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Melee and Ranged Weapons
The Melee Weapon list and Ranged Weapon list on your character sheet show all of your character’s weapons (p. B268–B276), their usage statistics, and related notes.
These lists include:
Weapons are added through the Equipment list. An item with a Melee or Ranged Weapon Usage automatically appears in the appropriate weapon list. To change or delete a weapon, edit or remove the item from the Equipment list.
Note
Normally, only carried and equipped weapons appear here. If you enable Show all weapons in Sheet Settings, GCS will also display weapons from items that are not carried or equipped. These are clearly marked as (not carried) or (not equipped), as appropriate.
GCS includes hundreds of official weapons in the Master Library. See Library Explorer for more details.
You can also create your own custom weapons.
The Melee Weapon list on your character sheet includes the following columns. Select a column heading to sort ascending or descending
.
| Column | Description |
|---|---|
| Melee Weapon | The item's name (from equipment). |
| Usage | Name for the entry. A weapon can have multiple usages. |
| SL | The calculated skill level with the weapon. |
| Parry | Bonus or penalty to Parry (p. B269). |
| Block | Bonus or penalty to Block (p. B327). |
| Damage | Damage done by the weapon (p. B268). |
| Reach | The weapon’s reach in combat (p. B269). |
| ST | Minimum Strength needed to use the weapon effectively (p. B270). |
The Ranged Weapon list on your character sheet includes the following columns. Select a column heading to sort ascending or descending
.
| Column | Description |
|---|---|
| Ranged Weapon | The item's name (from equipment). |
| Usage | Name for the entry. A weapon can have multiple usages. |
| SL | The calculated skill level with the weapon. |
| Acc | Accuracy bonus from aiming (p. B269). |
| Damage | Damage done by the weapon (p. B268). |
| Range | Maximum and half-damage range (p. B269). |
| RoF | Rate of Fire (how many shots per attack) (p. B270). |
| Shots | The number of shots a weapon can fire before reloading (p. B270). |
| Bulk | The weapon’s size and handiness (p. B270). |
| Recoil | How easy the weapon is to fire (p. B271). |
| ST | Minimum Strength needed to use the weapon effectively (p. B270). |
Weapons are not created directly in the Melee or Ranged Weapon lists. Instead:
- Add a weapon the same way you add Equipment or Spells.
- If the item has Melee Weapon Usage or Ranged Weapon Usage fields filled out in the Detail Editor, it automatically appears in the appropriate weapon list.
Some weapons can have multiple usages. For example, a spear may have a thrust impaling attack and a swing cutting attack, which appear as separate rows.
To add natural attacks (bite, kick, and punch):
- Go to Item > Add Natural Attacks. This adds all three automatically.
You manage and edit melee or ranged weapons the same way you edit Equipment.
Weapon stats are controlled by the Melee Weapon Usage and Ranged Weapon Usage fields in the Equipment Detail Editor. For Spells, these fields are available in the Spell Detail Editor.
To edit a weapon’s details:
- Open the weapon’s source item from the Equipment list, then edit its Weapon Usage fields.
Note
A weapon must have at least one default skill (e.g., Broadsword, Spear) to calculate its skill level. See Defaults.
The Melee Weapon Detail Editor includes the following fields:
| Field | Description |
|---|---|
| Hide | If checked, hides the weapon stat from the melee weapon list on your character sheet. |
| Usage | Name for the entry. A weapon can have multiple usages. |
| Notes | Notes that appear with the weapon entry. Supports Markdown. |
| Parry | Parry bonus or penalty (p. B269). |
| Fencing | Uses fencing parry rules (p. B296). |
| Unbalanced | Weapon can’t attack and parry on the same turn (p. B269). |
| Block | Bonus or penalty to Block (p. B327). |
| Damage | Damage done by the weapon (p. B268), usually thrust or swing. |
| Leveled | Adjusts damage by level. |
| Multiply ST | Changes how Strength modifies damage. |
| Unaffected by level | Ignores level-based modifiers. |
| Per level | Damage adjustment per level. |
| Per die | Damage adjustment per die. |
| Armor Divisor | Adjusts how good the attack is at penetrating DR (p. B278). |
| Type | The type of injury or effect of the attack (cut, imp, cr, etc.) (p. B268). |
| Fragmentation | Special rules for explosive damage (p. B414). |
| Reach | Reach values for the weapon (p. B269). |
| Minimum | Minimum reach. |
| Close Combat | Allows use in close combat (p. B391). |
| Reach Change Ready | Reach changes require a Ready maneuver (p. B366). |
| Minimum ST | Minimum Strength needed to use the weapon (p. B270). |
| Two-handed | Requires two hands (p. B270). |
| Two-handed & unready | Takes a Ready maneuver when switching grips (p. B270). |
| Defaults | Lists default skills for this weapon (p. B271). See Defaults. |
The Ranged Weapon Detail Editor includes the following fields:
| Field | Description |
|---|---|
| Hide | If checked, hides the weapon stat from the ranged weapon list on your character sheet. |
| Usage | Name for the entry. A weapon can have multiple usages. |
| Notes | Notes that appear with the weapon entry. Supports Markdown. |
| Accuracy | Base accuracy bonus (p. B269). |
| Scope | Adds scope bonus to accuracy (p. B269 or HT155). |
| Jet | Attack is treated as a jet (continuous stream) (p. B106). |
| Damage | Damage done by the weapon (p. B268), usually thrust or swing. |
| Leveled | Adjusts damage by level. |
| Multiply ST | Changes how Strength modifies damage. |
| Unaffected by level | Ignores level-based modifiers. |
| Per level | Damage adjustment per level. |
| Per die | Damage adjustment per die. |
| Armor Divisor | Adjusts how good the attack is at penetrating DR (p. B278). |
| Type | The type of injury or effect of the attack (cut, imp, cr, etc.) (p. B268). |
| Fragmentation | Special rules for explosive damage (p. B414). |
| Range | Maximum range values (p. B269). |
| ½D Range | Half-damage range (p. B269). |
| Minimum Range | Minimum range (p. B269). |
| Muscle-powered | Weapon damage is powered by muscle (p. B269). |
| Ranges are in miles | Range is measured in miles instead of yards. |
| Rate of Fire Mode 1 | Shots per attack and secondary projectiles (p. B373) |
| Fully Automatic Only | Weapon fires only in automatic mode (p. B408). |
| High-cyclic Controlled Bursts | Allows controlled bursts at high RoF (p. HT83). |
| Rate of Fire Mode 2 | Shots per attack and secondary projectiles (p. B373) |
| Shots | Number of shots before reloading (p. B270). |
| In Chamber | Number of shots ready to fire (p. B270). |
| Duration | Time the weapon fires continuously. |
| Reload Time | Time to reload (p. B270). |
| Per Shot | Reload time applies per shot. |
| Thrown Weapon | Marks the weapon as thrown (p. B270). |
| Bulk | Size and handling penalty (p. B270). |
| For Giants | Special handling for giant-sized body type. |
| Retracting Stock | Weapon has a retracting stock. |
| Recoil | Minimum margin of success needed for extra hits (p. B271). |
| For Slugs | Used for slug ammunition. |
| Minimum ST | Minimum Strength needed to use the weapon (p. B270). |
| Two-handed | Requires two hands (p. B270). |
| Two-handed & unready | Takes a Ready maneuver when switching grips (p. B270). |
| Has bipod | Weapon includes a bipod (p. B412). |
| Mounted | Weapon must be mounted (p. B412). |
| Uses a musket rest | Weapon requires a musket rest (p. B412). |
| Defaults | Lists default skills for this weapon (p. B275). See Defaults. |
The toolbar above the Weapon Editor gives you quick access to common actions:
| Button | Name | Description |
|---|---|---|
| Help | Opens the help page from the User Guide. | |
| 100% | Zoom | Adjusts the display size of the Weapon Editor. |
| Apply Changes | Saves and closes the Weapon Editor. | |
| Discard Changes | Exits without saving changes. |
Last updated for GCS v5.39
GURPS page references (example: B16) are provided for convenience. For full rules, see the relevant GURPS publications.
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