hidden Weapons, p. 218). The wielder may use his weapon normally or swing the chain using the Kusari skill. The weapon becomes two-handed, if it wasn't already; one hand controls the chain at all times. $40; 2.5 lbs.

Kusari, Four-Yard: As above, but the kusari is full-sized, with reach 1-4*. $80; 5 lbs.

Pick: Any swung, hafted weapon that deals crushing or cutting damage can have a hardened spike at right angles to its haft. Damage is that of its usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck; see p. B405. The weapon also gains the benefits of a hook. $50; 0.5 lb.

Sickle: Any swung, hafted weapon can have a small sickle head. Damage is equivalent to that of its usual swinging attack, but at -1 and cutting or -2 and impaling. The weapon also gains the benefits of a hook. $30; 0.5 lb.

Spear: Any hafted weapon can add a spearhead that does thrust+2 impaling damage one-handed, thrust+3 impaling two-handed. Thrusting doesn't unready the weapon - even if swinging normally does. $30; 0.5 lb.

Apply +1 to the weapon's ST statistic per 1 lb. or fraction thereof added to a one-handed weapon, or per 2 lbs. or fraction thereof added to a two-handed one. Adding a kusari makes the weapon two-handed automatically. For more on ST and weapons, see p. B270.

Example 1: A sickle (p. 223) costs $40, weighs 2 lbs., and requires ST 8. A kusarigama is a sickle with a short kusari on its head or butt. A two-yard kusari adds $40 and 2.5 lbs., making final cost and weight $80 and 4.5 lbs. It also turns the combination weapon into a two-handed weapon. Adding 2.5 lbs. of weight to a two-handed weapon results in +2 to ST, making it 10.

Example 2: A scythe (p. B274) costs $15, weighs 5 lbs., and requires ST 11. An okusarigama is a scythe with a long kusari attached. A four-yard kusari adds $80 and 5 lbs., raising cost to $95 and weight to 10 lbs. Adding 5 lbs. of weight to a two-handed weapon gives +3 to ST, making it 14.

Chung Bong - Korea. A Baton (p. B273) or Short Staff (p. B273).

Cloak (pp. B275, B287) - Europe. A fighter may wrap part of his cloak around his arm and use it defensively (to block) or offensively (to feint or grapple; see p. B404). The main difference between a Heavy Cloak and a Light CLOAK is that the former gives a higher DB and takes a few seconds longer to cut to shreds.

Combat Fan (p. 226) - China, Japan, Korea. A metal version of the folding fan carried by men and women alike. Folds partially or not at all. Used as a backup weapon and symbol of authority. Called a "tessen" ("iron fan") in Japan.

Crossbow (p. 231, B276) - Asia, Europe. A bow attached to a grooved stock and fitted with a trigger, used to shoot short, thick arrows called "bolts." Endless varieties exist! For instance, the Composite Crossbow (p. 231) uses a Composite Bow (p. B275), while the Pistol Crossbow (p. B276) is small enough to wield one-handed. The Chinese were fascinated with concealed crossbows. Full-sized models were worn on the back and triggered by bowing, while pistol-sized ones were hidden in stirrups and sleeves; see Hidden Weapons (p. 218). Related weapons include the Prodd (p. B276) and Repeating Crossbow (p. 231).

Cutlass (p. B273) - Europe. A short sword favored by sailors, pirates, and savateurs. Its substantial hilt encloses the hand, giving DR 4. This is cumulative with glove DR, but the hilt lacks the space to accommodate gloves with DR 3+ (e.g., steel gauntlets).

Daab - Thailand. A Shortsword (p. B273). Usually used in pairs.

Dagger (pp. B272, B276) - Universal. In GURPS usage, a short, point-only knife. Historically, the term described a double-edged knife with a crosspiece and a pommel - a tiny sword. In casual usage, it might instead mean a Rondel Dagger (p. 228), a Stiletto (p. 228), or any knife from Small Knife (pp. B272, B276) to Long Knife (p. 228) size. Proponents of Dagger Fighting (p. 155) favor the larger weapons.

Dai-Kyu - Japan. A Composite Bow (p. B275) with the grip one-third of the way up the bow instead of in the center. Used on foot (sometimes while kneeling) and from horseback.

Dan Sang Gum - Korea. A short, wide-bladed sword. Treat as a Small Falchion (p. 229).

Dao (p. 227) - China. A heavy-bladed sword with an extralong handle, used one-handed for chopping and stabbing.

Deer Antlers (p. 228; illustration, p. 92) - China. Two interlocked, crescent-shaped blades with a handle in the center of one of the blades, creating a four-pointed cutting weapon capable of trapping weapons between its points. Usually used in pairs.

Discus (p. 231) - Ancient Greece. A wooden or metal throwing disc. Eclipsed as a weapon of war by bows and spears, but still thrown today by athletes (modern models may be weighted plastic).

Dusack (p. 229) - Germany. A sturdy wooden Shortsword (p. B273), wielded like the real thing. Also called a "rudis" (ancient Rome) or a "waster" (England).

Eku (p. 229; illustration, p. 213) - Okinawa.A large oar, used as a makeshift polearm.

Epee - France. A light, unsharpened thrusting sword intended for sport fencing. Treat as a Smallsword (p. B273), but the blunt tip inflicts thrust-1 crushing damage. Modern epees are equipped for electric scoring.

Escrima Stick - Philippines. A stick, usually 25" to 35" long, made of rattan for training or hardwood (such as ebony) for fighting. Treat as a Short Staff (p. B273).

Estoc (p. 227; illustration, p. 214) - Europe. An edgeless thrusting sword with a triangular or diamond cross section, designed to pierce chinks in plate armor. Generally held in a Defensive Grip (pp. 109-111) and used for Committed or All-Out Attacks on a prone victim. The specialized design removes -2 of the penalty for targeting chinks in armor (p. B400). Also called a "tuck."

Falchion (pp. 227, 229; illustration, below) - Universal. A medieval European term applied loosely to almost any single-edged sword, but most often to one that's flared, heavy, and/or curved forward at the tip, which favors cutting over thrusting. Most ironworking cultures developed such a blade; hunters and soldiers worldwide valued it as a tool (for butchering game, cutting brush, opening coconuts, etc.) and a weapon. Typically shortsword-sized, but the Large Falchion (p. 227) is broadsword-sized.

Fei Biao - China. See Flying Dart (see below).

Fire Wheel - China. A form of Slashing Wheel (p. 228).

Flail (p. B274) - Universal. A two-handed weapon - seen almost anywhere grain flails are used - consisting of iron bars, spiked balls, or similar jagged weights attached to a long haft by a chain or a cord.

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. 231) or a Large Throwing Knife (p. 231), depending on size.

Foil - France. A whippy sport-fencing "sword" with a button tip. The blade is designed to make precise strikes possible while punishing sloppy technique. Treat as a Dress Smallsword (p. 229), but damage is thrust-2 crushing. Modern foils are equipped for electric scoring.

Force Sword (p. B272) - Science Fiction. A space-opera swashbuckler's energy blade. The Basic Set version is used one- or two-handed - like a Katana (pp. B271, B274) - with the Force Sword skill. A smaller, one-handed model might do 7d(5) burn, have reach 1, cost $6,000, and weigh 1 lb. At the GM's option, it may have a Parry statistic of 0F and use Force Saber (DX/A, defaults to Force Sword-3 or any fencing skill-3).

Weapons of Quality

The weapons in Martial Arts come in all the usual quality grades, with effects as described in Melee Weapon Quality (p. B274) and Muscle-Powered Ranged Weapon Quality (p. B277). Those two rules cover materials quality: seasoning, temper, etc. They affect breakage for all weapons; sharpness, and hence damage, for blades; and factors that influence range for missile weapons (e.g., elasticity, in the case of bows).

The GM may want to introduce quality grades for balance, too. Realistically, this is no less important than materials. For melee weapons, thrown weapons, and ammunition (arrows, bolts, etc.), balance modifies the user's weapon skill for all purposes. For missile weapons, it adjusts Accuracy.

Cheap (Balance): 40% of list price, -1 to skill or Acc.

Good (Balance): List price, no effect on skill or Acc.

Fine (Balance): 5x list price, +1 to skill or Acc.

Sticks - batons, clubs, quarterstaffs, wooden stakes, etc. - and improvised weapons can't have fine balance. All three grades are possible for melee and thrown weapons (besides sticks); for blowpipes, bows, and crossbows; and for arrows and bolts. The +1 for fine balance is cumulative with the +1 for Weapon Bond (p. 53) - a weapon can be nicely balanced for anyone but perfect for you.

To combine balance with materials quality, use the next rule.

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