Gurps vikings muscle-Powered Ranged weapons

Ranged Weapon: Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
Bow (DX-5)
Short Bow: thr imp 1 x15/x20 1,5/0,1 1 1(2) 50 7+ -6 (3)
Regular Bow: thr+1 imp 2 x15/x20 2/0,1 1 1(2) 100 10+ -7 (3)
Longbow: thr+2 imp 3 x15/x20 3/0,1 1 1(2) 200 11+ -8 (3)
Sling (DX-6)
Sling: sw pi 0 x6/x10 0,5/0,05 1 1(2) 20 6 -4 (2,3,9)
Heavy Sling: sw+2 cr 1 x3/x6 1/1 1 1(2) 20 8+ -5 (3)
Thrown Weapon (Axe/Mace) (DX-4):
Hatchet: sw cut 1 x1,5/x2,5 2 1 T(1) 40 8 -2 -
Throwing Axe: sw+2 cut 2 x1/x1,5 4 1 T(1) 60 11 -3 -
Thrown Weapon (Knife) (DX-4 or Thrown-2):
Small Knife: thr-1 imp 0 x0,8/x1,5 0,5 1 T(1) 30 5 -1 -
Large Knife: thr imp 0 x0,8/x1,5 1 1 T(1) 40 6 -2 -
Dagger: thr-1 imp 0 x0,5/x1 0,25 1 T(1) 20 5 -1 -
Small Throwing Knife: thr-1 imp 1 x0,8/x1,5 0,5 1 T(1) 30 5 0 (10)
Large Throwing Knife: thr imp 1 x1/x2 1 1 T(1) 40 6 -1 (10)
Thrown Weapon (Spear) (DX-4)
Spear: thr+3 imp 2 x1/x1,5 4 1 T(1) 40 9 -6 -
Javalin: thr+1 imp 3 x1,5/x2,5 2 1 T(1) 30 6 -4 -

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 anover-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:
2 Requires two hands to ready, but only one hand to attack.
3 An arrow for a bow is $2. A shaped rock for a heavy sling is $0.10. A shaped sling stone is $0.06. Unshaped rocks and stones suitable for slings and heavy slings can be found for free, but they’re less accurate: -1 to hit.
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).

Gurps vikings muscle-Powered Ranged weapons

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